Let's talk about Tryndamere's Ult.
I'm not good at this, my last post was about a year ago and it got a somewhat negative response. I'm guessing because I poorly tried to address a large amount of champions at once, so this time i'm going to address one: Tryndamere.
If you take a look at his statistics, his win-rate has seemed to die down over the patches, but I've had a few draft matches against him over the last month or so that I didn't quite agree with. In fact, the match I just came from before typing this included my team winning by 2x the kills and almost equal turrets until the team fights: tryndamere dominated and carried his team to victory. I questioned why, that even after his whole team fed us leaving my jg with an S rank, we still lost. I came to the conclusion that it was the duration of his ult causing the disparity.
Tryndamere's ult allows him to be immune to any damage for 5 seconds, allowing him to trump team fights and dive turrets. Couple that with his AOE cc and you've got either your whole team trying to run away, or you have your whole team fighting and taking massive damage from Tryndamere and his team in those 5 seconds. I understand that cc focus on Tryndamere can decrease his potential, but his dash and taunt makes it difficult.
So I propose a nerf idea that would lessen his team fighting abilities, if they need be. Instead of his ult's duration being 5 seconds unconditionally, I propose that, along with the 5 second duration, his ult ends after he gets a kill with it active. It would make sense that his "undying rage" dies down after he gets a kill, and it would also prevent the double, and triple kills that my team suffered during that last match.
I'm not saying that Tryndamere is broken; his win-rate doesn't lie. I'm just saying that his ult could use some modification to decrease the likelihood of lopsided, hyper-carried matches.
I hope I'm voicing a valid idea, but lemme know down in the discussion.