Tristana needs more changes
So the Tristana update looks promising. Explosive Charge is fantastic conceptually, and Trist loses the "Faceroll or die" mentality she used to have in favor of more of a "Ballroom Blitz" approach to combat. Which is fantastic. However, she still has a number of issues.
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Tristana is still the safest hyper-carry in the game, and your changes don't really do anything to change that. Yes, Rocket Jump is no longer the best burst spell in the game just by itself, but she still passively out-ranges everyone, she still has one of the best AA steroids in the game, she still has one of the longest jumps in the game, she still has a low cooldown, high CC ult (unheard of on a hypercarry), and she still has plenty of strong base damages to recover even if she gets behind. If you're going to make a change to give her actual weaknesses, give her actual weaknesses. If it's worth claiming you're doing, it's worth actually doing right.
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Tristana's Q is still one of the most boring abilities in the history of the game. "Hurr durr bonus AS." And that's it.
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Tristana's E still forces her to uncontrollably push the lane from last-hitting. Uncontrollable AoE is a bad idea.
So lets take this opportunity to give Tristana a full update, shuffle some abilities around, and solidify her identity as this "Heavy Assault Specialist."
Passive - Mayhem
- Killing enemies reduces Tristana's cooldowns by 1 second. Killing enemy champions or destroying enemy towers reduces her cooldowns by 3 seconds.
Q - Gunpowder Blitz
- Passive - Tristana increases her autoattack range by 25/50/75/100/125 (To 575/600/625/650/675).
- Active - Tristana employs a special high-explosive gunpowder that increases her Attack Speed by 30/40/50/60/70%. Additionally, her attacks explode on impact, dealing 20/30/40/50/60 (+20% AD) (+20% AP) bonus physical damage to all enemies in a small area, including her primary target.
- Cost: 60/55/50/45/40 Mana
- Cooldown: 20/19/18/17/16 Seconds
- Blast Radius: 225
W - Rocket Jump
- First Active - Tristana begins charging over 3 seconds, increasing the range of her jump. While charging she's slowed by 20% and can't attack or activate other abilities. She reaches full charge in 1.5 seconds, and after 3 seconds the ability fails, refunding half of its mana cost and cooldown.
- Second Active - Tristana fires her cannon into the ground and rockets through the air, dealing 60/90/120/150/180 (+50% AP) magic damage to enemies in an area around where she jumps from and where she lands. Enemies hit by both blasts are only dealt 50% damage by the second one. All enemies hit are slowed by 40/50/60/70/80% for 2 seconds, with the slow decaying over its duration. If Tristana lands on an enemy she's placed an Explosive Charge on, her landing deals a bonus 25% damage for each 25% bonus damage Explosive Charge will currently do. This bonus damage is dealt to all targets within the radius, but is reduced by half against enemies already damages as normal.
- Cost: 80 Mana
- Cooldown: 20/18/16/14/12 Seconds
- Range: 350 - 850
- Damage Radius: 275
E - Explosive Charge
- Active - Tristana places an explosive onto an enemy or tower that detonates after 4 seconds, dealing 80/120/160/200/240 (+80% bonus AD) (+60% AP) physical damage to enemies in an area around it. Each attack Tristana lands against the target increases the damage dealt by the explosive by 25%, with the fifth attack detonating it immediately.
- Cost: 60/70/80/90/100 Mana
- Cooldown: 16/15/14/13/12 Seconds
- Range: 600
- Blast Radius: 300
Ultimate - Firestorm Barrage
- Active - Tristana plants her feet and unloads a barrage of fire from her cannon, dealing continuous damage in a cone in front of her. She deals 40/60/80 (+30% bonus AD) (+20% AP) physical damage every 0.25 seconds to enemies within the cone over 2.5 seconds, dealing a maximum of 400/600/800 (+300% bonus AD) (+200% AP) damage over that duration. Though she can't move while channeling her barrage, Tristana can rotate within a 135 degree arc from her initial angle, allowing her to track priority targets.
- Cost: 100 Mana
- Cooldown: 120/100/80 Seconds
- Range: 800
These changes help make Tristana more mechanically interesting and offer unique reward patterns. She can keep up the aggression if she keeps a steady kill count, and while still hard to chase, no longer has the world's best knockback on top of the world's best jump. Her ult behaves like a fusion of Vel'Koz's and Miss Fortunes: A massive spray of damage with distinctive blind spots that requires teammate coordination for maximum effectiveness, but offers insane teamfight potential and allows for easy clean up with her cooldown resets and high AoE damage. Hopefully, at least some of these changes will be considered and Tristana will find her place as the go-to AoE AD champ as opposed to a weird...wizard smurf thing.