Tryndamere: Thoughts and Discussion
Marc Merrill is a pretty good looking guy, am I right or am I right! Heh heh ;-)
Okay seriously though this is about the champion:
~ Tryndamere is a MELEE basic attacker, problem with that is marksmen will forever do it better. Let's turn Tryndamere from basic attacker to a guy with a REALLY BIG sword that hits REALLY HARD with it, using spells rather than attacks, but the spells still feel like they are his attacks.
~ Would like to see his Fury resource feel more a part of his kit and more like a resource as well, to some extent.
~ Taking Undying Rage (current ultimate) and move it to his passive slot. This will do two things: make it easier to balance for the long term since it does not need to be under the restrictions of ultimate power and grant Tryndamere room for a proper ultimate that feels like an active rather than a passive that you have to press R for. This will also allows us to remove his cheesy early game for cheap kills with removing his free critical strike chance passive.
~ I don't want to call it quite juggernaut status, but my Idea is move Tryndamere into the damage and a lot less tank form of a juggernaut, where he hits really hard with his sword with a higher risk of dying when he misplays / miss positions. So he will have a pathetic base attack speed to give room for a high base AD emphasizing a hard hitting build over a DPS build, allowing marksmen to be around for their DPS and not have a melee complete have to compete with a ranged champion #uniqueness.
~ With giving Tryndamere a pathetic base attack speed value we can give him unique attack speed scalings, he still will scale with crit as well, but bonus attack speed could do things like reduce cast times and increase ability speeds; like his main damaging ability (thinking he swings a sword down as a short range line skill shot, so it deals AoE damage) swings faster and his spin-dash (re-balanced) moves faster, for example.
~ I don't want the BARBARIAN King to feel complicated at all to pick up and play, but still introduce some form of mastery to him so mains can feel like they are always learning something new by playing him constantly.
~ Tryndamere should be fun to play as, while still keep some kind of fairness to play against. Good news is that Tryndamere is not completely unreasonable to play against currently so we can focus mostly on creating a fun to play champion with a deep mastery about him, the deep mastery is important for his high elo / competitive play viability.
NUMBERS ARE EXAMPLES ONLY!
Basic Attack Range: 250 units [from 125] (VERY BIG SWORD) Base Attack Speed: 0.415 +2.5% per level [from 0.670 +2.9% per level] Base Attack Damage: 80 +6 per level [from 61.4 + 3.2 per level] Fury Pool: Still 100, just wanted to clarify
P.S. Tryndamere uses a type of Great Sword, and the thing about great swords is that they are effective because of their weight and not for their sharpness (usually they are pretty dull when compared to other swords). So great swords kill because it is a very heavy sword being swung by a strong man at a decently fast speed, so they can make an impact even against heavy armoured knights, rather than decapitate heads from the blade.
Undying Rage (Passive): Static Cooldown: 210/180/150/120 seconds @1/6/11/16 Whenever Tryndamere's health drops to 25/50/75/100 then he refuses to die for the next 3.5 seconds.
Battle Fury: Tryndamere's basic attacks grant 15 Fury, critical strikes grant 50 Fury. Tryndamere gains 5 Fury per second while in combat. Tryndamere's basic abilities consume Fury to enhance their power based on how much Fury was consumed.
All Fury gains are doubled while attacking champions and in combat with them.
Additionally, bonus attack speed reduces Tryndamere's cast times and speed up his abilities.
Great Smash (Q): Cooldown: 3.5 seconds; Cost: 100% Fury; Range: 350 units Tryndamere slams his sword in the target direction dealing (+120/130/140/150/160%AD) physical damage increased by 1% per 1 Fury consumed plus 6%(+2% per 100AP) target max health as true damage (max 150 vs monsters).
Barbaric Mockery (W): Cooldown: 24/21/18/15/12 seconds; Cost: 100% Fury; Range: 1000 units Tryndamere unleashes 1 battle ready chicken to seek after the closest enemy champion, when it reaches its target it will either blind for 2.5 seconds and deal 70/110/150/190/230(+100%AP) physical damage if the target is facing the chicken or not deal damage and slow down by 80% for 4 seconds while reducing its damage by 25% if the target is running away.
Tryndamere unleashes 1 additional chicken for every 25 Fury that was consumed. Only one chicken can go after the same target.
Spinning Slash (E): Cooldown: 22/20/18/16/14 seconds; Cost: None / 100% Fury; Range: 700 units 1st Cast: Tryndamere whirls his sword around and spins himself to the target location dealing 10/40/70/100/130(+150%AD) physical damage to enemies he passes through.
2nd Cast: While Spinning Slash is on cooldown, this can be cast again one time to consume Fury reducing the cooldown by 0.6/0.65/0.7/0.75/0.8% per 1 Fury consumed.
Royal Blood (R): Cooldown: 90/60/30 seconds; Range: 500 units Tryndamere swings his sword around him dealing between 75/125/175(+75%AD) to 300/500/700(+300%AD) physical damage based on Tryndamere's missing health and then healing himself for 150/200/250(+100%AP) health plus 75/100/125(+50%AP) health per enemy champion struck.