"Mini" Rework idea that could make Trynd less stat check, but better in fights.

Ragnaveil··1 votes·1,061 views

tl;dr of the post is: Remove the RNG and stack check and instead make his dueling better, but not overpowered.

Yeah, this is kinda a touchy topic to write about, especially since people think he's weak in certain cases. He is, but at the same time isn't. Like don't get me wrong: I don't like his current playstyle (sure, sounds a bit hypocritical since I liked old Aatrox), but I love his concept, but some of his current functionality just doesn't feel like it fits. (He should get a VGU update at some point. Highlander's sword arm is more than enough to have me call him pencil arm boi)). Here's the idea:

Battle Fury (Passive): Crit gain per fury removed. Gaining increased Fury from crits remains. Instead, he gains 3 AD per 10 Fury, up to 30 AD at 100 Fury. Fury gain changed from 5 per auto and 10 per crit to 10 per auto and 20 per crit. At level 7 He gains 4 AD per 10 Fury, and at level 13 it becomes 5 AD per 10 Fury.

Bloodlust (Q): 18 / 16 / 14 / 12 / 10 second cooldown. Q passive is changed: When Tryndamere reaches below 45% hp, he begins to thirst for blood, gaining bonus attack speed when below the 45% threshold. 20 / 25 / 30 / 35 / 40% Attack Speed. Q heal is changed to 40 / 50 / 60 / 70 / 80 Base (25% AP) + 25% of his bonus HP and 2.5 health per 10 Fury.

Mocking Shout (W): 13 second cooldown. Duration upped to 5 seconds. Slow changed to 35 / 40 / 45 / 50 / 55%, decaying over the duration from 30 / 37.5 / 45 / 52.5 / 60% for 4 seconds.

Spinning Slash (E): 12 second cooldown. Crit mechanic stays. Fury Gain per target changed to 10 Fury gain regardless of how many targets were hit. AP Ratio lowered from 100% to 55%. Base lowered from 80 / 110 / 140 / 170 / 200 to 40 / 70 / 100 / 130 / 160. Bonus AD Ratio changed from 130% bonus AD to 100% AD. New effect: When Tryndamere hits a champion with E, his next auto will deal 30% of his AD as bonus physical damage and grant 10 Fury. This effect stacks with multiple champion hits, 5 enhanced autos being the max.

Undying Rage (R): 110 / 100 / 90 second cooldown. Duration lowered from 5 seconds all ranks to 3 / 4 / 5 seconds. Can still be activated under cc, but cannot be activated under silences. Tryndamere gains 15% damage reduction while under the effects of the ultimate (up for debate since the fate of the two new bruiser items is still up in the air).

The idea is to keep him as a duelist, but make him stronger as he's weaker (instead of granting damage when weaker, he is granted AS based on Q's rank to make him grab more AD items than AS items), while letting his crit build be a thing but be less reliant on needing 100% crit and be more about autoing the target and using E as a engage or disengage tool, rewarding the player more for spinning into champions. I feel like more could be done and more extensive changes could be done, but its kinda hard without feedback from mains. I do hope people are willing to chime in to this topic and give ideas and improve on the changes I talked about above. You should honestly either downvote or upvote this post based on if you think he needs a rework of some sort, or he doesn't. As for comments, if you like someone's idea, upvote it. If not, then just leave it alone. The goal is to end up with a kit that mostly everyone agrees on.

2 Comments

Ok sure but why1 votes

I like having to only buy two crit items on Tryn imo

Ragnaveil1 votes

The point is to have him still build two crit items, but make it so he doesn't have to solely rely on the stat. Sure, Yasuo gets 100% crit chance, but it has its drawbacks, mainly being he doesn't have damage items to buff up his damage, and he has to rush both IE and PD immediately, where as Trynd can go either tiamat or zeal first, get the other item out of those two, and complete the crit item. Yasuo also has his crit strikes doing 10% less damage, where as Trynd does full damage. I'd try to compare Trynd to someone else but Yasuo is the only one that I can think of that can be compared when it comes down to crit. I left some of the crit mechanics in the kit in this post (the double fury gain when critting and E's cd being reduced on crit), the difference is he can't mow someone down with 60% critstrike and 100+ AD early, however his late gets better, especially if he wants to invest in items like Black Cleaver, Tri (cdr options, bc with q's change), Steraks (burst shield and allows you to get some more hits in with Q passive without needing to press r immedately), etc. It allows him to be a crit bruiser and be able to contribute to the team if his split push option isn't available. Nasus got his R reworked to give him armor and mr initially and over time, which even though it seems like a dueling/split push buff, was also a teamfight buff since he can be tankier in situations where he might be stuck with more split push items than tank frontline items. He should be this crit bruiser that tries to survive for as long as possible, and not be the poor man's Yasuo.

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