Rengar Rework 2.0, good and bad?

Vicarious117·10/19/2016, 1:39:32 AM·2 votes·2,719 views

So I felt like just putting my thoughts and feelings on this second Rengar Rework out there, for discussions sake. I'm curious on how well my view point lines up with that of the rest of the community, aside form me being one of the few original Rengar mains who understands he's not supposed and never was supposed to be a glass canon lol

So first off, LOVE the new passive and the Bonetooth Necklace. It is not only stronger in my opinion as well as easier to balance, but it fits his lore/identity far better as well as makes it on par with Kha'Zix in terms of the "The Hunt."

The Q I'm on the fence about until I can try it myself. My first impressions are mixed in that it looks awesome for minion clearing, so good for top lane, and it'll help with jungle clear after a few levels. The counterplay aspect of it is also nice cause now people will stop bitching about his "lack of counterplay" even though there was so much of it that he was one of the weaker assassins in general lol It'll also be pretty good for bruiser Rengar who would want to jump into more people to hit more targets, which is a positive. It does however look a bit clunky, in that it seems to be hard to tell when you're hitting things and when you're not, aside from the damage done ofc. Basically right now when you hit someone or something with your Q you can FEEL it, the sound and animations of it connecting are a very satisfying combination for us Rengar players, but this new one looks as though it will fall short in this regard. I could be wrong though, as I've said until I actually play it myself there really is no way of knowing for sure.

The W is where most of my concern lies, I mean the ability to heal back damage done is great, it makes building just health and AD a very grand sounding idea lol But unless the damage has been SIGNIFICANTLY increased then the base ability seems very counter intuitive to the way he's supposed to be played now. I mean you're supposed to jump in and get that fero stack on your leap then use your next three abilities to quickly get your stacks up to 4 in order to use your empowered abilities which seem to be what his whole kit has been based around. However this new W seems to be the kind you want to wait to use, like jump in and slow someone and use your Q.... but then wait to take some damage before using your W, else it be wasted, but then you're holding back on your empowered ability. Idk, I just feel like it needs more upfront power, some reason to use it right away so you can get to that empowered state. Speaking of which though, the new empowered W looks amazing, he finally has some way of disengaging lol

The E staying the same seems like a good idea on first glance, but when you think about it... it's kind of awful..... I mean sure it'll be good for chasing down someone who has a good amount of mobility, but again you have to be able to stick to them long enough to get to that empowered state just to root them. For both assassin and bruiser, even tank really, this just feels so poorly thought out. As an assassin there will be few times when you'll want to use this, cause you'll either be blowing people up with your clunky Q or getting the fuck out of dodge with your W. If you have to use your E to root someone then you probably shouldn't be trying to assassinate them as a glass canon. For bruisers/tanks you'd instead like to open up with a root, a means of initiating or catching people, but if you have to jump in and work through a full rotation of abilities and land several skill shots then that lock down at that point won't matter as much seeing as how you've already managed to stick to them through everything else, ya know? I'm not saying just make the base ability a root or anything, but maybe you should have at least brought back the point and click bola so you're not trying to lane every ability most of which are skillshots just for one lock down, or even just buff the damage/root of the bola to make it more worth using. Right now I don't see many people using it aside from some fringe examples.

The ult I personally like, because it provides counterplay so people can stop bitching about it (yes that is my one main reason for wanting counterplay for Rengar, so low elo people can stop crying about him 24/7), and it provides a very good way of getting into a fight as well as ganking post-6, what with that 40% movement speed boost lol I can see how it'll be pretty bad for assassin/glass canon Rengar though, and I mean you people will just have to come to the realization that he's not supposed to be and was never meant to be a glass canon assassin, he's meant to be a diver with assassin like qualities, something this ult reinforces. So I like it, but I can see why the majority of people who don't understand him fully will feel like it's a bad change.

So yeah those are my thoughts, my opinions based on just reading the abilities as well as watching some gameplays, so ofc not fully "qualified" lol What do you guys think? I guess I know most other Rengar players will be upset, cause fighter>assassin, but what about those of you who don't play him a lot? How do you think these changes will come out once it hits live?

16 Comments

N3mO0610/19/2016, 2:12:00 AM3 votes

Feel so bad man......rengar's sound feel so bad, ferocity generation has no sense ( why should I use w to gain ferocity and waste his effect?). Can't do a rotation if you are not in a brush (3 abilities 3 stack not 4), crit on r only for the nearest enemy and not for the target. Why should i play this kind of assassin when I can play Garen with better Cc, better tank abilities, and a faster burst combo? His first clear is garbage, no more defensive stats from w, but same base regen/armor. I feel Like I want back all my Rp that I wasted on rengar.... Good luck trying to kill vayne, or every adc with alistar support.....

GULAG 4 U10/19/2016, 1:49:47 AM2 votes

Good: More counterplay

BAD: most likely will promote tank builds because of W Bad: Shittier clear than before

DoktorKaiser10/19/2016, 2:05:29 AM1 votes

I agree with most things, but downvoted because you actually think Rengar has counterplay. I mean ok, you main him, but come on be somewhat objective, I faced Rengar for years now since he was released, he was broken god knows how many times, when he wasnt broken he was pure trash tier and lets be real here - Rengar used to be (imo) the champion with the least amount of counterplay out of any champion let alone assassin. Glad they reworked him this way and I hope for more fun interactive gameplay for all of us...

Gilrom10/19/2016, 5:06:41 PM1 votes

I don't like the changes. Q is just bad, I mean, Q being a skillshot and not reseting auto attacks anymore is just crap. Losing ferocity stacks out of combat and having to build them only when inside of combat sucks and ult no longer giving ferocity stacks is bad. I agree that it is good that he can be more easily counterplayed, but I think that the compensation for this is too weak and too insignificant. The only thing I'm hoping for now is that with these changes, Rengar top will become more popular, but in the end, I think that Rengar just got a giant slap in the snout.

WoonStruck10/19/2016, 6:44:32 PM1 votes

*5.0

He's had mini-reworks about as many times as Ryze has had reworks.