Champion Gameplay Improvement, looking for good criticism!!

SlyCreed··2 votes·531 views
I did a little brainstorming, some feedback? * r/Rengarmains

Rengar Rework Brainstorm: Thanks to all who gave feedback beforehand, hope you can extend the same courtesy again I did this because I am bored, if you are one of those guys who doesn’t wish to read because it is too long too bad, if you are one of the guys who asks “why bother, riot hates the champ” you can also leave, I want criticism on the brainstorm not negativity, this is a champion I enjoy to play I hope that others who enjoy him as well will give this a look, it might get some attention. Numbers on the abilities can be adjusted btw.

Introduction: Issues I see with the rework, especially post nerfs, are the lack of sustain, the extra damage and clunky-ness. To be more specific, when he came out after the assassin rework many people said that he was only useful because of his numbers, they were high, once those would be nerfed he would be useless. To that I somewhat disagree, the rework provided Rengar with extra utility which he did not have before, such as the cleanse, CC immunity, and scouting from his ultimate. However as many of us know his numbers were first nerfed, followed by the utility that he was given. I think that the kit he had after the rework was good for both assassin and bruiser (bruiser being especially overpowered), but the nerfs hit Rengar all around and added to his already not so satisfying state. These are my in-depth thoughts and proposed changes. The main problems I see with Rengar and the things that make people gravitate to play him bruiser, and the clunky-ness he has.

P: What I like: The leap is one of the most fun mechanics in the whole game for me, well designed. Gaining one Ferocity from the leap was also a good addition. The extra range he was given in the assasin rework should be his initial range. * What I Dislike: The Bonetooth Necklace trophies are really counterproductive*, especially for the first kill, that bonus is essentially useless. The MS Rengar gains after using an empowered ability is good, but it is clunky because if Rengar is chasing and he uses any ability other then W or R after he gains the MS buff he will waste time casting an ability, during that time he will waste his MS buff.

Proposed Changes:

Increase Ferocity from 4 to 5 stacks. Changes the trophies to give something like the following: 1 Trophy: +20 Movement Speed when in Camouflage or a bush (Subject to change. Suggestions would be nice, not thinking of increasing his leap range however) 2 Trophies: +15% Base Attack Damage 3 Trophies: +20% AttackSpeed 4 Trophies: +10 Lethality (Subject to change if its too op, maybe lifesteal? Suggestions would be nice, not thinking of increasing his leap range however) 5 Trophies: +25% Bonus Attack Damage Head of Kha’Zix: Previous Bonuses are increased by 50%.

The reason for these changes are:

  1. The MS would help Rengar's normal leap once he exits the bush for the .5 seconds that the passive lingers. Top lane plays would also be easier to pull off in the three bushes as well and his ultimate would gain a bit more roaming power given the duration nerf.
  2. 15% Base AD does not seem extremely overpowered given that at level 18 Rengar's Base AD is 85.5. This means that the extra damage early on will help him clear in the jungle or farm minion's easier. In addition to that it would synergize well with his new proposed Q.
  3. The AttackSpeed would make the second part of the proposed Q much much smoother in addition to some extra dueling/jungle farming power. Another thing is that it would help his passive when trying to juke or harass because his leap reset would be faster.
  4. Honestly do not know what to add here, thought it would be a good fit since his old Bonetooth necklace would give 10 armor penetration.
  5. 5% more Bonus Attack Damage then on the live version, I think that it is good, keep in mind please that these bonuses, in comparison to the live ones, do not provide any flat Attack Damage, they are percentages (except for 1 and 4), which means that building AD will increase the effectiveness of the bonuses, steering away from a bruiser build to an assassin build.

Q:

What I like: The skillshot on the Q, provides more counter play due to the cast time, gives more damage since it is a skillshot, applies BlackCleaver passive twice, and can damage enemies who are immune to autoattacks (Jax’s E, Shen’s W, Teemo’s Blind, Pantheon's Passive).

What I Dislike: The dash is basically removed, the cast time makes the ability really horrible to use when chasing or using bush tactics. Also, the ability can no longer apply lifesteal like the old Q.

Proposed Changes: CD: 8.5/8/7.5/7/6.5 Seconds. The auto attack after the first part of the Q applies on hit effects except for: Crit, and Sheen.

Q: Rengar Swipes in an arc in front of him dealing: 45/65/85/105/125+(85% Bonus AD) physical damage in front of him. If this ability generates ferocity his next auto attack (3 second window) will deal 135% of his total attack damage and grant another point of ferocity. (if the swipe makes the ferocity bar full the next auto deals the damage above without granting additional ferocity points, however if the auto is not used up and the Q is used again the empowered Q auto overwrites the normal Q auto so that the damages don’t stack). The swipe's cast will be half of Rengar's current Q cast. Meaning less clunky-ness but there will still be a small delay.

EQ: Rengar swipes in an arc in front of him dealing:90/120/150/180/210+(160% Bonus AD). His next autoattack will deal 170% and grant Rengar an increase in attackspeed by 30% for 4 seconds.

Reasons for these changes are:

This new Q would be a hybrid of new and old Q. This way there is counter play in the sense that you cannot proc Q and leap to deal the extra damage, you will still have to Q after leap because the second Q does not work unless you gain ferocity from the first Q. The aoe would still be there so Panths, Shens, Jaxs, and Teemos will still be hurt and we can proc lifesteal off the second Q, in addition to having hydra back (IDK about u guys but I cannot use hydra with current Rengar, feels too weird). The increased CD would balance out spamming Q to get max ferocity instead of using other abilities as well.

W: Not much on the ability over all, just a small addition to the empowered version where after the cleanse CC immunity is granted for .25 seconds.

E: Good, keep it the way it is.

R: Remove Crit.

Small Summary:

I think the reduction in cast times, the new Q and the small addition in W will benefit Rengar in terms of escape, smoother gameplay, actual sustain (Lifesteal off Q, meaning we do not have to wait to take damage in order to heal, cause god knows that since the rework building lifesteal on the new Q feels so unsatisfying, at least for me), these changes (sustain and smoother gameplay) would also gravitate gameplay away from bruiser Rengar because he will not need to be as tanky in order to survive.

The extra unnecessary damage from his current Bonetooth Necklace (The flat AD) and the crit from R will be gone, meaning that building damage to make the trophy bonuses effective will be the way to go, further leading players from building bruiser, and if they still do the damage they will deal will be significantly less, especially on the first part of the Q and on the E since they scale off of bonus AD.

The second part of Q would also have the old Q sounds and animation (just done fast so it does not feel clunky, in addition to the attackspeed). The old ultimate sounds would also be implemented and the quotes for the Bonetooth necklace trophies.

I've gotten lots of feedback on the Bonetooth necklace rewards with some people telling me to change it to increased leap range but I am hesitant to do that because one of the biggest points Riot made with the rework was saying that it was "unfair" for players to have to get used to Rengar's changing ranges and speed. This made me look back and change my mind on some of the bonuses: 1,and 4 to be specific. The first one would go against my reasoning for adding the leap, and people told me giving him flat lethality would be the same as flat AD which goes against some of the points I made before. Any suggestions would be appreciated for those two.

1 Comments

DragonManSquid1 votes

tl;dr I'd just like to say rip rengar. Poor guy has gotten the nerf bat pretty hard. But you can't balance someone mean to kill fast and only kill fast.

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