Talk:Tryndamere/@comment-8205494-20160718042533/@comment-29011332-20160718180955

The passive change is a cool concept but it reduces his damage insanely. Basically now if he crits early with 1 or 100 fury, he deals 200% base ad + 200% bonus ad dmg (crit modifier applied on total ad that I seperated to base and bonus ad in order to demonstrate). With your change he wouldn't have innate crit so he'd deal 100% base ad and 100%-160% bonus ad which other than fury, would also depend on being 50% hp. Even if you hate the guy, you have to admit that the net decrease is obsurdly high even late game when he basically loses that clutch 90-100% crit chance that makes his damage essentially guaranteed and not rng. You also have to understand that during the laning phase he only has autos and a spin as dmg. If you nerf his autos by that much, he would essentially have to wait back and farm till late game to get to a state that still wouldn't be as strong as his current level 1 which would make his gameplay both boring for everyone involved and plain unrewarding for the player using him cause he would just suck :/

If you were to make the passive increase TOTAL ad and had it scale with level up to an insanely high amount (that would kinda balance losing the innate crits) maybe you would be on to something.

Something like passive: Tryndamere gains 0,3 - 1% total ad (levels 1/2/3/4/5/etc) per point of fury he currently has up to a maximum of 30%-100% total ad.

and q passive: Increases Tryndamere's crit damage modifier by 5/10/15/20/25% increased by 1% per 1% of missing health.

That would make his damage fairer early game through insane reduction but less lucky plays but it would make him a monster late game, essentially stronger than he is now, as he should be in my opinion. Thoughts?