Riot Please Reconsider/Take an Objective Look at the Rengar Rework
(Note that I posted this under the help and support forums earlier due to the fact it wouldnt let me post here saying I was still less than level 7, obviously I am level 30, anyway I am the original poster just giving this to a broader audience)
Dear Riot,
Get comfy, please get a drink or some food and your favorite blanket cause this might get long. Hi I am Mine All Mein and I have been a
main over multiple accounts for the good part of 3 years now and after all the nerfs after all the changes through the good times and the bad times I have played and stuck with this champion through thick and thin because I fell in love with his hunter like fantasy and savage ferocious nature. But in his current state I feel his identity has become lost to you. Now this may be a rant/debate, but I am trying to take this objectively and in a civil manner as possible. Nor am I trying to single out a single Rioter, because singling out a developer gets nothing done, for this update and all the nerfs he has received post rework, it unfortunately is a group effort in this nature and I realize this so I will just refer to Riot as a whole for this argument. Lets start with some definitions according to Riot
is primarily classified as a Slayer/ Assassin and by definition a Slayer is "a fragile but agile damage-focused melee champions that look to swiftly take down their targets." Then by definition the Assassin sub category is "specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage."
Now these definitions are key to finding the holes in where his rework, current itemization, and current play style (according to patch 7.8) are very off from where he needs to be to be classified as an assassin. Now you might think that
is in a healthy state and this might sound bizarre but honestly I cant disagree with you, as far as a champion goes he is pretty balanced not to strong and not to weak, HOWEVER since we are talking about an assassin by nature they need to be strong to be a fear factor for the enemy team. Lets start this debate out with EXHIBIT A)
's MOST POPULAR BUILD :
Now I am no expert at the game by any means, but I can see the value of this build in Pro Scene where there is more coordination and jungler's need to be tankier to absorb precision damage but this is also in regular Ranked and Normal Queue play where there is inconsistent players, disorganized play, no voice comms for the whole team. Just you and maybe a buddy if this is Ranked and maybe a group of friends if this is Normals who, lets be honest, are just playing the game to have fun and not taking it to that LCS/LCK or whatever region of pro play level of strategy.
Well if
is classified as an Assassin why is he building Bruiser like items in Normal and Ranked play? Shouldn't he be building items are high AD items like
or
or similar items in games more consistently?
Well my friend, normally you would be right but this Rework changed some things about him that made
say NO in a stern voice to the drugs known as AD Assassin Items and HELLZ YEA LETS BLAZE to Bruiser items.
Let's go back in time to before the Rework. Ah the good ol' days of popping squishies before they can react for their folly of picking squishies into a Rengar. That TRIPLE Q was really nice, it felt so fluid so satisfying but its gone so no use crying over spilt kitten milk and on to EXHIBIT B) FEROCITY STORING :
This...THIS MAGNIFICENT BASTARD was what made
so versatile, you had a immobile squishy out of position triple Q combo them, you had a annoying hyper mobile carry your team needed locked down hit em with the embowered bola and let the team follow up, you wanted to team fight but also have a little fun? say no more
wizard cat to the rescue with his handy dandy triple battle Meow. Paired this with the fact that ult gave you ferocity generation after use oh baby
is the champ that can have an answer to any solution mindful though that as long as he was able to start the snowball he could do work for his team and pick up their slack.
Now lets look at current
. Can he do these things still and be just as versatile? Well the short answer yes, the truthful long answer is NO. Now that ferocity storing is a thing of the past mobile carries into
can shove that huge F U finger in his face. Want to gank that squishy with a blink? Oh sorry they blinked the second you landed from ult because you only can queue 1 ability mid air Oh but they were slowed but now they are safely in the middle of their team. Oh that squishy with mobility is right next to a tank and half hp you can kill them right? Sorry tank knocked you up the second you landed and both got away but don't worry that CC removal sure works wonders when you were only able to get one ability off before you got CC'd. Oh it didn't? Because you got instantly CC'd and only got 2 stacks because of the jump and what a Q, weird right? Alright I think you get the point how the loss of ferocity stacking actually hurt
versatility with ganking.
Now on to this next point EXHIBIT C) PASSIVE :
BONETOOTH NECKLACE:
gains a trophy whenever a champion he damaged in the previous second dies.
can only gain one trophy per enemy champion, up to 5, with an additional trophy made available through the event The Hunt is On!.
Bonetooth Necklace 1 TROPHY: Rengar gains 1 (+ 1% bonus AD) bonus attack damage.
Bonetooth Necklace 2 2 TROPHIES: Rengar gains 3 (+ 3% bonus AD) bonus attack damage.
Bonetooth Necklace 3 3 TROPHIES: Rengar gains 7 (+ 7% bonus AD) bonus attack damage.
Bonetooth Necklace 4 4 TROPHIES: Rengar gains 13 (+ 13% bonus AD) bonus attack damage.
Bonetooth Necklace 5 5 TROPHIES: Rengar gains 20 (+ 20% bonus AD) bonus attack damage.
Head of
: Rengar gains 30 (+ 30% bonus AD) bonus attack damage.
Now lets examine the failures of this passive shall we. Firstly lets talk about the worst part of this, "gains a trophy whenever a champion he damaged in the previous SECOND dies" now the reason this is bad is because the tools given to him from this rework they made
want to extend fights rather than just hyper burst someone 1 second for this if played right by the enemy can easily be played around. Oh r
is coming to gank me and I'm low die run from him for 1 second when he lands and die to his team mate or tower or whatever. Now guess what if you are one of his last stacks to complete bone tooth necklace you can safely assume he will be back when his ulti cooldown and if the jungler is smart that is very simple and preditable counter ganks. Since
can only see the nearest enemy champion he can easily be baited for those final stacks over and over and OVER again. Then you have an assassin with a similar assist/kill timer who is just as if not more bursty and does it in an AoE format, and I'm talking about none other than
who has a whopping 3 SECOND assist window to benefit from her passive 3 FREAKING SECONDS. So what makes her so special that she deserves a 3 second window and
gets a measly 1 second window hmm?
Then we move on to the next part of his passive the Trophy system. Oh boy Riot this screams to me easily not meant for an assassin. Firstly, off 1 kill what do I literally gain? 1 (+1% bonus AD) that is so laughable its disheartening, reason being giving up first blood to a him is no where near as punishing on giving it up to any of the following champs
the list is much bigger however I don't think I need much more to show how weak it is. But for arguments sake lets say
got 3 no lets go with 4 unique trophies now his damage is comparable to your average bruiser/ juggernaut
but depending on how long it took you to get those stacks the time to effort ratio becomes more and more inconsistent. Then there is that all to important 5th stack that one champ is all you see so you tunnel vision for them. Now let me throw out that air of caution for an ASSASSIN that tunnel visioning is BAD DESIGN especially when that last stack is most likely not their squishy carry its a tank or another bruiser. Now if you recall a Slayer is suppose to "quickly kill priority targets" so why is it that I am forced every game to do try and do the opposite of that. Last I checked an enemies damage dealers 99% of the time take priority to kill when you are playing an assassin so why am I punished so hard for ignoring that rule? NO OTHER assassin in this game but
is forced to kill every enemy on the opposing team to snowball, nope they just keep killing squishies over and over again and let their ADC clean up tankier targets. Oh that assassin mid solo killed their lane opponent 3 times guess I'm not roaming to that lane that guy will insta gib me if I do. Oh
top did the same thing whelp time to rotate on him, he only gained 1 plus (1% bonus AD), and kill him then take his tower.
The next problem I see with a passive like this and I have noticed you did this is you toned down his base stats and scaling in order to compensate for this new passive which is not good either. This is because unlike other assassins
is fighting on 5 fronts to snowball : his base stats, his scaling, his lane opponent (or jungle counterpart), his trophy system, and itemization/gold income when those other assassin only have to deal with 2 of these because the others are in good standing and that is itemization/gold and their lane opponent (jungle counterpart). Now I think I beat this passive to death but I am sure I have missed some nuances with it so if there is anything I have point it out please this is more of a debate then a 1 sided fight after all.
On to EXHIBIT D) (Q) SAVAGERY :
Now I like this ability honestly, its wave clear, its poke behind minions (sort of), its kinda bursty, and the scaling on it is pretty nice. However, this would't be a well built up case if I didn't go over it. Now I have already beat this horse but this Q SHINES on full passive stacks but is very lack luster without it at least for an assassin. Now, lets take that mystical time machine back to pre rework
. Can you picture it, that clean Q animation that was an empowered auto attack and TARGETED so you couldn't miss it? I can it was glorious. Now I am not saying its hard to land Q but what I am saying is that it having a possibility to miss paired with the fact the piercing animation is also apart of the damage for this, that can also miss, and that cant be re aimed mid cast in certain situations this can become clunky. The fact it's also a casting animation rather than just a quick empowered auto attack leaves room for error also. Yes it provides counter play but at the expense of the
player and the champion's fantasy of being a hardened and trained hunter. Then there is the actual EMPOWERED Q from before lets come all the tools it gave
: 1) harder hitting Q, 2) attack speed, 3) increased AD for the next few seconds (which made Q hit harder, which made bola hit harder, which made auto attacks hit harder). Now compare this to current EMPOWERED Q : 1)harder hitting Q, 2)movement speed, hmm much less interactive nuances with the rest of his kit then before. Now like I said its a decent change to this new Q but the old one fit so much better for both his fantasy and game play consistency.
EXHIBIT E) (W) Battle Roar :
Let me start off with this sentence "This is sooooooooooooo counter productive for an assassin." Here is why the whole grey health thing doesn't belong or is needed on an Assassin, reason being is because of the current itemization for him right now as seen above. Why build like a normal assassin when this literally screams value for a bruiser. Besides the new QSS ability linked to his empowered cast this just doesn't work with how an assassin needs to be played instead it says hit me as hard as you can so i can make full use of this ability instead of let me quickly use my abilities to go for a kill because I am an assassin. The old flat heal and resistances gain was so much better for an assassin play style, made you harder to fight and gave a nice little bit of sustain. Now its like a "Please hit me but only burst hit me" sign on the champions back. Honestly not much to say other than these points so lets move on.
EXHIBIT F) (E) Bola Strike :
This right here is fine. Could it be better? YEP most assuredly. For example go back to the no cast time mid jump. But that horse, I am sure has been killed 10 times over. So for all intensive purposes this ability is fine for me and I wont argue this point. 1 FREE and EASY point for RIOT GAMES*[slayer-pantheon-thumbs]*
EXHIBIT G) (R) Thrill of the Hunt :
Now I am sure you have heard it all before but I gotta bring up the elephant in the room. Why, just why did this become what it is from what it was. Lets go pull up the definition of a Slayer again. "Slayers are fragile but agile damage-focused mostly melee champions that look to swiftly take down their targets. They are often highly mobile and specializing in single-target burst damage. What they generally lack in resilience, they more than make up for in their potential to cover large distances and quickly kill priority targets. Epitomizing a high-risk, high-reward playstyle, slayers are natural opportunists, and prefer to strike when their targets are vulnerable, rather than engage them in a direct assault, favoring damage-oriented item builds to capitalize the most on their offensive capabilities." Now I am sure you are tired of reading this but I gotta quote you on where you stand for what he is classified as versus what you have him. Lets start with the biggest point the indicator. Oh god this is so bad for so many reasons:
1)It instantly goes over the targets head when
presses R, not when he can leap to them but for just pressing the freaking button.
2) the range of this is huge for this 2000 / 3000 / 4000 that is a HUGEEEEEEEEEEEEEE notification for the enemy that I pressed R.
3)The double movement speed from ulting thanks to old bonetooth necklace being gone means that people can easily run from you into the safety of a turret or their team if you ult just the smallest bit to far from them.
4)I can only see the nearest enemy champion instead of every champion in my range like before so getting baited into a bad fight is super easy now because of this and indicator.
5)the indicator is dynamic so it acts as a compass to where is
and not targeted so once team fights start breaking down and the enemy team wants to group your team is looking at being engaged on as a 5 v 4 because you are looking to ult. Couple this with the fact when you ult the enemy team, once that first target sees you pressed R they will go hug a tank and your position will be roughly known because of that darn indicator totally giving up the element of surprise.
Now lets look at this. All of these downsides for a
teed, haha I got jokes (ill walk myself out), Crit on that indicator target just don't feel fairly compensated I mean sure the ult is long but that's just that much more time for the enemy team to pinpoint your location and protect their carries.
But its cool for champs like
and hell even
to come out of no where and not advertise to only 1 target that I am trying to kill you. But yet you can go full on assassin builds on these champs and insta kill that priority target but no one hard complains about them doing it to the point they are forced to turn into a bruiser so why is
the one forced to suffer as as assassin?
FINAL THOUGHTS IN REVIEW :
This is not a 1 sided I hate everything about new
cause truthfully I still love the champion but I am sad to see the current state he is in and think it needs some fixing. It may sound like I am saying bring back the old knife cat, while that would be nice, even I know old knife cat did have some issues and I wont try and glaze over that. While I am a believer in the synergy of his old kit I just want to say that these flaws pointed out cause him to suffer and not play like a true assassin. Also I personally know that
can still 1 shot squishies as an assassin tends to do, going assassin builds in the current patch (7.8) but that requires much earlier snowballing than every other assassin in the game which isn't as consistent to pull off like others can do by camping a single lane. Regardless I will keep playing the knife cat because I prefer play a 45% winrate champ while having fun than playing any other one while getting bored.
THANK YOU FOR READING.
V/R Mine All Mein (http://pa1.narvii.com/5867/195a0e85f576b99ee56058e629d3e81d98cb7300_hq.gif)
or on a random crit.
and
spire if you see bushes you should be cautious and fearful. I like the mind games it brings of "oh shit this Rengar knows how to effectively use bushes im so scared of bushes now. Just like the just released maokai buff to sapling in bushes or with ap schao boxes in bushes every bush should be fearful to go near as that is now his territory of power. Open lanes where there is no bush near you, he should feel weak and way less powerful.
or
).
's w all over again, they change everything except the source of the problem.
would receive a rework when he would lose his tankiness but in exchange, he would get a quick access to the enemy backline while also keeping his stacks mechanic.

R->Q->E->gunblad->AA (not sure about the combo) straight up deletes people no stealth required (only when fed). Rengar same issue as akali - the problem is not stealth, but triple-Q from stealth.