@Meddler
Ways for Riot to make him either less clunky or less hit or miss/problematic
Proposal 1
1)-Revert Q, take away ult crit. The ferocity system will compensate if you give Q a higher cooldown.
or 2)-Keep new Q, take away E's casting time and enhance the viability of his ult "hunting" aspect by reverting it to what it was. Exampli gratia either a full ult revert by allowing him to see everyone again all the while being stealthed and not camouflaged and keeping the crit but still applying it to the closest enemy. Also ult notification radius.. reduce. Full ult revert.
If Riot doesn't like the reduction of the ult notification they can still go through with it by reducing the radius in which rengar can see his enemies.Promoting team oriented and coordinated game play. Cuz you know having allies that provide vision while he is close serves exactly the point im trying to convey.
Proposal 2
We all know that the outcry that led to rengars rework was based upon the "non-existent counterplay" his ult provided coupled with his easily offloadable and immense dmg he had from the previous ferocity system and scalings. Jumping from invisibility bla bla instagibbing bla bla. So what i propose is basically this:
-Revert Q and remove the atk speed from empowered Q and the bonus ad. Give same base ad values as pre rework Q --0 / 60 / 90 / 120 / 150 (+ 0 / 5 / 10 / 15 / 20% AD) but retain the same base cooldown as the current one. Maybe compensate by giving empowered Q bigger base values. Don't touch scalings cuz Rengar is gonna be spreading strokes once more.
- Keep W as it is. As i believe if it gets touched upon it might become lackluster or be over the top depending on either number nerfs or buffs coupled with the rest of the changes. Of course datas could point otherwise. Nevertheless i am reserving judgement.
- Either keep E as it is or reduce the casting time. Either way its cool.
And now i'll delve into the most important part of my post and as i believe the biggest issue to date about Rengar. Not his Q or his E(bola)...but his Ult and Passive. Everyone will ask "But why not his Q? It does TONS of damage, its aoe, it has crazy scalings, its an auto reset and his cooldown is asinine" and i would wholeheartedly agree but thats why im proposing a revert with significant nerfs in exchange for the fluidity and fun his kit once had
You see, it wasn't really the Q or the E, but Rengar's amazing snowball potential(if played right) and ult's utility over the years(invisibility-camouflage, bonus ms, vision,crit/amplified dmg), that made him oppressive AF coupled with his ferocity stacking system( which thankfully for his enemies, got tackled successfully by Riot ). Really people's concerns were that a scary knifecat could just press one button, becoming invisible and if fed would never give a rat's a** again, if it cut you down to pieces in a matter of !milli!seconds, you being tanky or not. It honestly wasn't about his Q oneshotting you nor his E (that essentially) rooted you till the end of time. But really about the honest concern of "what are we gonna do, if we can't anticipate him?" . And so it's time i give my asinine 2 cents about these 2 problematic aspects of Rengars kit. First things first:
-Ultimate(Renamed from Thrill of the Zone back to Thrill of the Hunt) EFFECT RADIUS: 2000 / 3000 / 4000 ---> 1500/ 2500 / 3500 | COOLDOWN: 130 / 100 / 70 (cooldown remains the same)
Ultimate will still largely remain unchanged until Rengar amasses all his trophies. Right down until his last and most important one.
ACTIVE: Rengar channels his predatory instincts, becoming camouflaged and gaining 40% bonus movement speed for the duration. Attacking or casting most spells ends Thrill of the Hunt.
Though instead of having true vision of the closest enemy, he will have true vision of every enemy (per pre rework) but his true sight radius(the range in which he sees enemy champions) will be subject to significant nerf to compensate for the quality of vision it will provide. Promoting team coordinated play by using his team's vision. Now the pre rework true sight radius numbers elude my memory but the percentage nerf could very well vary from 10 to 20% less radius. Adding on that, the radius in which Rengar can be seen by his enemies should be respectively increased by the same amount(mind you not the ult notification radius, thats a different thing). Essentially shifting the weight of see/being seen, more favorably towards his enemies, by forcing the rengar player to use his braincells and calculate the distance, he deems appropriate, to start ulting from. Making it, effectively, an expression of skill, intelligence and game based knowledge.
Increasing the movspeed the ult gives by a bit is probably a valid idea
Also crit removed
Note: This all may seem hectic for the rengar player but the 5th trophy from the Bonetooth Neclace will affect the ult greatly and give it a more of a rewarding kind of evolution much like in khazix's case
-Passive
Passive receives quality overhaul and the Bonetooth Necklace rewards get reverted to release state to provide dynamic and meaningful changes that also impact Ult's utility notably.
FEROCITY: Remains the same
BONETOOTH NECKLACE: Rengar gains a trophy whenever a champion he damaged within 1.5 seconds dies. Rengar can only gain one trophy per enemy champion, up to 5, with an additional trophy made available through the event The Hunt is On!.
Stacking nature remains the same. Will still require 5 unique enemy champion kills, to avoid old and die-hard bad habits i.e killing the weakest enemy link over and over again. But Rengar can now lose 1 Trophy/death again
1st Trophy: Extra leap range( riot would need to readjust base leap ranges again),
2nd Trophy: Extra move speed,
3rd Trophy: Either a 10% cooldown reward or a 10% ad scaling,
4th Trophy: Extra time on thrill of the hunt
5th Trophy: Rengar sheds his _Camouflage _ and now during his Ult, instead becomes Invisible instantly ( the 2 seconds of delay before he is allowed to leap are removed). While Invisible(and until the ult duration is over), Rengar continuously lets out a battleroar (while at a certain range) that reduces the movespeed of all the enemies he sees. While Thrill of the Hunt is active, entering a brush will refund half of his basic abilities cooldowns.
Head of Kha'zix: Rengar keeps all of his Trophies after death.