My Turn: A Rengar Rework Proposal
Let's get to the point. I believe the new Rengar to not be fun to play as, with, or against.
The old Rengar was fluid and fun to play as, but I can admit that he was also frustrating to play against. All of a sudden dying just because a good Rengar knew how to stack his ferocity and use his abilities in such a way that they provide lethal damage, was simply not fun to play against. (It was very fun to play as though.) I'm a firm believer that Rengar's core issue was that he could stack ferocity AND keep it with his ult.
Regardless, he's gone. But, his new replacement is not fun. His Q feels clunky and unrewarding, his W supports being a tank/bruiser, and his ult too easily let's the enemy team prepare.
Now, do those characteristics scream to you as "assassin"? I would argue not. Rengar NEEDS to be an assassin.
Please note: Read in full to get an understanding towards the smallest of changes.
Here is my proposal:
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Passive:
INNATE: While in brush, camouflaged, or invisible, Rengar's basic attacks have 700/725/750 (based on level) range and cause him to leap to enemies beyond melee range. This bonus lasts 0.5 seconds after leaving brush, camouflage, or invisibility. Leaping when on 0 ferocity generates 1 ferocity.
FEROCITY: Same as live, but stacks do not expire.
BONETOOTH NECKLACE: Unchanged.
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Q: Savagery: REWORKED
ACTIVE: Rengar stabs a target. Range is same of Rengar's auto attacks. Will reset auto attack timer. Scales with bonus AD. NOTE: Think old Q, without the attack speed steroid. Also, Q is NOT an enhanced auto attack, but IS a targeted ability.
EMPOWERED ACTIVE: Same as active, with significantly higher damage. NOTE: Still no attack speed steroid, and no bonus AD for a short time as old Q had.
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W: Juke: REWORKED
ACTIVE: When within auto attack range of an enemy, this ability can be cast. "Juke" backwards with a range of 400.
EMPOWERED ACTIVE: Same as active, with becoming invisible for 0.3 seconds. This will allow Rengar to proc his passive, jumping to an enemy once again.
NOTE: Current W just continues to add this weird defensive ability within an assassin. Just scrap it, and give Rengar some utility which when in the hands of a good Rengar, can be used defensively OR offensively.
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E: Bola Strike: UNCHANGED NOTE: QoL buffs might be nice, but not essential.
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R: Thrill of the Hunt: REWORKED
Rengar loses all stacks of ferocity. Autoattacking, using an ability or jumping will end Rengar's ult. Using an item (such as Youmuus Ghostblade) will not end Rengar's ult. Rengar globally ROARS (use animation and sound of current Battle Roar).
Over the course of the initial 4 seconds, Rengar gains momentum, having his speed increase from his normal speed up to 150% speed. Every 0.5 seconds, Rengar alternates from VISIBLE to CAMOUFLAGED. While VISIBLE, Rengar gains vision of all enemies within a specified range. While CAMOUFLAGED, Rengar only has vision of the closest enemy AND is allowed to utilize passive to jump to a target. This does mean that Rengar CANNOT jump while VISIBLE (unless in a bush, of course).
NOTE: Idea behind ult is to add decisions behind what Rengar will do, while allowing enemies a chance to SEE Rengar incoming, as well as his possible intentions. This also allows Rengar to play with the mind of the enemy, due to parsed information. There is no crit, no "hunted" visible note to an enemy. Their VISION and INITIAL global Battle Roar is what tools they're given to counter-play Rengar's Thrill of the Hunt.
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This is my proposal. It may not be perfect, but I think it would be an interesting way to preserve the assassin identity of Rengar that so many love, and love to fear.
Best Regards,
Rengar Rampage