Skip to content

Making Tryndamere interactive: Slash carries Tryndamere +1000 units from the last enemy unit hit

Critkeeper··1 votes·318 views

But it makes him untargetable during the animation.

  • The benefit is it makes him more interactive / engaging to the enemy team in dives and team fights and it gives him the opportunity to make distinct plays.
  • The drawback is that it breaks his split push.

It makes his tower dives riskier because he has to play mindgames with whoever he is diving, making it a little more interactive.

"I could force him to move 1000 more units and ruin his dive if I move into his slash"

"Is he going to spin just so that he stops in front of me? Or further back?"

"Will I have time to move into his slash before it ends or would doing that put me in front of where he is going to stop?"

In other words, Tryndamere has to weigh the risk of trying to close too much distance in his slash, as it might completely foil his dive if the enemy reacts appropriately to it.

It would also allow him to team fight better because he could easily put himself in a position to flank the entire enemy team, and that makes landing a mocking shout on multiple people much more practical.

It allows the enemy team some way to peel Tryndamere other than using hard crowd control because if he dives to directly in front (but not on top of) a carry, you can force him to greatly overshoot by stepping into his slash before it ends. That gives the enemy team some way to interact with Tryndamere that is more compelling than just "stun him moar"

It gives Tryndamere a way to avoid CC and zones of control by using the new "untargetable" feature of spinning slash, which means he can avoid targeted crowd control and certain walls and obstacles.

The only big drawback I see is how obnoxious it would make his split push. My only thought here is that these changes would make Tryndamere more interactive and engaging both to play as and against, especially in dives and team fights, if he wouldn't just end up using this feature to abuse his already overbearing split pushing prowess.

So you have to evaluate whether Tryndamere would be better for league of legends as a game with or without these changes. I believe it makes him more interactive and gives him an avenue to be unpredictable / make distinct plays.

But how the heck are we going to make it so that it doesn't break his split push? Maybe a cooldown nerf or maybe the cooldown is really big but it diminishes when there are more than 2 enemy champions nearby? I don't know I'm just brainstorming.

What do you think?

7 Comments

Lneacx1 votes

I'm having trouble visualizing what kind of mechanic you're suggesting. Can you put together something on MS Paint please?

MackleDoge1 votes

All recommended balance changes should be accompanied by MS Paint diagrams. I like the way you think sir.

As far as the recommendation, I think I get what you're saying here CritKeeper and I think that if Riot could find a mechanic to make sure this didn't give him absurdly free split push, this would be a really fun and interesting change to Tryn's kit.

Critkeeper2 votes

Working on it will edit this reply.

EDIT:

http://i.imgur.com/wZlflvN.jpg

http://i.imgur.com/lwx11cv.jpg

Angry Monster1 votes

bad idea.

So anytime he spins he gets thrown out of the fight? thats great if he is fleeing like a woman, But this the barbarian king. He is supposed to be in the fight and be a undead crit monster.

Critkeeper1 votes

A true master of the barbarian art of slashing while spinning® knows the mettle of his opponent and does not overspin because he stops before them.

And besides, it allows him to put himself in 1 - 5 - 4 position, where he expounds the manliness and bravery of 4 people, being all alone on one flank while his team cuddles together for warmth like little children on the other flank. What could be manlier?

Critkeeper1 votes

Anybody have any recommendations on how to keep this change from breaking his split push?

MackleDoge1 votes

Cooldown with a variable influencing the time determined by number of enemy champions present? Weaker in a 1v1 situation, stronger in teamfights. Could potentially hurt his laning phase.

Cooldown decrease reliant on number of targets hit. Most likely champions. Gives Trynd some teamfighting power while making it not as powerful in 1v1's since he honestly doesn't need any 1v1 assistance.

Not really sure either of them are good ideas or that they will solve the problem. Maybe make the distance adjustment only applicable to champions? Maybe make it affect champions and minions but remove it's ability to take Trynd through walls?

More from Live Gameplay Balance

More by Critkeeper