Originally Posted by Norak
I have no problem answering your questions, you put them in a nice to read format and asked nicely. I don't know why, but you saying "see the problem?" at the end got under my skin. Must be a pet peve.
1. AP Trynd worked like so:
1:1 on E, short cooldown, decent damage. With a needlessly large rod he could 1-hit entire minion waves (excluding cannon minions). His Q has a 1.5:1 and was on an 8 second cooldown. He was early game dominant, won his lane and cs'd amazingly. He could gank pretty well because of the mobility, damage and AoE his E gave him, on top of his tower diving ability with Q and R.
Mid game he kept viable with a Lichbane, so his burst doubled, and he can 1-hit entire minion waves (including cannon minions this time, spin through all, hit cannon with lichbane). He could also push/Back/tank towers without minions very easily.
Lategame he would deathfire->Spin->Lichbane to 1-shot nearly anyone, then crit 2-3 times in a second, gaining him another spin+lichbane. He was strong at all points in the game and extremely fun. I'll post a screenshot for you:
2) Believe me when I say it's much better to have split damage. Riven hates it enough that enemies can stack armor against her and make her deal no damage, if she doesn't win her lane heavily enough with her amazing kit then she just can't stop them from dominating her in lane through sheer armor stacking. Trynd doesn't have that early dominance, his early game is unreliable. Having his E be physical was a balance change which was a bad idea, it has nothing to do with the fact that he uses his sword and spins. Otherwise Amumu's Q and E should be physical, because his Q he throws a bandage and his E he does a backflip and throws bandages everywhere. It's not about what makes sense; it's about what is best for balance.
Trynd's E should be physical for AP and AD Trynd's benefit. AD Trynd so his early game is better and less easily countered and AP Trynd so he can be played again as an AP carry who insights rage into his enemies rather than a troll champ who insights rage in his team mates.
Do you get me?
Sorry about irking you, the "see the problem?" was genuine. Too hard to convey tone in text.
I see about AP trynd. Still wonky, not quite as viable as your standard APs, but like Yi, one ability with a stupid good AP ratio and something can work sometimes.
There is nothing wrong with AP/Mid champions dealing physical damage, by the way (I mean, thematically, sure, but Zed and Talon are AD Casters and can be played mid and deal mostly physical damage). I disagree about Amumu thematically dealing physical damage, but to be fair, Theme <<<<<< Balance, and yeah, since Trynd has literally 1 ability that deals damage, it (maybe) should be magic, but I accept the point.
While Spinning Slash dealing magic helps his early game, it hurts his late game. Not playing Trynd much, I'm curious which is better.
I'm not really sure what an Melee AD Carry does versus a Bruiser, which is a problem with Melee ADCs, but, treating them like a bruiser (kill the enemy ADC), we get as follows.
In a teamfight, I assume (AD) Trynd would: Spin towards the Ranged AD or AP carry, moving through and damaging their tanky frontline, and then smack the carry with his sword until he has to ult, hopefully he gets a kill or two while his team is dealing damage to everyone else, spin out, heal, and live.
If E was magic, and scaled off AD, he'd have dealt 0 damage to the front line. If E was magic and scaled off AP, he'd have damaged the front line, and hopefully killed a carry with a lichbane proc or two. If E was physical and scaled off AD, he did damage to the front line and killed a carry.
I find people get too obsessed about the laning phase, when it's roughly half the game. I'm not countering your suggestions outright as "those are wrong," by the way. I think Trynd does need work, and your suggestions seem solid, I just want to make sure all the bases are covered.