Undying Rage rework idea.
Here me out, this is something I came up with recently and would like to share with you guys, hopefully to promote discussion, and not to bash my ideas. This isnt Gameplay, please don't be unnecessarily nasty here, but please do give criticisms if you see any.
So, basic idea.
Assuming this was a replacement for Tryndamere's current ult: Undying Rage, it would function as so.
Tryndamere casts Undying Rage, refusing to go below 1 HP. While in combat, Tryndamere's health cannot regenerate or be lowered by any means, and the stasis on his health bar will remain indefinitely as long as he is in combat. If Tryndamere leaves combat, he automatically dies. Pre-Death effects such as Lamb's Respite and Intervention cannot save him, but post-Death effects such as Guardian Angel and Chronoshift can.
Note: The threshold for mobility boots activating after leaving combat is 5 seconds. If this were implemented, I'd start at 3 and adjust it accordingly.
The idea behind this is both for the benefit of the Tryndamere player and their opponents. On the one hand, it's frustrating to watch Tryndamere pop his ult, kill someone, and spin off into the sunset with a sliver of health you couldnt get because his ult was still ticking, and he's away, free. On the other hand, a Tryndamere player might use their ult to suicide for a kill, but 5 seconds just isnt enough time for them to do what they needed to do. With this idea in mind, Tryndamere won't be spinning away to safety anymore because his ult is a get-out-of-jail free card, but Tryndamere players can potentially Pentakill a team with 1 HP the entire time if they play correctly, and the stars align just a little bit.
The Fountain Laser would still go through it.
The counterplay for Tryndamere's opponents? Walk away and deprive him of battle. The agency for the Tryndamere player? Go balls-deep and fight until someone dies.
Just an idea I had.