Tryndamere rework 2.0
I have listened to the community with my previous attempt at creating a rework and tried harder to keep in line with Tryndamere's theme. This is the link to it if you would like to read it too: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/7Ej2Re6f-tryndamere-rework?comment=00040000000000000000
I would appreciate feedback rather than a down-vote with no explanation. Here are some questions that you can ask yourself to help spark some constructive criticism:
Did this fit Tryndamere's core design? Why or why not? Which abilities and changes did you like? Which did you dislike?
Thanks to Malagath for the advise on enraged abilities. Thanks to Dream for the advise on ability chaining his ult.
Passive: Temperate Rage
Tryndamere gains 5 rage each time he hits and enemy and 10 rage each time he kills a unit. Tryndamere cannot crit.
Once Tryndamere’s rage bar reaches 100, his next auto attack triggers him to become ‘enraged’. Tryndamere’s rage depletes at an increasing rate, starting at 2 per second and increasing by 1 every 3 seconds (Max 10 per second) (20/17.5/15/12.5/10) (At levels 1/4/7/10/13) per second . Tryndamere cannot gain rage for another 30(60/50/40/30) (At levels 1/5/10/15) seconds after being enraged.
Every third auto attack on the same target deals a critical strike that does increased damage based on Tryndamere’s critical strike chance (2 +3% bonus damage for every 3 2% crit chance) and critical strike damage (Stacks additive).
Critical strikes heal Tryndamere 40/50/60/70/80/90 (At levels 1/3/6/8/11/15)(+15%AD)(+20%AP). Heal is halved on minions/monsters.
When enraged
Tryndamere gains 50 range. He consumes 5 rage on each hit, dealing a bonus 10% missing hp and critically strike every second attack. Self-healing is increased by 50%.
Q: _Rage is my weapon _ Cooldown: 22/20/18/16/14
Channel ability
Tryndamere roots himself charging his blade with rage (5 rage per second) up to 5 charges. Damage received by Tryndamere is reduced by 40%. Once his blade is charged, his next attack does bonus magic damage. (45/50/55/60/65 per charge)+(50% of damage taken during the channel). [Max damage 400 -600] (40-360) – (65-585) +(50% of damage taken) [Max: 600-900 damage]
Interruptions cause the blade to explode damaging Tryndamere and surrounding enemies (200 100 + 100%AD). Damage is reduced for each enemy hit. Tryndamere takes half damage if one enemy is hit. Consumes 2 charges.
When enraged
Tryndamere roots himself swinging his blade 4 times in a cone in front of him, dealing 20/30/40/50/60 (+50%AD) (+50% AP) damage. Each consecutive hit increases the damage by 20%. [Max per hit approx. 35/50/70/85/105] (+50%AD)(+50%AP)
Cooldown: 1.5 seconds Cost: 10 rage Tryndamere dashes forward swinging his blade in front of him dealing 10/17.5/25/32.5/40 (+20%AD)(+20%AP) aoe damage.
W:_ Only the weak run_ Cooldown: 18 second
Tryndamere links himself with the target. The target is slowed by 30/35/40/45/50% if moving away from Tryndamere. That target deals 20/25/30/35/40% reduced damage to Tryndamere. All other sources deal increased damage to Tryndamere.
When enraged
~~Tryndamere shouts fearing all nearby enemies and units for 1 second. (800 range) ~~ Linked target is grounded.
E: Soaring Umbrage Cooldown: 12/11/10/9/8 Range: 750
Tryndamere jumps forward slamming his blade on the ground dealing small aoe damage (60/75/90/110/130)(+100% AD)(+100% AP).
If the blade is charged range is reduced to 600. Aoe damage radius is increased. Damage is increased by~~(100/130/150/180/210)(+110 AD)(+120%AP)~~ (20/25/30/35/40)(+20%AD)(+20AP) per charge to targets at the centre of the smash, also snaring them for .2 seconds per charge.
When enraged
Tryndamere’s blade shakes the earth as he lands, snaring enemies for 1 second that are in the centre and pulling enemies on the outside towards the centre.
If the blade is charged the snare duration is increased by .25 seconds per charge in the centre and enemies on the outside are snared for .2 seconds per charge.
Using soaring umbrage consumes the charge.
R: Battlefield Cooldown: 120/100/80 Range: 600
Tryndamere corrupts the land under him for 5 seconds. All champions have 40% reduced resistances on the corrupted land. Tryndamere gains 20 move speed, ignores unit collision and disregards 20/30/40% of enemy champions resistance if they are on the corrupted land. Enemy champion on corrupted land are grounded. Whilst on the land, Tryndamere’s health cannot be brought below 5% max HP.
I have been requested by quite a few people to maintain my previous change to tryns ult so I am going to add it as an alternative
Tryndamere becomes unable to die for 2 seconds. Each auto attack on an enemy champion increases the duration of the ult by 1 second (up to 6 times)