Rage! A Tryndamere Rant

Everything about this champion in this day and age is toxic in design, when in the past it might have been serviceable and the game wasn't as much of snowball as it is now. His overall design is the worst of the 'melee carrys.' And yes, even worse than Yasuo in my personal opinion.
[BTW Skip down to avoid paragraphs if you don't like in-depth reading]
- The RNG in his passive is something that I think is the worst kind of rng. There are things like Illaoi's tentacles and Zyra's plants and Bard's chimes which spawn with an element of random to them but which provide situations of interactivity with said champion and their opponents in some manner. Twisted Fate has a passive that is purely rng, but it doesn't have a direct impact in the middle of combat and only acts as a multiplicative enhancer of his gold income, not unlike Draven. People like to bag on Fiora and her passive, but at the very least you can actually play the Vital minigame. Tryndamere is the epitome of the issues of the concept of critical strike in a pvp game environment, as a trade can be won or lost purely on rng involving crits tied to his Fury generated.
- His defensive options outside of his ultimate is a heal based on how much fury he has gained (which also has an ad steroid passive stuck on it for some reason), an ad reduction stacked with a slow depending on where you are facing, and a dash whose cooldown can be reduced by crits. For a skirmisher, his defensive options are pretty much shit compared to Master Yi or Fiora, and are tied into the rng of his passive, which only promotes the uninteractivity of his gameplay. *Unlike Kayle or Taric, whose ultimates prevent damage entirely, Tryndamere can still take damage, but not die. Unlike a Kayle or a Taric, who when ulting preserve the health of their target the moment their invulnerability takes place, Tryndamere keeps whatever damage he took after he ulted, meaning he can waffle an engagement simply because he takes damage during his invulnerability. This is a major discouragement for Tryndamere to teamfight, which is why you see them doing nothing but splitpush all day.
- Going back to his ultimate, another factor with Tryndamere is that his ultimate promotes rng. How, you may ask? Simple: it doesn't change his basic gameplay at all, and instead guarantees that Tryndamere will stick around for five seconds, even through cc. So basically you have the same toxic, uninteractive gameplay.
- Speaking of gameplay, when I say 'uninteractive gameplay' I mean 'what can you do about this part of him?' Tryndamere's heal is about as interactive as Garen using Courage, other than cc you can't really do anything about it. His shout is only avoidable if you keep your distance, and it's indiscernible whether you're in range of it... which is very poor design considering it has quite a bit of range and is an aoe ability. The only thing other than auto-attacks he can do is use his dash to get in and out of fights, and it doesn't help he can use it to engage or disengage which then leaves him with... auto-attacks, the most interactive form of gameplay imaginable!
I could go on, but honestly his problems could be summarized in this TL;DR.
- Too much reliance on rng. WAY too much.
- Gameplay completely uninteractive outside of his dash.
- Defensive options are limited and tied to rng and auto-attacks.
- Ultimate only promotes split-pushing due to unreliability in teamfights.
If I could fix Tryndamere, here is what I'd do:
- Completely nix all critical strike involvement in his kit aside from his dash; increase the cooldown quite a bit, but allow it to be reduced by auto-attacks on champions and allow critical strikes to double the reductive value.
- His Q passive (bonus ad with additional bonus ad from missing health) is now his actual passive, and Tryndamere reduces incoming damage by a certain base value, based on how much Fury he has in his pool.
- Tryndamere's Q now heals him and increases his movement speed based on the amount of fury he consumed.
- Tryndamere's W shout now has a brief delay with an indicator of him about to shout, and reduces a percent of incoming damage from nearby enemies depending on how close an enemy was to him when the shout is released.
- While Tryndamere is affected by his ultimate, he recovers a portion of his missing health every time he damages an enemy champion.
What this opens up:
- Tryndamere no longer relies on rng, and building critical strike simply increases the value of his damage the same way it would boost any other skirmisher who relies on auto-attacks. The interaction of crit with his dash is simply a nifty bonus if you decide to build into it.
- Tryndamere's Fury now is something that he can play around with: he can build and keep it up to get some damage reduction, or he can expend it for healing and movement but at the cost of losing that damage reduction he benefits from said fury, allowing his opponent to adapt and make trades when Tryndamere is more vulnerable.
- The delay on Tryndamere's shout gives interactivity to both Tryndamere and his opponent and gives Tryndamere a better defensive option when he tries to engage into a trade or a teamfight.
- A lengthy cooldown on his dash would put more emphasis on how Tryndamere acts outside of his dash and make him much more carefully consider when and how to use it, and the reduction from auto-attacks against champions combined with the potential to benefit from critical strike promotes Tryndamere to fighting champions instead of laning all day.
- The missing health recovery from his ultimate answers an age-old problem with Tryndamere: his ultimate isn't as effective as an invulnerability or untargetability and thereby punishes Tryndamere for trying to do his only possible job in a teamfight... unless the enemy team really screws up and treats him as if he were actually invulnerable. Now, with the ability to recover a portion of his missing health, even without building lifesteal or having Fury to consume, he can attempt to counter whatever health he would sacrifice in an engagement. This would allow him to heal off of enemy champions as he makes his way to his preferred target while ulting, which combined with his other abilities actually promotes teamfighting and doesn't pigeonhole him into split-pushing forever.
Sorry if this came out of nowhere, I was making a response on the other thread concerning 'WTF champions' and this sort of came out, so I decided this should become it's own little rant.