Rengar's new R
Lets do a quick run down of Rengar's new kit
Q - Now a skill shot that provides some time to counter so you don't get instantly killed. Honestly not that bad but the animation looks clunky W - A heal and situational CC removal. quite possible the best thing in the kit at the moment. E - The same thing, nothing to see here R - The move that's supposed to define, and like everyone else's R, possibly turn the game for Rengar and his team if utilized right....it's terrible, but lets go into WHY it's terrible
OLD VERSION/LIVE: Rengar channels his predatory instincts, gaining stealth after 1 second of not taking damage or 3 seconds, and True Sight icon true sight of all nearby enemy champions for 7 / 12 seconds or until Rengar damages an enemy with one of his abilities or basic attacks. While stealthed, Rengar gains 15% / 30% bonus movement speed while moving toward a nearby enemy champion. Enemies are made aware of Rengar's presence if he is nearby.Upon exiting stealth, Rengar gains bonus movement speed and generates 5 Ferocity over the next 5 seconds.
NEW/PBE: Rengar's predatory instincts take over, causing him to Camouflage for 14/22/30 seconds. While active, Rengar gains 40% Movement Speed and vision of the nearest enemy champion (within 2000/3000/4000 range), who he can leap to for a guaranteed critical strike. Attacking or casting most spells ends Thrill of the Hunt. Stealth - Camouflaged: This character is hidden from view. It is revealed by nearby enemy champions and turrets.
Comparing these two, the older version is not only better, it legitimately blows the new one out of the water. Here's why:
1.) The old ulti was essentially a mini version of TF's ultimate. It gave you and your team a very solid understanding of where the opposition was if they weren't all pacing back & forth in mid ready for a team fight, but it wasn't global. His new ultimate cuts that down to what looks like Nocturne just ulti'd your entire team.
2.) There's now a double down on the already existing ! mechanic (For Rengar alone) that looks like a very poor way to try and differentiate him from kindred. I assure you a guaranteed crit and 10% more movement speed is not a fair trade-off for someone you're trying to gank not only instantly knowing you've activated your ulti but now knowing you're coming for them from, theoretically, across the map if no one else stands between you two. At least with the old one you could travel down a river and get kinda in range before a notification went off. Now, it doesn't matter where you are if you hit R. The closest enemy instantly knows that you're either near or that they're at least the closest to you without a ward having to be bought to counter your ultimate. There's also the fact that it ruins a lot of your juking potential because they're always going to know who you're closest to. Trapped in the dragon pit because you solo'd it and someone caught you at 50% or lower HP without flash? Tough areola, man. There's literally no way you're getting out without them spraying whatever CC they have, and once they know where you are that's it.
3.)You can't jump to ANYONE but the closest person with the new indicator on them. This alone ruins Rengar's initiator potential IMHO. I.E. If everyone's dancing in mid and our tank either can't or won't initiate, then, as Rengar, i could, and i could do it on (obviously) the squishes that i'm supposed to kill/burst/delete. Now, with the indicator that's not really possible because i'm now only allowed to jump at the enemy team's front line instead of anywhere else if im where i'm supposed to be and standing with my team.
4.) Having a blazing notification on something like camouflage seems kind of redundant to me. This mechanic is supposed to be in place so you can roam undetected but the notification takes all the surprise and subltety away from that and it's tied to an ultimate ability. The notification itself counters Rengar right now and that's ridiculous because that means Rengar is countering himself on top of the enemy possibly having wards to already counter the ability
In short, this skill that's supposed to be this meaningful thing isn't being meaningful or impactful (at least not for your team). If anything it's helping the enemy team more than you in its current state. You ALREADY can't just Q someone a couple of times and they die with his new Q (Which is the MAIN problem with the live version of Rengar). Now you can't Q AND your ultimate isn't this skill that gives you a get in free card that allows you to do your job like it once was. There is literally less reason to play Rengar than any other reworked assassin now, and that's kind of sad for a Rengar main whose reason for playing him went beyond just "oh i can delete someone with a few Q's if i choose to build that way".
My suggestion? instead of making it OUTRAGEOUSLY obvious that you activated your ulti to 1 person and then instantly have them camp the nearest turret, why not make it like Sion's or ANY of the global/semi global ultis that cough ** cough** don't come from any ADC aside from Jhin, and play a sound track of Rengar saying "The hunt is on" or something along those line? On top of that, you then don't have to get rid of the new notification completely (Because it'd be a waste), and you can now make it fade or grow more apparent the closer he is to champs (As in ALL champs. If you're headed bottom from mid or top it should be more apparent to them and then fade and vice versa from, not visible at all, to "Wow i should probably get to cover" (The latter being more around the indication range of his ! mark in live and it could happen in 3-4 stages). It'd also be really nice if this applied to the voice line too as he IS an assassin. Not some huge titan charging down mid lane at extraordinary speed. There needs to be some kind of subtlety to this). He should however retain the free jumping ability and sight that he ahs now though as his ultimate should enhance his capabilities, not destroy them (It's a utility thing and doesn't do damage in any way on its own). I don't really care about the crit, but it'd be nice since the ultimate would now have a global/ semi global notification. I mean you guys literally made this ultimate last 2.5 times longer at max rank. He should actually be able to move around without each person instantly going directly to their turret the second the notification appears. It'd also make alleviating pressure in the lanes easier if you're jungle as just having the mark visible to both mid and bot if your in bottom river would make them give your lanes a bit of breathing room if they're pushed back