Things I liked about the Rengar rework.
Obviously Rengar is a pretty hot topic right now. A lot of his playerbase are saying they disliked the rework, yet I find myself on the other side of that argument. I understand some of the frustration however, so I'd like to offer what I like about the changes as well as what I dislike so that hopefully we can find a solid middle ground for everyone.
Passive
- I like the new ferocity system. It was actually something I wished would happen before the rework was even announced. Some people think that it kills the feeling of preparation, but I kinda hated how I was expected to awkwardly hold on to my skills if I'm clearing a camp just so I'd stand a chance in my next fight. To me finding the nearest creep or monster to use as a battery for ferocity feels more like a chore than preparing for a hunt.
- Gaining ferocity on leaping with 0 I found to be a stroke of genius. Not only does it give him a 4th skill to generate ferocity with, I find this to be a much better example of "preparing for a hunt". This really rewards Rengar for setting up ambushes and getting the first strike. That extra ferocity from means you always want to start a fight from in a bush, which really suits Rengar's theme I think.
- Bonetooth Necklace rewards are boring. I kinda like that you have to get kills on different targets, but a damage buff doesn't feel like an appropriate reward to me. I just wish the rewards were more interesting and not just stat increases.
Q
- It slows down his burst, so good for counterplay.
- Skillshot allows for more skill expression and outplay potential.
- AoE damage is kinda out of place on Rengar.
- Kinda awkward to use. Q I'm pretty impartial to, I kinda miss the old one, although the new one I enjoy too. I'd like to see the attack speed buff come back.
W
- Requires decision making. I never liked Rengar's old W (except the empowered version). It was just a stat buff that gave more ferocity and some resistances that were hard to appreciate. This version I find much more satisfying and gives more visible power.
- Benefits bruiser build. (Actually I like this, but most people prefer assassin Rengar so I'll list this as a negative.) Most Rengar players imagine Rengar as an assassin, so this skill pushing him away from that alienates a big portion of his playerbase. Maybe allowing him to use standard W while cc'd would make it more useful to squishier builds (so you can use it before getting bursted down).
R
- Camouflage change, makes Rengar a bit more reasonable and makes him put more thought into his positioning.
- The single reveal also makes Rengar have to work a bit harder to scout out his opponents, which I find works well paired with the longer duration. Also drives home the preparation feeling - scouting out opponents as opposed to running straight into the entire team to jump on whoever you feel like unopposed as old Rengar.
- Reveal tells opponents exactly where you are. This one is huge and I believe is one of the biggest concerns about the rework. I like that Rengar only reveals one person, but telling that person they are revealed gives WAY too much information to your opponents and makes reaching your target nearly impossible in most settings.
I'm sure a lot of people disagree with me, but on the other hand I doubt I'm the only person that enjoyed the rework. Hopefully this gives Riot some insight on how to make everyone happy. I've heard a lot from people that dislike the rework, but I'd like to hear from people that did like it, or at least what parts of it they liked. So Rengar players, feel free to comment why you dislike the rework, but don't forget to add any details that you liked as well.