Some Constructive Criticism On The Rengar Rework.
It has become apparent to me that I have turned into a bit of a whiner on the boards these days.. I have done my fair share of crying and self pitying when it comes to Rengar, so I thought maybe instead I should be offering up alternatives to his current kit / solutions to the problem, instead of just my usual moaning.
So here goes! This is my idea on how to put Rengar into a more satisfying and healthy position, both for the Rengar player and for his opponents without the need for an entirely new rework, which is likely not an option as this would set a precedence for the other unpopular reworks.. As always these are just my ideas and are in no way perfect, just as I am giving (mostly)constructive criticism to Riot I would appreciate if you could do me the same courtesy :)
As I have likely made apparent, I don't think the current reworked Rengar is delivering, it appears to be in a pretty un-healthy position balance wise (see all the recent nerfs) and it has also pulled Rengar away from his intended fantasy, which in my opinion, is an assassin crossed with aspects of a bruiser (aa resetting and attack speed steroids etc.) So hopefully my proposed changes can address many of these issues.
So, I would propose that we revert Rengar back to exactly how he was right before the rework was released. With the following changes: P.S. all numbers used are indicative only.
Resource: Ferocity: Update this to the new ferocity resource system, I think this was one thing his rework did do well. Requiring Rengar to stack in combat means there can be more on the spot decision making and more impactful empowered abilities, as apposed to previously where the empowered abilities couldn't be to strong as he can simply stack them on some minions and then jump on you with the immediate empowered ability.
Bone Tooth Necklace: Unfortunately the changes to bone tooth really didn't hit the mark with the rework, but I also see why they were changed in the first place, as the bonuses often just felt like they either weren't that meaningful or should have been in the kit in the first place. I would personally change this to be much more simplified, something like the following:
- Rengar gains a trophy for every unique enemy champion he kills (same as current so far), however you only gain a reward for gaining all 5 trophies, this way the bonus can be much more meaningful and impactful, instead of just an assortment of ok bonuses each time you get a trophy. Not sure what said bonus would be, but an idea could be something along these lines:
- Upon gaining all 5 trophies, Rengar gains 60 movement speed whilst out of combat or in brush, this movement speed is doubled and decays over 3 seconds after jumping to an enemy champion.
(Q) Savagery: Completely reverted to the original, with only one real change.
- Rengars Q cannot critically strike. I know it would suck to see critgar gone, but the unfortunate truth is that crit is just far to abusable with the way his kit works. Only other potential change would be some minor buffs to his empowered Q, due to ferocity stacking in combat and Q no longer crit'ing there is no potential for him to jump out of stealth and gut you out right with it.
(W) Battle Roar: Complete revert, there really wasn't anything wrong with this power previously, it may have been reletively uninspired and not overly interesting but it was none the less impactful and was always sort of his trade off for not having an escape ability. The only potential change I would make is to reduce the duration, say 3 seconds? And increase the base resistances, I also see no need to gain more based on the number of enemies hit, as Rengar shouldn't be rewarded or encouraged to jump into multiple foes (which is what his current W encourages by the way).
(E) Bola: No changes, perfectly fine ability now that the spaghetti code has been fixed.
(R) Thrill Of The Hunt: Now for his ult... Unfortunately Rengars ult always had issues, and generally felt stink for the victim of his ult, however the current reworked ult has completely flipped that in the other direction, now it has far to much counterplay and isn't really even used to hunt, Rengar's more like some sort of mobile vision / zoning ward with it... So, I would propose: Completely changed back to the previous ult, with the following changes:
- Is now camoflauged instead of full invisibility, this at least means he can't just run right through the enemy teams front line, he will require more positioning etc.
- Now lets out a map wide roar on activation (same as one in his login theme music, sends shivers down my spine every time :3), now I know this might sound bad when you first read it, but it does at least give enemies some warning, which is the issue his old ult had. With this roar enemies still wouldn't have a clue where Rengar was, he might be ganking top or he might be invading your jungle, etc. etc. But at least you have some time think about your positioning etc.
- Increase the movement speed to compensate (say 40/50/60%), this would at least mean that if example say enemy bot lane had well over extended, the roar will only let them know they have messed up.. as he will have enough speed to get there before they can simply run back to their tower etc.
Hopefully this covers off most of the main issues Rengars previous kit had, and to me it would seem like this would be a very easy and satisfying fix to Rengars current... uh.. "state"...
Hope I haven't put anyone to sleep....
Let me know what you all think as I'm open to discuss, as you can tell I feel pretty strongly about our poor kitty!
Thanks :) Matt