Tryndamere balance suggestion:

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MisterBrown

Senior Member

12-20-2009

Anyway,
I got this idea about the use of tryndamere spinning skill.

How about adding a penalty of health
each time the skill is used in a certain amount of time(like kass "Rift Walk")

Think about it, this would likely cancel that annoying escape mechanism

Enter fight-->Low health-->Ulti!-->Start spinning awayu from the battle zone due low hp

Since most time tryndamere is like having 200-400 hp left

Maybe this penalty
will balance the way he can enter a fight KILL EVERYONE!!! and run away....
Or
Using this skill to chase down someone forever.....

Just saying.....


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Pieceofcandy

Senior Member

12-20-2009

Trynd is fine, you didn't bring enough CC, ect.


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Saint Seraphiel

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Senior Member

12-20-2009

they already nerfed his spin by half... ****ing **** ***** **** ****... the end.


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Krosan

Senior Member

12-20-2009

yeah, dude? Trynd took a huge nerf last patch. His ult is still annoying, but by no means a game-breaker; I believe the biggest change was that he no longer gets an utterly ******edly high crit rate when at 1 HP, so if he can kill your whole team, you need to look at something else.


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3ouka

Junior Member

12-20-2009

Trynd is to ******* strong!
They need to balance him or make him more expensive!


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NoOtherDestiny

Senior Member

12-20-2009

I played Trynd the other day (normally don't play him) and found his spin often is an easy escape tool, as well as his Ult, while I was spamming crits every hit. I think something needs to be changed a bit to prevent his easy escaping/entering battles from range. Perhaps a reduction on the range of the Spinning skill, as it is right now it can move pretty far.


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Zine

Senior Member

12-20-2009

The range on Spinning Slash is the same or less than the range on any other character's escape/initiator.

They nerfed the range on it and they nerfed the damage on it.

You have to counter Tryn the same as you counter any other melee DPS, snares and stuns.