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Trundle suggestions

 
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Mestar ?? Member
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11-27-2012

I read that the Riot team was looking at tweaks for Trundle, not a total rebuild.

A couple of ideas I had:

Pillar of Filth: Remove the slow effect and add:
"Trundle burrows under the ground and after a 1.5 second delay he erupts at targetted location atop a Pillar of Filth. Trundle may remain atop it for up to 5 seconds and is untargetable. During this time he may cast it again to leap from the Pillar and perform a Rabid Bite on targetted enemy at no mana cost. He may not cast it again if Rabid Bite is level 0. The Pillar Remains for as long as Trundle was atop it. If Trundle does not leap from it, he and the Pillar fall after 5 seconds and suffers a 25% movement penalty for 3 seconds."

Initially I thought the range could be similar to Rengar's passive. Then I though maybe the animation could continue to grow and increase the range for each second but collapse on you if you wait too long. Maybe a flat 30 second cd at all ranks.

Contaminate: Enemy champions receive penalties equal to the bonuses Trundle receives. The penalties are spread out based upon the number of enemy champions. 2 enemies would receive 1/2 and 4 would each get 1/4 the value of Trundles bonuses.

Agony: Remove the AP ratio and instead "The values stolen are increased by 1% for each 1% of Health Trundle is missing.

 
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Belugash ?? Junior Member
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11-28-2012

As a devoted Trundle player, I can say the pillar idea would ruin the utility of Trundle's best tools in ganks and fights. The slow is what makes the wall so significant, as people who have to walk around it have to take even longer to do so. Removing this slow in ganks and in the jungle where he can completely block a path would make his E just a long ranged blink, which doesn't serve Trundle's play style as well as a terrain former that zones and cuts off enemies. His current Pillar is very strong, for those who have taken the time to develop skill with it, and I don't believe it should be touched at all.

Quote:
Contaminate: Enemy champions receive penalties equal to the bonuses Trundle receives. The penalties are spread out based upon the number of enemy champions. 2 enemies would receive 1/2 and 4 would each get 1/4 the value of Trundles bonuses
. From what I understand, you're just blatantly buffing his W by adding an extra effect right? I suppose this would be cool, but it might become imbalanced if you use his Q and R debuffs on one target. It in theory would just decimate an opponent's stats beyond belief, lol. As for your R idea, it seems nice, and I do agree that the Ap ratio tends to be pretty pointless, but I'm not sure about your health percentage idea. Trundle players will use this at the beginning of a team fight to enable a target to be a squishier focus, so this really doesn't play into Trundle's role into a teamfight, were he is often already full health when he uses it, and being a very tanky, but un-ignorable bruiser, who debuffs the carries and tanks, and provides his team with zoning, and massive debuffs. All in all I like your ambition, but if there is anything I would ever say riot should change about Trundle, it's the clunkiness of bite. There are many situations where the downtime of moving after bite is what made the difference when chasing. I believe Trundle is in a very good and balanced place, and just takes skill and practice to play well. His is my favorite Jungler, and one of my favorite champions in the game. Hope my comment gave some insight, since no one else seems to want to input.:P Also, if you're a fellow Trundle player, I salute you :3. If you're one who doesnt play him, take a look at stonewall and other players like me who use him very effectively and love him for what he is, and most of us will tell you he is one of the most balanced champions in the game. Never when I have gone 8/1/5, gotten an early aegis, and been branded as "op", and just good with him.

 
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Bujiko ?? Member
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11-28-2012

5 seconds of being untargetable? That's a bit strong. Trundle is is a very good spot atm. If anything, {is Q should reduce AP aswell, to go with his whole debuffing theme. I don't think contaminate needs any changed either. Trundle is one of the more balanced champions. Strong utility, bulk, and single target pressure, but lacks any aoe.

 
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Juggernoob ?? Senior Member
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11-28-2012

Trundle is in a very good place right now. The only reason people want him tweaked is to make him more fun to play. I freaking love playing Trundle, but I agree I dont play him as often not because he isnt good, but because I enjoy playing other Junglers like Hecarim a lot more...but with the new jungle in S3, he will return to his greatness

 
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Mestar ?? Member
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11-28-2012

My thoughts were to turn Pillar into an initiate/gap closer and removing the slow. 5 seconds is a bit long but w/o the slow people can run or be patient. The only short cd Trundle has is Q, which isn't a game breaker to be able to use twice before being hit. He is a bruiser, so staying up too long is actually detrimental during a team fight.

Adding the debuff to Contaminate makes it a little stronger and with a gap closer (suggested Pillar change) to make it harder to just walk away from him (which is incredibly easy, even with great use of Pillar). The debuff becomes weaker in team fights but the buff is still good.

My problem with Agony is that you always use it on the tank. Giving it the scale based on missing health makes it more useful the lower you are. Instead of using it right away you can save it for better results. Trundle doesn't exactly do a lot of damage and can easily be ignored during team fights, making the Agony buffs a waste to use right away. Saving it for when you're being beaten on allows you to optimize its use, especially when it scales with how much you're being beaten on. If anything, it should be useable when CC'd.

Trundle's lack of innate late game tankiness make him extremely item dependent, to the point where he falls off hard if unfed. If he can't do damage and is not very tanky, he should have some mobility and interesting points.

By comparison, Anivia has 2 slowing abilities (one can stun other slows Atk Spd too) that deal damage, a Wall, a low CD nuke (that deals "tons of damage"), and can carry w/ little difficulty. So Anivia can do everything Trundle can do only better.

 
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Intronaut ?? Senior Member
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11-28-2012

The only buff he needs is more goddamn skins. He's got two and they both suck, and in one of them he is literally covered in garbage.

 
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Halegorn ?? Senior Member
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11-28-2012

Quote:
Originally Posted by Mestar View Post
My thoughts were to turn Pillar into an initiate/gap closer and removing the slow. 5 seconds is a bit long but w/o the slow people can run or be patient. The only short cd Trundle has is Q, which isn't a game breaker to be able to use twice before being hit. He is a bruiser, so staying up too long is actually detrimental during a team fight.

Adding the debuff to Contaminate makes it a little stronger and with a gap closer (suggested Pillar change) to make it harder to just walk away from him (which is incredibly easy, even with great use of Pillar). The debuff becomes weaker in team fights but the buff is still good.

My problem with Agony is that you always use it on the tank. Giving it the scale based on missing health makes it more useful the lower you are. Instead of using it right away you can save it for better results. Trundle doesn't exactly do a lot of damage and can easily be ignored during team fights, making the Agony buffs a waste to use right away. Saving it for when you're being beaten on allows you to optimize its use, especially when it scales with how much you're being beaten on. If anything, it should be useable when CC'd.

Trundle's lack of innate late game tankiness make him extremely item dependent, to the point where he falls off hard if unfed. If he can't do damage and is not very tanky, he should have some mobility and interesting points.

By comparison, Anivia has 2 slowing abilities (one can stun other slows Atk Spd too) that deal damage, a Wall, a low CD nuke (that deals "tons of damage"), and can carry w/ little difficulty. So Anivia can do everything Trundle can do only better.
Trundle has an incredibly large base health amount and I never think he isn't tanky because he has an ultimate and his W that make him tankier. He can dish out damage rather effectively by being able to effectively attack twice and slow peoples getaway with a speed buff, obstacle, slow, and a frozen mallet slow if he chooses one.

I think changing Pillar of Filth to the way you suggest it would really ruin it because it isn't an escape or a good engage. If he relies on targeting an enemy to hop off, it would be very ineffective. Plus, it would eliminate his best utility in exchange for an engage. His engage is fine currently. A speed up, a slow, and a "stun" by blocking movement all at long range.

I think his ultimate is nice, but I wish it could be used for damage as well. It does absolutely no damage to tanks (his recommended target) and if he uses it on squishies, it may deal meh damage, but he will not get good stats from them. I have killed people with his ultimate numerous times, but it can't be relied on for killing. Not that it is supposed to, but I wish it did more to hurt in terms of damage.

And in reference to your comparison to Anivia, Anivia is 75% skill shot based and is quite difficult to use effectively. True, she can stun and slow an entire team and block off key members of an enemy team, but the two of them serve very different functions in a team. Anivia lacks any tankiness and is much more difficult to use and has little to no sustain. She eats mana like a boss, and her passive in early game reduces her armor and magic resist, so playing her in lane is a double edged sword. She has a pretty passive laning phase depending on her opponent, and again, they serve two very different functions.

 
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Vuther ?? Senior Member
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11-28-2012

Adding stuff like that is pretty ****ing close to a total rebuild, actually.

Let's just make his Q animation not stupidly long and see where we need to go from there.