My biggest problem with the new Trynd, is that he is not fun anymore. People think that we only found it fun when we pub stomped, but I had fun PLAYING him, not just winning with him. There was something about his design, the high risk / high reward that was so invigorating. There were meaningful decisions to make that I took for granted.
Now, he is no fun. I blame Bloodlust. It used to be awesome, and now it's lame. (No offense intended.)
I understand that Riot have so many issues they are trying to tackle behind the scenes. I probably only know about half of them, I guess. Here's some I can think of.
1. Tryn is not viable at high ELO, which is the elite game.
2. Tryn is 1v5 at low ELO, which is where most of the players are at.
3. Tryn has (had) so much damage end game, after 45 minutes, even if he fed the enemy team. This is counter productive.
4. Healing abilities destroy the agressive nature of the game. They want to remove passive laning.
5. Tryn needs to farm to become good, hence passive farming, passive laning is right up his alley.
My guess is that this is why they grant fury on any auto-hit. It means you can "afford" to hit, not just last-hit.
However, the new bloodlust (designed this way to keep the 'essence' of Tryn - that less health is more damage output) contradicts the champion design and ruins the synergy. Even though it feels they were TRYING to keep it.
I have given this much thought. I want to keep the champ fun, but allow for a balanced champion. I want to keep his design essence in tact, but make him partially viable. I would love constructive feedback, and I would love to hear Riot's thoughts about it.
Please recognise that some of your Tryndamere lovers recognise the painful situation that Tryndamere causes for you, and that we're (for the most part) sensible people who want what's best for the game. I'm not looking to become OP, I just want my champ to be fun again.
My proposal.
Bloodlust (Q)
Cooldown (is it 13 seconds?) keep it that.
Passive. At lower health, you deal more damage. Keep it the same.
For every crit, or kill, reduce cooldown by 0.5 seconds.
Active. Convert fury into Life Steal on a duration timer. The more fury consumed, the more life steal.
As the levels of bloodlust increase, the damage per health increases, and the life steal per fury increases. (Small increments!)
What this does:
Gives back meaningful decisions. You either keep the fury (and the passive) for high crit / high damage, or you lose the high crit for in-combat sustainability (which also lowers damage output). It keeps the champion aggressive in lane, in jungle, or in PvP. It removes some of the "I rage, I escape, I heal, I return again". (some, not all.)
How it synergises:
I'm in a fight. I'm down to about 1/3 my health, but I haven't secured a kill yet.
I press Q. I now deal less damage per second, but I hope that my sustainability will hold out long enough.
Unfortunately, someone else arrived to help him, and I'm gonna die.
RAGE!!!!!! (5 seconds of "I can't die yet")
I still have some life steal remaining, and now I have some crit chance too!! I will likely get that kill but as soon as I do, I need to escape or I will die!
It isn't perfect, perhaps.
You still have the part where Tryn rages, escapes on low health, finds a jungle camp, life steals back to half health and returns to laning. But this is not without risk, and seems a fair reward. You are predictable. You are susceptible to gank. You can even be killed by neutral monsters.
Balance issues:
If the cooldown isn't long enough, we'll always have extra life steal available. This isn't what I want.
If the coodown is too short, it won't be available when we need it. This isn't what I want. The cooldown reduction (if small enough) could address this. The longer we're in combat, the more we can use it.
If the lifesteal value, when matched with damage output, is too high, we leech more health than opponents can deal back at us. This means we'll NEVER leave combat and it perpetuates the problem. This isn't what I want.
If the lifesteal value is too low, it isn't worth using. If it isn't worth using we have the same problem as right now. This isn't what I want.
I am ok with the idea that at level 1 lifesteal %age is high, and REDUCES with other levels.
To counter this, there needs to be a significant passive ability increase per level to make us take it off level 1, or a diminishing returns on the value as your champion level increases.
I am happy with an idea of a complicated formula for this %, such as:
life steal % = Fury consumed * [19 - champ level] * 0.05 + 0.5
Is this feasible? Is this realistically achievable?
If Riot has a problem with implementing a change such as this, why? What issues are you trying to address that we are blindly oblivious to? Let us help you please.