User blog comment:Riketr/Champion Rework: Tristana, the Megling Gunner/@comment-5544574-20131130045331

There's a lot of formatting errors with this page but as I've got no experience with even the most basic of HTML or what not I'll leave it to one of the more experienced users on the Wiki to sort it out.

On terms of the content, there's just too much stuff that's been thrown in without much thought or understanding and I can't even see the point of this rework, let alone it being called a rework.

The passive is 'innovative' as far as creativity goes but along the lines of actually working in the game environment it does nothing but pain Trist players with both a fragmeneted playstyle as well as a - straight-up - annoyance.

Let's some up the changes in one concise statement: You've made her early game mayhem - the massive AD scalings which have not even been touched numerically makes her spell rotation - bar the E even, a whopping 230% Bonus AD, +150 of base AD, +550 accounting for base damages.

Meanwhile, you've slapped a gigantic A.SPD steroid while also providing her CDR (as a note, the mechanics behind CDR being provided upon activation is unclear and you'd best clarify whether the CDR benefits the Q cooldown itself or does not). That's an immense buff - her mid-game is now the most scariest rotation in the entire game, of which AD Tristana once had the worst mid-game to compensate.

And her passive is simply so confusing. I don't know the goal behind it but if I may be so prudent, you wanted to test a concept out but simply stuck it on a champion without giving consideration as to mechnical, balance, or playstyle changes.

As a moderate Tristana player the core goal is for me to accelerate to late-game so I may furiously banish the enemy team from a distance so far away I am able to reach them with my AAs across the Twisted Treeline base / jungle division. That basically means 'long-range'. While there is a theoretical increase of 293 the fact that my Critical Strike Chance has been removed - permanently, as the lack of info otherwise would suggest - as well as my AAs now being affected by unit collision makes my late-game a nightmare if I can't hit the target and it feels like feathers.

That basically means a Tristana is now a feared burst of damage every 60 seconds and a lesser but still significant amount of damage every 10ish seconds or so, which is by Riot, 'toxic', though I would describe her playstyle as more anti-fun. She's more aligned to AP Trist which is in my experience, a dampening experience for opposing members as a well played AP Trist simply eviscerates you off the face of the map for the next, average, 30 seconds.

I don't exactly get the point of this rework and excuse me if I have missed it perhaps due to negligence of my depth in reading the content, but this achieves absolutely nothing except making Tristana a problem moreso than a champion.