Quote:
Originally Posted by Roonage
Q: Steals a % of targets AD instead of a flat amount, with reduced damage.
W: Give AD, not AS.
E: Completely Reworked, passive % chance to stun enemy, but cannot stun the same target for 12 seconds.
R: The duration should be tweaked such that it lasts until trundle is out of combat.
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My concern with the proposed change to his Q is that it is going to give him too much extra damage, Q shouldn't instantly give him carry-level damage! Also it combines buff and debuff effects, rolling together offense and defense, the amount stolen has to be finely tuned.
I like the effects of his W, but it is a pain having to recast his W over and over and losing your buffs if you leave the area. What if it were a sustained boost that costs Trundle 1% max health per second while toggled on? That way it would give boosts but wouldn't be able to be kept on all the time.
There's nothing wrong with his E barrier, the pillar. It's a strong ability partly because of it's relatively short cooldown and partly because it has a good range it can activate from.
I don't like his ultimate at all. It doesn't feel like a powerful ability. I think the best and most fitting kind of ultimate for Trundle would be:
"Draw Ailments": Trundle channels for up to 10 seconds, redirecting to himself 15% of the damage dealt to his teammates. When the channel ends, Trundle regenerates double the amount of damage he took from this ability over the next 20 seconds.