Rengar Gameplay Update
First and foremost, this is an idea, a concept. Input isn't just appreciated, it is NECESSARY. I'm not looking for "do you even play League?" or "this idea sucks!" I'm looking for sincere and honest opinions on how this could or could not work and why, or what you would change. These ideas do not take into account ratios, scaling, durations, cooldowns, etc and the such, just a brief summarization of changes that in my humble opinion, I think would be good, hearty changes to his kit that keep to his identity and make him more fun to play, while also more fair to play against.
Passive- Unseen Predator >> Removed
Ferocity: Rengar generates 1 Ferocity whenever he damages an enemy with an ability. Upon reaching 5 Ferocity, his next basic ability is empowered, can be cast independently of its basic version's cooldown, incurs no cooldown of its own and consumes all of his Ferocity.
Bonetooth Necklace: Rengar gains a trophy whenever he scores a champion takedown and gains bonuses based on how many trophies he has. 3 Trophies: Hunter's Domain: bonus movement speed while out of combat or in brush. 6 Trophies: Unseen Predator's range is increased >> Methodical Predator: passively gained bonus attack range based on level. 12 Trophies: Thrill of the Hunt's duration is increased >> Assassin's Gambit: Ferocity passively gained by being in brush or stealth. 20 Trophies: Thrill of the Hunt's bonus movement speed is doubled >> Beast of the Wild: Upon entering brush, Rengar enters stealth, ending shortly after he exits.
Q- Savagery: Active: For the next couple seconds, Rengar attacks faster and his basic attacks deal a percentage of his target's maximum health as bonus physical damage. Empowered Savagery: Rengar heals for a percentage of the damage dealt with Savagery and the bonus physical damage is changed to true damage. (Effects do not stack if cast simultaneously; Empowered Savagery takes priority; casting simultaneously simply resets the duration)
W- Battle Roar: Active: Rengar lets out a roar, dealing slight physical damage and fearing minions and neutral monsters around him, while bolstering his defenses. Empowered Battle Roar: The physical damage is increased and the fear now affects champions.
E- Agile Strike: Active: Rengar leaps to his target dealing physical damage increased by his target's missing health. Empowered Agile Strike: Agile Strike's flat damage is increased and it applies a strong slow for several seconds.
R- Thrill of the Hunt: Unchanged.
Context and brief thoughts: We all knew it was coming. We all knew it was needed. Rengar is in a bad spot right now. If he does poorly early game, he is not near as capable and has to build tanky. If he does exceedingly well, he can pop a target before they even get the chance to react.
His passive: The constant jumping is unnecessary. People use it to troll and it doesn't make him seem like a very serious champion. Simple fix, move the jump to his E and make the attack range part of his bonetooth necklace, problem solved. While ferocity (as part of his passive) remains pretty much untouched, I can safely say the bonetooth necklace needs some work. The rewards don't seem near as rewarding as they should (as per say Cassiopeia's passive). They are for the most part invisible steroids that hardly effect his gameplay, or how one plays him. While my changes do not make him insanely overpowered, they will change how he is played and give him an edge when he's in the right position for an ambush or gank.
His Q: The biggest problem he's got. It does way too much damage. Its hard to counter. It can be used in quick succession if tied with ferocity. How do we fix it? Divide the damage across multiple autos and give him a tad more to work with since it will take longer to kill.
His W: Move the heal to his empowered Q giving him more sustain in the jungle, change the damage to physical, and add a fear. The fear only affects champions if he expends his ferocity, so I don't think its too unreasonable.
His E: Let's be honest... the bola is hard to land, easily blocked by minions or other players, and just doesn't feel very powerful. We took the leap off his passive, why not give him an ability as the equivalent. "But Leg, what about Kha'Zix and all those other champions with leaps?" Real talk? Who. Cares. He needs a reliable gap closer, and bola strike just wasn't cutting it. If his target managed to survive his initial burst and flash away behind minions or their allies... he just lost that kill. Not very assassin-y if you ask me.
His R: Just a good ability. Nuff said. Not really much change needed other than taking off the leap from being stealthed.