Talk:Tryndamere/@comment-5606883-20150316095559

So, I was just wondering if anyone else felt the same way I do about this..

In my opinion, there should be a counterplay chance for his ult. Being unkillable for 5 seconds is quite a long grace period, more so when you see that he can spin over walls consistently to escape most situations. Yes, you can CC him while he is in his ult form, but using enough CC to keep him from critting your ADC/APC for 1200+ dmg per autoattack (which effectively takes them out of the fight) leaves your team open to the rest of Trynd's team, since you used most (if not, all) of your team's CC on Trynd to keep him in line during his ult, which is a severe disadvantage.


 * I think that certain CC effects should keep him from activating his ult, such as a Surpression or Knock-up. These forms of CC stop *everything* in the game, so I think it should prevent something like his ult.

My reasoning is that he can no longer jump into a fight without thinking about the enemy's team comp, potential CC, damage threats, position, or anything and then just ult once he gets low health. Game mechanically speaking, this would be a healthy change as forces Trynd players to actively evaluate the game and it gives the other team a counterplay chance- if Trynd blindly dashes into the team, knockup/surpress him and he is dead. Death is a logical result for yoloing into the other team. It also prevents Trynd from become a full-on pseudotank since he will most likely ult right before joining a teamfight, so any damage you do to him in his ult form will actually stick and he'll be very weak once his ult ends.

Thoughts on potential changes? Or am I alone in thinking his ult should be stoppable with certain CC?