The change that'll bring Rengar in a stable spot

kargish··3 votes·602 views

I'm quite aware that bringing up topics like these will get you murdered on the boards, but I'm going to try anyway. This is more to get the community's opinion on this idea.

I'm going to talk about Rengar and how he feels like he's slightly underperforming at the moment. If you're not an adc main and haven't already decided to give up on my post, then I thank you for sticking around and reading.

Before I dive into the context I just wanna say that I have been playing this champion for 5 years now, and currently sit in diamond tier with him.

When the assassin class update hit live a lot of champions received some steroids. Shaco being able to stealth for longer, Fizz doing even more damage with his shark, Katarina having even more knives and so on. Rengar was also a part of this update, and received quite a fair bit of changes. I'm not going to talk about how his Q is just a swimming animation and a terrible design, but rather look into some of his other aspects. When the rework hit live Rengar was given more tools to counter to deal with enemies that would insta gip him once he had insta gipped someone. Though you can argue the changed healing factor was kind of badly designed for an assassin (W is part of rotation and using it early denies the healing effect), what truly made up for it was the CC immunity the empowered version featured.

Rengar has been underperforming since his 7th nerf really, and it's no wonder that a lot of his main players have decided to leave him behind. Next patch however, he'll be receive a very... minor buff if you could say so. An extra 3 armor which was nerfed a few patches ago, so it's practically a revert on that nerf (down to 6th nerfs now yaiy). One of the nerfs took away the CC immunity empowered W gave you, and it was probably the change that murdered assassin Rengar as a viable option in high competitive play. It was an OP feature to have, as any Rengar could just mash W and say "fuck you" to any and all counters towards him. What if that feature was to be brought back, but instead of granting a 1.5 seconds safe zone, it could be used for high skilled players to maximize Rengar's true assassination potential?

My idea is to give the empowered W the CC immunity back, but reduce the duration to 0.25 seconds. This way you use it to predict incoming CC at the last moment, rather than becoming godlike for 1.5 seconds. Keep in mind that using the skill like this also takes away some of its power, as mentioned before you need to actually take damage before you receive a heal from either of your W's.

With this added benefit it will:

  • Create a skillgap between good and bad Rengar players
  • Allow Rengar to be played reliably in higher elo
  • Benefit top lane Rengar greatly
  • Not add that much power as you'll sacrifice the heal for the risk of blocking CC

I'm certain that this change is what Rengar is in need of to be in a stable spot, as everybody knows he's possibly the ultimate feast or famine champion, where he's either a demigod or a cub compared to everybody else. It balances itself out by adding high risk with high reward, a gamble that all assassins are supposed to have in their kit, and determines who are the good assassins that pile up corpses and who gets to be fodder.

Thanks for reading

8 Comments

Troy2426212 votes

Slightly underperforming? Pros have a 40% winrate with him right now according to probuild. His rework made his design even harder to balance because it just overloaded him more then watered his stats even further.

It's not possible to justify him over Kha'Zix right now.

FlyingRoboticCow1 votes

I do like the idea quite a bit and it feels like a small and fair buff to him and it would make a large gap between good and bad rengars but i think the issue would be that good rengars would become way to strong and weak rengars would see no difference so it doesn't encourage people to learn the champion it really just allows people who are already good at the champion to get back to skull fucking people.

kargish1 votes

The intended strength behind it is for Rengar to be able to compete with the other assassins. While Khazix Zed Fizz etc. all have dashes and mobility to avoid ganks, Rengar can use this feature to be able to, if done right, escape a gank from someone like Vi, but still be vulnerable to follow up CC.

FlyingRoboticCow2 votes

that may be the intent but that's not all its going to do it also going to allow him to gank champions with cc far easier and yes while those champions kits have things that rengars kit doesn't have his kit also has thing that theirs don't. The problem isn't the intent the problem is the other possibilities it opens up for him.

kargish1 votes

But then again if you choose to block off a CC effect you'll miss out the opportunity to snare them with empowered E. I see it as a fitting change that won't break him.

FlyingRoboticCow2 votes

see but you won't need the empowered ee for cc if you are one shotting people which a cc resistant rengar will do

kargish1 votes

I highly doubt Rengar will one shot anyone during the laning/ganking phase, and if he does manage to find a squishy target alone splitpushing he'll one shot them anyway. That's his job and theme as an assassin. But if he does choose to try and block off enemy CC, he'll be losing the CC on his E or the high damage on his Q, plus he won't be able to trigger a heal.

Let's not forget that 0.25 seconds doesn't make anyone CC resistant, it's intended design is to be able to block off a crucial CC that'll allow high skilled Rengar players to do so much more compared to low skilled ones. He's already able to break free from CC, so this will practically only give him a form of protection against knock ups and knock backs.

i cant move wtf1 votes

This new empowered W could work but what I think he needs more than that is a small reset on his ult. If he kills the enemy he leaps on his ult should reactivate with a shorter and shorter duration. Then just balance his numbers to prevent this new mechanic from being op. I don't like that I'm incentivized to build him tanky since he has no way to reasonably earn an escape when he jumps in (this is especially relevant late game when teams tend to group).

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