The State of Rengar

DatTwo2·12/19/2016, 7:17:54 PM·8 votes·735 views

Hey all. Now, before I start any discussion, I want to mention that I am no stranger to Rengar . I have around 150k/level 7 mastery with him (although I admit that I'm not a perfect player by any means). Anyhow, I wish to speak about the balance perspective of things. Rengar is still pretty overwhelming at the moment and a lot of people do agree with me. The rework did a fantastic job of addressing some of Rengar's issues; primarily his ult. The camouflage mechanic really keeps Rengar's identity in tact and gives more opportunities of counterplay (primarily in the visuals, as well as the camouflage itself), as well as giving some power to the player (having Movement Speed no matter which direction you're running, the instant cast, etc.

Now, with that out of the way, I wish to dissect some of Rengar's issues in his current state. One I feel should not even be disputable is Thrill of the Hunt's duration. 14/22/30 seconds is an obscenely long time for the boon that it gives Rengar. The ability should feel like you need to activate it when you're a few seconds away from assassinating someone, not just using it halfway across the map to travel to someone you randomly seem to find. I understand that the longer duration gives Rengar more of a "I'm going to hunt you down, no matter where you are" feel to him, but I feel that a duration of 14/17/20 is perfectly fair and keeps the identity of the ability in tact.

Next, I wish to introduce a little more counterplay to Rengar's Q that I feel is necessary to his health. Here, I'm splitting the damage of the First and Second Strike like so:

「 PHYSICAL DAMAGE PER STRIKE: 35 / 55 / 75 / 95 / 115 (+ 30 / 40 / 50 / 60 / 70% bonus AD) 」

Adjusted to:

「 PHYSICAL DAMAGE ON FIRST STRIKE: 15 / 35 / 55 / 75 / 95 (+ 20 / 30 / 40 / 50 / 60% bonus AD) 」 「 PHYSICAL DAMAGE ON SECOND STRIKE: 50 / 70 / 90 / 110 / 130 (+ 40 / 50 / 60 / 70 / 80% bonus AD) 」

(Also something similar number-wise to his Empowered Q, but I'm quite pressed for time at the moment, need to leave soon.)

I understand that the overall damage of his Q is basically the same, but there is something VERY important about changes like these: They give more windows of opportunity to his opponents. If his Q is given this sort of change where there's sort of a "wind-up", there will be more opportunities for the recieving end of the ability to Flash out, use a Dash, as well as a split second more to possibly even sidestep it before taking a massive brunt of the damage. These changes will also punish Rengar players who do not line up their Q properly to hit both times, giving more windows of error on Rengars side to punish people not playing him properly.

I hope these suggestions get taken into account for the future of Rengar. I really feel like the Design Team did an excellent job with Rengar's rework and I hate seeing him in the spot he's in now where he just feels unfair for the people playing him AND playing against him. Thank you for all who have read this until the end and have a great day!

5 Comments

Jaygo4112/19/2016, 8:06:08 PM3 votes

Upvoted because you share an unpopular opinion.

Unfortunately, people only argue about all the nonsense that was taken away rather than how he was made healthier... which he was, just improperly tuned.

I like the idea of focusing on the stab of the Q as more pointed damage. And yes, I also agree that the ult is too long

SweedishGunner12/20/2016, 1:06:28 AM2 votes

It feels like it's way too easy to complete the Bonetooth Necklace, it's so much free power.

Also the empowered W is really hard to time around in team fights.

YumScrumptious9612/20/2016, 12:42:44 AM1 votes

I just want his old Q back, nerf W a bit and tone down ult while adding more to his E.