Tryndamere Rework Suggestion + Discussion

Spice POWAH·4/15/2018, 3:30:46 AM·1 votes·988 views

I've thought of a rework to share, and also want to get discussion about a champion going. (Tried to keep it as short as possible, but... yeah)

These ideas might not necessarily be good; however, it's still good to get a healthy discussion going, so feel free to give any ideas, talk about direction, etc.


#Intent The purpose of the rework is to do a couple of things: play up his themes and fix parts of his kit that are problems, like RNG crit cheese and being a general annoyance because of escaping while splitting, even when behind. He could also have a defined niche along with a fitting theme you'll see later. It should also keep him as an auto attacker.


#Identity Tryndamere's identity, as a champion, is a badass barbarian who wants to constantly fight. His strength increases as he battles, and he isn't afraid to jump into the fray- he even insults his enemies for cowardice if they try to avoid him! Fueled by rage, no force, not even death, will quell his fury.

Gameplay wise, his identity is a crit-based splitpusher who can temporarily ignore death. Players tend to make an effort to take down as many turrets as they can, providing a distraction that can't be ignored thanks to his ultimate, q and e letting him put pressure & survive in lanes so someone either needs to go deal with him or expose an inhib.

These don't quite match up... While Trynd loves fighting to get a kill early on, he'll eventually go to splitting because of a lack of teamfighting tools and his kit being VERY well-suited for escaping & sustain rather than survival, except his ultimate, which is a seperate problem I'll get into later. Tryndamere, the Barbarian King, shouldn't want to run from a good fight.


#Changes

Passive-Battle Fury: Tryndamere gains 5 fury per basic attack (reduced to 2 versus minions, doubled if crit or taunted, max 100). At half fury, Tryndamere gains 10% - 25% crit chance (level dependant). At max fury, this crit gain is doubled.

After out of combat for 8 seconds, Tryndamere loses 5 fury per second and gains a small bit of health.

Not quite the same passive he currently has. Rather than a constant crit increase, it increases at set intervals (which should come with a resource bar color change). Why is this useful? It makes sure that his crit chance won't be constantly changing, so it's easier for an opponent to figure out how likely he is to crit. (Note: I also remember seeing mention that the pseudo-random crit chance recalculated every time his crit chance changed, increasing his actual crit chance in practice; however, I can't find it myself so it may be a rumour. If someone can find it, please comment.)


Q-BloodlustShatter: Range: 125 (auto range) Cost: None CD: 14/12/10/8/6

Tryndamere punches an enemy unit, dealing 20/30/40/50/60 (+ 0 to 100% bonus AD depending on current fury %) and shredding 10 armor (stacks up to 10 and debuff lasts 7 seconds).

Treated as a basic attack except critical strikes apply two stacks instead of dealing bonus damage. Basic attacks on chanpions reduce its cooldown by 1 second(2 if crit and does not count Shatter). This ability can be cast while taunted, but auto targets the unit Tryndamere is taunted to.

Here's a new ability to reward Tryndamere for staying in combat for a long time. You can also see the theme, which is relevant to his next ability. As for why this deals less damage most of the time, sword cuts while punch breaks, hence the name Shatter.


W-Mocking Shout (or tunnel vision, not too great with names): Range: 300 Cost: None CD: 20/17.5/15/12.5/10

Tryndamere insults target enemy and tunnel visions on them, taunting both himself and the target for 2.5 seconds and gaining 10/15/20/25/30% attack speed. If the enemy was facing away from Tryndamere, he instantly gains 10/20/30 fury (levels 1/8/15). Refunds half cooldown if his target dies during the duration.

This is what I think mocking shout should be. In its current incarnation, it's mocking the enemy by calling them a chicken and... reducing AD? It seems like it should be the opposite effect. But giving your enemy stats would be dumb, so instead it enrages the enemy by making them try to kill him. As for Tryndamere taunting himself, of course he does. What's he gonna do, call someone a chicken and then run away? No, he's going to fight them to show how much better at killing things he is.

As a side note, Tryndamere can't cleanse his own taunt. However, it will instantly end if his target either dies, cleanses it themselves, or he gets hit by another taunt. A possible flaw may be refunding half cooldown on unit kill, or letting him target anything he wants.


E-Spinning Slash Mighty Leap: Range: 600 Cost: None CD:13/12/11/10/9

Targeted Ability. Tryndamere jumps towards and tries to crush his target, dealing 80/110/140/170/200 (+130% bonus AD and +100% AP) damage in a small line AOE about the size of his sword, but wider. Gains 3 fury per unit hit. This can be dodged similarly to Rek'Sai ult.

Mighty Leap's cooldown is reduced by 1 second (2 if crit) whenever Tryndamere attacks a champion or is attacked by an enemy champion.

The purpose of giving him a targeted ability is to make him even more aggro so he won't have a guaranteed escape. Although I think it could stay the same as it currently is if taking his current dash away hurts him too much.


R-Undying Rage: CD: 110/100/90

Tryndamere instantly gains 50/75/100 fury and becomes immune to death for 1 second, during which his health cannot fall below a certain amount.

Attacking enemy champions increases the duration of undying rage by .25 seconds, doubled if crit. This can increase the max duration to 3/3.5/4 seconds.

If Tryndamere is taunted, the duration is paused but he is still unkillable. (EX: his current duration is 2 seconds, but after being taunted it will be 2 seconds plus however much time he bought by basic attacking during the taunt.)

Tryndamere gains an extra second of minimum duration if he had max fury after the fury increase. (Weird wording on this, I know- but basically he gets 2 seconds minimum duration if he has 50/25/0 fury when he presses R.)

Tryndamere's most iconic ability, this can't really be removed. However, this version should prevent all of the annoyances his current iteration provides. If you want to be unkillable, you need to work for it. No more pressing R to get 5 seconds of pseudo-invulnerability so you can run away. To further support this, I added the effect of taunt synergy (this also applies to enemy taunts) and it increases his total invuln time late game.


#Summary Trynd's a pretty tough guy, so it should definintely feel like it! This rewards him for being aggressive and committing to fights along with giving him a few things: a teamfight tool, a less annoying ultimate, and armor shred to help bring down tough foes along with playing up his barbarian rage theme and (hopefully) retaining the splitpushing prowess he had before- only this time he'll be more eager to jump in and kill some enemies.

Of course, numbers might (probably) need changing, and like I said, my ideas might not actually be as good as I think. However, I wanted to start some discussion on a champion many consider a problem. If you like this discussion and want to add to it, comment about it! What parts do you like/dislike, and why?

2 Comments

Auurun4/15/2018, 4:34:06 PM1 votes

This rework is exactly that type of feast or famine playstyle that RIOT is walking away from and still doesn't solve his problems mostly. Champion with such kit as you're proposing here would be due to another rework. All of his damage is targeted which means there's basically nothing his opponent can outplay and forces him to just go at them all the time and either he has enough stats to kill them or not and he's useless, he's passive still operates on RNG, maybe not as cheesy as in his current iteration, but still RNG. And the change to his ult would even further push him into being extremely oppressive against champions without CC and useless against the one that do have CC.

Sorry, but such rework would put him in a similar state to Jax gamehealth-wise and even he was confirmed to be tier 2 on RIOTs VGU list.

Noctís XIII8/27/2018, 6:36:26 PM1 votes

R-Undying Rage: CD: 110/100/90

Tryndamere instantly gains 50/75/100 fury and becomes immune to death for 1 second, during which his health cannot fall below a certain amount.

Attacking enemy champions increases the duration of undying rage by .25 seconds, doubled if crit. This can increase the max duration to 3/3.5/4 seconds.

hahahahaha, same as delete trynd ult. each hit had 1 sec delay unless is late game... and even that you have to hit so if enemy is range champ makes ur ult totally useless, u are just trying to delete the champion from the game.

https://gyazo.com/f3ba47e4ae9817372d7668b88f3f4341.

Trynd win ratio is down from 50% and is not on top of playable champions. For me is not a problem of a champions, for noobs that dont know how to play it is. Better ban it if you cant handle it, instead of go forum and cry about him getting reworked when u dont even play him. U are just a coward as trynd would say , that runs from battle and go to forums to handle the problem , expecting not to face the barbarian king again XDD