Idea for Tristana modernization rework
I enjoy Tristana immensely, and there are a lot of people that do as well. She's still a good, strong champion to use as well. But her problem is that she's become too weak against too many champions, and the reason for this is because her skill set REALLY needs a modernization upgrade. The below idea is based on how I think Tristana could become in her rework. I tried to based it off of her military (or military-like) status, and tried to modernize it while also keeping her basic strategies in mind. She's always been a lane-pushing Marksman and Assassin, wrecking Towers and heavily bullying minion waves while also bursting down individual targets. She's also, however, always been something of a military commander in her lore, founding and leading the Bandle Gunners (and the Omega Squad as Omega Squad Tristana) in a fashion and strictness mimicking human military. All-in-all, I feel that my changes below reward strategic placement of abilities and basic attacks, and maximize her effectiveness as both a Lane Bully and Burst Assassin. Her W-R combo is much more rewarding and effective to pull off, while at the same time mitigating how deep she can all-in due to her W's increasing mana cost. Due to her Q's ability to empower her attacks on chosen targets, she can keep up pressure without falling behind her enemies; she can also use it to target tougher minions or monsters, shredding them down so she can focus her attention on other targets. Her E becomes more effective as a lane clearer and Tower demolisher, and due to how her E already works against large opponents she also keeps up her pressure against those opponents. Due to her E's ability to place charges on multiple opponents, she can also be effective in teamfights based on how she uses her abilities. As for flaws that I see with my idea, one would be that her Q and E aren't strictly damage-dealing skills. I feel this isn't much of a problem at all, considering her current playstyle doesn't really care in the slightest. Her current E, other than the explosion, doesn't really deal much damage at all without charging the explosion anyhow, and my rework idea makes you have to basic attack your enemies in much the same fashion, so I feel satisfied with this idea on that front. Another flaw is that she becomes even weaker to Thornmail due to her higher reliance on basic attacking...except she was already super weak to it anyhow so there's no point in discussing how much more weak she is to it. Obviously it needs work and fine-tuning. What're your opinions about the rework idea below, and what should I improve upon? What additional flaws do you see in my idea, and how should I fix them?
Passive 1: Tristana gains Attack Range and Lethality while in a bush. Passive 2: Tristana gains vision of targets affected by her E, even if she isn't within range of them.
Ability Q Mechanics: Point and Click. Range increases based on Tristana's Attack Range. Can target any monster or enemy unit. Aggro-based effect activates only when targeting enemy Champion. Ability Q Effect: Tristana's next 3 basic attacks are empowered when attacking the target, dealing more damage to the target. If she targets an enemy Champion with this Ability, Monsters and/or ally minions near Tristana target that Champion. Monsters already targeting Tristana are unaffected by the aggro-based effect.
Ability W Mechanics: Skillshot. Tristana dashes to location and damages enemy units in AoE at location. Cooldown refreshes with below conditions. Ability W Effect: Tristana launches herself with Boomer, dashing to a specified location and damaging targets on her landing. If her charges from her Ability E detonate on 4 enemies near her at the same time, or she launches, kills, or assists in a kill on an enemy Champion with her Ultimate, the cooldown of this Ability is refreshed. If Tristana refreshes this ability more than once within a certain time period, the mana cost of this ability temporarily increases each time starting on the third refresh.
Ability E Mechanics: Activated passive ability for 5 second duration. Ability E Effect: Tristana gains a burst of Attack Speed for 5 seconds. During this time, her basic attacks place charges on the attack target(s), which detonate when the AS buff ends OR when they are damaged by her Ultimate. The number of targets that can have charges on them is unlimited, but Tristana cannot place more than 2 charges on a single non-turret target. She can place 3 charges on a turret, and the range of the explosion is increased when detonated on a turret. Monsters or enemy units located within the radii of multiple explosions take extra damage from those explosions, with 4 explosions maximizing the extra damage.
Ability R Mechanics: Skillshot, AoE. Fires in line. Can turn skill's line while charging. Range based on Tristana's Attack Range, speed of projectile based on Tristana's Attack Speed. Enemies can see AoE location of this Ability when it's fired. Ability R Effect: Tristana charges up Boomer, becoming Slowed. When she fires its projectile, she is no longer Slowed and it fires in a straight line and detonates at a specified location within Tristana's Attack Range. When it fires, Tristana is pushed back slightly. Enemy Minions and Champions in its path are shoved to the side, being damaged and stunned for 0.1 seconds. Enemy Minions and Champions at its location are damaged and launched in a direction based on their location in its radius. The distance of the launch of each unit in the AoE is based on the duration Tristana spent charging this Ability. Enemy Minions and Champions affected by Ability E take more damage and detonate the charges immediately. Tristana can activate her Ability W while charging this Ability, and is not Slowed or pushed back by this ability while dashing with Ability W.
Changes Passive: Tristana no longer normally gains Attack Range unless she is in a bush, but in return she also gains Lethality with this effect. She also gains vision of enemies with her charges on them, which she didn't have before. Q: The original effect is moved to her E. The new effect makes non-Champion units aggro onto the target Champion (but not to the target non-Champion); regardless of target, she gains 3 empowered basic attacks for a few seconds while attacking that target. This offers pressure on her enemy during Early Game, but is still useful in Mid and Late game. She can also use this ability on the Dragons, Rift Herald, or Baron Nashor if an ally is its current target, very temporarily removing its aggro from her teammates if an enemy Champion or the Rift Skuttler are within range. W: Now rewards charge placement and skillful usage of her Ultimate. Wards players off from trying to abuse it with her E and Runaan's Hurricane by increasing the mana cost each time this ability is used within a certain time period. E: Q is absorbed into this ability. It no longer targets, and instead uses her basic attacks to place charges. She can't place as many charges on her targets, and the charges deal less damage overall, but a combined explosion deals more damage based on how many targets had charges placed on them. In addition, placing more charges on targets than its maximum no longer detonates the charges, and doesn't place any more charges on the target. The targeting and detonation against towers remains the same (though still with less charge placement than she has now). She is no longer rewarded for staying under tower to detonate charges, so she benefits more from just placing the charges and retreating from the tower before they detonate. R: No longer a Point and Click that you have to target your enemy for. As a skillshot, you can use it without having to stay within range of your enemy. In addition, it launches enemies in a similar (but much less effective) fashion as Poppy's Ultimate. You can use this ability to launch enemies away from OR towards you, and launching an enemy with it (or getting a kill or assist with it) refreshes your W in much the same way to how it works now.