User blog comment:Riketr/Champion Rework: Tristana, the Megling Gunner/@comment-1330314-20131130162221

The changes you propose have serious problems:

You changed the passive to something much more complicated that doesn't bring any real extra gameplay to Tristana, other than making close combat with her really bizarre. At long ranges (which any good AD Tristana should be at) she gets 15.3% bonus crit chance, which is quite large, and at close there's no real issue to having her shots "miss", since her target would be too close to escape the skillshot in most cases. The lack of crit, though, is a serious issue, and would be the first instance of an ability having a strictly negative effect. It runs the risk of making Tristana even more binary (either she's really powerful, either she's useless) and makes combat with her unreliable.

Adding self-cooldown reduction to an active makes little sense. Why would Tristana need innate cooldown reduction? Why have it as an active rather than a passive, where it would benefit her Q as well? How does this fit into Tristana's rotation, playstyle and itemization? The scaling is also wonky, as the increase per rank is inconsistent (the increase per rank from rank 1 to 2 and 3 to 4 is 2%, whereas the increase from rank 2 to 3 and 4 to 5 is 3%, which can be smoothed out to 2.5% per rank).

Increasing the cooldown reduction per rank on Trist's W just makes her late game even safer than it already is. She absolutely doesn't need to have an escape on a lower base cooldown, especially as it already has a reset. The addition of an AD ratio doesn't actually do much for AD Tristana, since this is her escape and so shouldn't be used offensively, but has the problem of being misleading, and potentially making her early game even burstier: Tristana isn't supposed to initiate with her Rocket Jump as a marksman, only use it to reposition and escape.

As AP Tristana, you're going to start with 20, maybe 30 AP with runes, items and masteries, which equates to just as much additional damage on her current Explosive Shot, which as magic damage is going to go against a minimum of 30 magic resist. With your iteration, with zero starting bonus AD Tristana deals an additional 50 damage against targets with about 20 to 30 armor at most at level 1. Removing the AP scaling destroys AP Tristana and makes AD Tristana far too powerful, as the damage from this alone would be huge for an autoattack-based character. Reducing the cooldown with rank massively increases her damage, which isn't lacking at any point in the game. At max rank it also means she gets to permanently reduce an enemy's healing with enough cooldown reduction, as well as lay multiple Explosive Shots on the same target, neither of which are a good idea.

Increasing the cooldown on Tristana's ultimate at early ranks is fine, and would probably be good as her laning phase is pretty safe. Increasing the mana cost is not a good idea, though, as mana costs are not meant to be excessively restrictive on ultimates. The biggest problem, though, is the change from an AP to an AD scaling. Again, this takes away AP Tristana's power and moves it to AD Tristana. Effectively, you're making AD Trist as bursty as AP Trist (with enough AD this ability alone can deal over 1000 damage) with no power taken away to compensate.

Effectively, you've reduced Tristana's build options to just her AD build and gave her straight massive buffs. Her early game would be overpoweringly strong, her mid game would be actually good (it's supposed to be her weak phase) and her late game would be egregiously broken. She retains the safety she has now but gains AP Tristana's massive burst, along with much smaller late game cooldowns and bonus cooldown reduction thrown in for good measure. None of these changes make any real sense.

I think you've misunderstood the motivation and mentality behind reworks. Champions get reworked because they have serious problems in their kit, namely mechanics that are unhealthy to the game or that forcibly limit the champion's potential and thus make them unviable. I encourage you to try this again, but this time put more thought into it: why would the champion need a rework? What are the problems with the champion that really need to be fixed? What specific playstyle and role do you want to define for the champion? How much power are you allocating, removing or shifting around, and how does it affect the champion overall? How do your changes modify the champion's playstyle? Are your changes healthy? How do they affect the champion's builds and options? What strengths and weaknesses do you want your champion to have?