Tryndamere rework to make him more interesting to play against, based on the outdoor game Red Rover

Critkeeper·3/14/2014, 10:59:10 PM·1 votes·70 views

Firstly, this isn't a total rework. Its just a rework to 2 of his skills, and neither of those include his ultimate, which I take to be too closely married to his identity as a champion.

My idea for reworking him is aimed at making him a more successful team fighter, without requiring that he be on top of carries and dealing thousands of damage per second, and making his tower diving shenanigans a little easier to deal with early in the game. ** Fundamentally, I think Tryndamere can't be reliable at doing the singular thing that he does in a team fight**, which involves being on top of carries and killing them before the enemy team can react and while being immune to damage, because if that gimmick were easy to execute despite enemy coordination he'd be overpowered. His weakness as a team fighter stems from one flaw-- he can't do anything else aside from stomp or fail, either he is on carries and they die before their team can react or he isn't. There isn't any fall back pattern, or any "moderate risk, moderate reward" gameplay he can fall back to in order to at least have some gameplay and some sort of interaction with his opponent even if he can't do that very singular binary thing that he is reknown for.

So I set out to give him some other gameplay that he can fall back to and take away one of his most non interactive patterns. I focused on making sure that gameplay was driven by opponent interaction, because the rest of his kit is so non interactive. The key is making the opponent feel that they are playing with you, and that they can influence your choices.

I created a means to allow Tryndamere to temporarily make himself immune to crowd control and damaging abilities in team fights with spinning slash, so he can navigate the perimeter of the team fight without being dived by the enemy front line, but there is counter play to it. In order to create gameplay without requiring Tryndamere to be on top of a carry, he can amplify the effectiveness of his team by putting himself into a flanking position. The enemy team can deny him that by controlling their positioning so that Tryndamere can't simply spin into a flanking position-- if spinning slash damages an enemy unit as Tryndamere moves through its animation, he will lose his immunity to crowd control and damage for that animation, making him vulnerable to follow up from the enemy team. In this way, a champion can deny Tryndamere his temporary freedom by taking damage from spinning slash. In order to underscore this as a means of counterplay, the damage on spinning slash has been reduced.

Its like a game of red rover. He will be playing this constant mind game with the opposing team, and his primary utility in most team fights will be that mindgame and how it influences the positioning of the enemy team. His reward for succeeding in flanking will be a powerful debuff on the enemy team, which is more powerful the earlier in the team fight he was able to succeed. This ensures that if the enemy team isn't able to deny Tryndamere forever, their effort still isn't wasted. The cooldown on spinning slash becomes much lower if he can control his position well enough to build fury during the team fight, and will generally become lower as he builds more critical strike chance.

I feel that Tryndamere's fantasy ultimately isn't communicated by his current gameplay. Playing Tryndamere, and negotiating carefully around team fights to avoid suspicion just so you can dive in quickly and kill something before anyone takes notice doesn't feel very barbarian-like. It feels assassin-like, and a tad cowardly. Tryndamere is a warrior, not a coward.

A warrior of Tryndamere's caliber wants to take on the entire army at once, with an unbridled animal like fury that drives him to withstand the slings and arrows of war, and the din of his mighty blows shall sound in the deep... erm, excuse me. Tryndamere as a fantasy, just wants to to feel like he is a one man army.

In order to allow Tryndamere the means to get into a position where he can be flanking the enemy team (him)-(enemy team)-(his team), I had to take a huge amount of power from other aspects of his kit. I chose to take away the most "non-interactive" element of his kit, aside from his signature ultimate. Now he cannot slow down a retreating team or someone who is trying to evade him under a tower, as mocking shout is no longer a slow, but instead amplifies any other crowd control. The crowd control amplification is fairly worthless in duels, but in a team fight it is so valuable the enemy team is impelled to keep Tryndamere from assuming a flanking position. What is interesting is that this sort of change still fulfills Tryndamere's fantasy but without involving him in doing thousands of damage a second to a squishy champion, and so it is far more healthy from a gameplay point of view.

There are only changes to 2 skills.

Mocking shout:

No longer slows by 30 / 37.5 / 45 / 52.5 / 60% for 4 seconds on targets facing away from Tryndamere.

No longer reduces AD by 20 / 35 / 50 / 65 / 80 for 4 seconds on all targets.

No longer has a 14 second cooldown.

No longer reduces AD.

Targets facing away from Tryndamere now have negative 35 tenacity for 4 seconds.

Any champion facing Tryndamere will have 35% reduced damage until they damage Tryndamere, for 4 seconds.

Now has a 12 second cooldown.

Spinning slash:

No longer does 70 / 100 / 130 / 160 / 190 (+ 100% AP) (+ 120% Bonus AD) physical damage.

The cooldown is no longer reduced by 1 second on critically striking a unit, doubled for champions.

The cooldown can no longer be reduced through cooldown reduction.

No longer has 13 / 12 / 11 / 10 / 9 second cooldown.

Now does (+ 120% AP) (+ 100 / 110 / 120 / 130 / 140 % total AD ) physical damage. Now has 12 second cooldown.

The cooldown is reduced by 0.1 seconds for each point of critical strike chance Tryndamere has at the time of cast.

Now makes Tryndamere immune to cc and invulnerable during the animation, until he damages any unit with the spell.

On damaging an enemy unit, Tryndamere is no longer immune to cc or invulnerable.

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