Rengar Rework Ideas
Please take a few moments to look at what I proposed. Any feedback is welcomed just be polite. If you are a rioter who does balance changes I would much like to hear your thoughts.
Please take a few moments to look at what I proposed. Any feedback is welcomed just be polite. If you are a rioter who does balance changes I would much like to hear your thoughts.
Honestly, i'm not a fan of these changes because they fail to fix the real issue with Rengar. The issure that Rengar is now a fighter/bruiser, rather than a hunter/assassin.
The cause of this issue stems in his ult. The warning indicator range is ridiculous. Simply revert it, and to compensate, they can remove the crit, or remove other damage sources from his kit, thus making him weaker but at the same time retaining his "hunter" play style.
Taking away all the free damage from his kit but leaving ult as it is will make him insanely weak. The rest of his kit NEEDS to be as strong as it is and have so much free damage to compensate for the ult warning indicator.. & that's where you run into the second problem with that trade off, he gets so much free damage that he can go bruiser/tanky and still one shot... Simply shifting the free dmg from ult into Q/passive does not fix the issue.
His current ult is more of a scouting/zoning tool, and works against assassin/hunter Rengar by actually helping opponents not be hunted. By alarming them from miles away. The only time you ever hunt anything as Rengar is when they're so out of position that all the warnings in the world couldn't help them.
His other issue is the Q... it's clunky as hell.. What is he even doing in it ? i've tried to closely observe the action several times but i simply can't figure it out, is he swimming in the air ?? idk but it looks and feels stupid. i'd like them to come up with a new animation, that is similiar to old Q, but keep it as a skillshot.
Honestly, i'm not a fan of these changes because they fail to fix the real issue with Rengar. The issure that Rengar is now a fighter/bruiser, rather than a hunter/assassin.
The cause of this issue stems in his ult. The warning indicator range is ridiculous. Simply revert it, and to compensate, they can remove the crit, or remove other damage sources from his kit, thus making him weaker but at the same time retaining his "hunter" play style.
Taking away all the free damage from his kit but leaving ult as it is will make him insanely weak. The rest of his kit NEEDS to be as strong as it is and have so much free damage to compensate for the ult warning indicator.. & that's where you run into the second problem with that trade off, he gets so much free damage that he can go bruiser/tanky and still one shot... Simply shifting the free dmg from ult into Q/passive does not fix the issue.
His current ult is more of a scouting/zoning tool, and works against assassin/hunter Rengar by actually helping opponents not be hunted. By alarming them from miles away. The only time you ever hunt anything as Rengar is when they're so out of position that all the warnings in the world couldn't help them.
His other issue is the Q... it's clunky as hell.. What is he even doing in it ? i've tried to closely observe the action several times but i simply can't figure it out, is he swimming in the air ?? idk but it looks and feels stupid. i'd like them to come up with a new animation, that is similiar to old Q, but keep it as a skillshot.
His ultimate is not that big of a problem friend, depending on where u cast it from, if they see you from a mile away, why cast it a mile away? Do you understand what I mean? The big problem as you stated was his play style, he could/still can freely build bruiser BECAUSE he has the free damage from his R and Bonetooth necklace passive. Changing it to give him more damage based on the damage he builds will focus his build/therefore his play style towards a more assassin approach. His ultimate as a scouting tool is not so bad either, it encourages playing with your team, that is what LOL is a team-based game. The "free" damage needs to be there based on the damage he builds.
Well i still think the ult indicator has way too much counterplay against assassin/hunter Rengar.
i'd like propose a fix that allows Rengar to maintain his "hunter" playstyle, without it having no counterplay (old ult), and without it having too much counterplay, as it currently does.
What if, Rengar can mark a target that he's hunting (similiar to Kindred) and when he ults, ONLY the target sees the warning, and not their entire team. This would still give plenty of counterplay to the target, because they'd have a lot of time to react. They can run to their team mates, or whatever, but at the same time it's less counterplay for Rengar because the rest of the team doesn't immediately know Rengar is coming and jump into action to defend the target.
With this change we can remove the free dmg from ult, and possibly cut some damage elsewhere to balance him out. I think this would allow him to be a hunter again, rather than a fighter/bruiser, and at the same time still give him a reasonable amount of counterplay.