Discussing Improvements To Tristana's Gameplay Update

Kiraid Lciem·1/28/2015, 5:53:25 PM·2 votes·515 views

Intro: I have yet to play the reworked Tristana because I am not on the Test Server and the normal server is still down. But here are my thoughts from the patch notes. I will post more thoughts after I play her live.

Fantasy: I main Tris, and Tris's huge Range is not necessarily noticeable or effects my game play except for 2 things, both of which I consider core to her fantasy:

Gameplay 1: Punishing foes in front of their tower but still touching it. Improvement: None, Riot I was so happy when I saw this: "Explosive Charge is castable on towers and has a larger ...radius...", Good Job Riot!

Gameplay 2: Punishing Mages that Shackled Tris and are trying to Cast spells outside of normal ranged users attack range. Improvement: With her passive, please give back the 34 units of auto attack range she lost but only when shackled and when a single effect is reducing her movement speed by 80% to 100%. Too good to be true: While shackled her auto-attack would be set to equal to the longest auto-attack range of any champion (after their ability buffs). (Becomes able to counter attack anyone auto-attacking her.) (How do size buffs effect auto-attack range?) Reason: Tris doesn't have ranged poke like Sivir or other mages, and it is very frustrating when she gets shacked to literally be able to do nothing. She is not a melee and a shackle should not shut her down so easily. Once again it hurts her core gameplay fantasy for me, when I can't auto attack someone who is basically auto attacking me (via auto-attack or spamable spell).

2 Comments

Kiraid Lciem1/28/2015, 6:06:48 PM1 votes

Please limit your posts to constructive ideas about improving Tristana's gameplay. Thanks everyone. :)

Kiraid Lciem2/3/2015, 3:07:31 AM1 votes

So here are some of my thoughts after playing Tristana's Update but I have mastered her changes.

Sadness 1: Tris seams to no longer be competitive in one on one duels vs champions that have lifesteal. From my understanding, Riot is trying to phase out Grievous Wounds, so they are able to properly balance healers. Losing Grievous Wounds has really shortened the list of champs she can duel, from melees to other adcs, especially champs with flat heals per hit (not based on damage) Too good to be true: Some Flat % or Per Level % Lifesteal. This Lifesteal is something that I have wished for Tristana since their slow nerf to lifesteal over the last couple of years. With this slow nerf, Tris has never felt the same. She has become so reliant on dealing damage to be successful, that I can't build the lifesteal I want on her without making her useless. Even just giving her more Lifesteal vs minions and monsters would make her feel so much better, instead of her losing more health then she is lifestealing vs the buffed jungle monsters.

Sadness 2: Her Final has too long of a cooldown. This was a change that happened a while ago, but it is hurting Tris more then ever with her Armor, health, and range nerf this last patch. Other ADCs and Assassins love to focus Tris, and when she uses her final to escape a gank (which is not reliable), she is literally twice as easy to kill for a 100 seconds. One of the primary concerns with her Final was AP Builds, which are less of a concern now with it's nerfed damage. Improvement: Reduce Final's cooldown. Is there a way have AD builds get more cooldown then AP builds? Maybe reduce her Final's cooldown by half of your Bonus Crit?

Sadness 3: In lane, her already pathetic poke, is now useless. It was already a huge chore during early game to poke your Foes in lane down enough to have a chance of getting a kill. Now her E does no damage in lane, because your Foes will just walk away for 4 seconds, not letting you get more then 1 auto attack stack. It also does physical damage now, making it useless vs tank supports and anyone with Flat armor runes. Plus now Foes can proc a shield right before it goes off to negate all it's damage. And it no longer has Grievous Wounds, losing the ability to cut their potion healing in half for 5 seconds. Improvement: Buff the level 1 base damage of E.