Removing the crit on Rengar's ult jump may be enough to stop him to delete champions instantly
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The Rengar rework was never intended to stop him from killing things quickly. His Kill window was supposed to be increased from about 0.25 to 0.5 seconds, and they succeeded. Unless you're just completely feeding a Rengar out of controll to the point where he's 5 levels ahead of you lol
[{quoted}](name=Tidal Tyrant,realm=EUW,application-id=3ErqAdtq,discussion-id=wxvlnlso,comment-id=0001,timestamp=2016-11-16T12:33:03.110+0000)
The Rengar rework was never intended to stop him from killing things quickly. His Kill window was supposed to be increased from about 0.25 to 0.5 seconds, and they succeeded. Unless you're just completely feeding a Rengar out of controll to the point where he's 5 levels ahead of you lol
It was also to make it more telegraphed and give it elements of failure to it can be outplayed or played around.
When Rengar ulti's now, you can now p;lay around it, as you can run away WELL before he reaches you or hide yourself based on positioning relative to teamates.
This makes it MUCh more fair and dynamic as you aren't only finding out Rengar is about to pounce the milisecond he is about to jump you. and you also have room to do something about it before he actually does.
This actually gives him a MUCH bigger "kill window" in technical sense, and getting caught out of it feels more like getting outplayed than just 1 shot now. And i say this as someone who has long considered Rengar my most despised champ in the game.
It's also worth mentioning that since his Q is technically a skillshot now you can easily flash away from Rengar when he lands and you'll survive. Back when it was just a buffed auto that option didn't exist unless the Rengar was just slow on the Q.
his Q also has long animation.
Nope. I've been playing a ton of Rengar lately and I almost never get the crit since their tanks are usually the closest enemy to me. Still one shot most people.
He only crits the person who is marked (the closest one to him) So just go in packs and most of the time he won't be able to crit you.
Even if they take it away. I just go the crit build again, and still 1 shot people.
Everyone feeds rengar till he is 20-0 then complain about 1 shotting.
i think rengar is bullshit. but only in 1v1s. however he has same weaknesses in team fights that he loses to
Bigger weakness* only crits closest target and he cant just go for the adc anymore since he is not stealthed.
Yea I feel like he should not have access to crits.
So he cant burst anymore and make him useless? Great thinking!
nl,not really enough
Graves build. Maw, death dance, black clear, phantom, ie. Where is your god now?
Removing crit ulti won't remove it from rengar. Not to mention tank rengar will still dive without the crit anyways. Removing ulti crit won't fix anything.
They could sorta change it. like it does Crit.. but the damage is based on crit chance.
So make his R a simple low cd ghost would be a good suggestion?
his Q animation is like 0.25 or 0.33 if im not mistaken
I don't think you get it. Rengar's ult has a huuuuge indicator. If you were wandering alone and rengar gets his jump off you, you deserve to die, it doesn't matter.
He can only crit to the target nearest to him on the other hand too.
Please remove it and make his ult invisible instead of camouflage with no warning and you got a deal.
Tbh, I don't think Camouflage really provided the interactivity and counterplay it promised. On the two champions who received it, Rengar and Twitch (along with Evelynn, who always had it), Rengar can attack from far beyond his reveal radius, and Twitch is innately a ranged champion, who doesn't need to reveal himself for very long before attacking. I think it might be better to have them only activate their stealth abilities while out of combat, just like Quinn's ult, and give them invisibility instead. Twitch could perhaps have a special case where getting a takedown would allow him to use Q while in combat, and the two might need some rebalancing, but they'd be more consistent overall, and would still retain mostly initiation-focused stealth.
It's mostly just so they can't slink right past your frontline to get to the target of their choosing easily. In that regard it absolutely is working.
Fair enough, but I don't think that's really the best implementation. Besides, assassins are meant to have top-tier back line access, and Twitch in particular doesn't need Camouflage to be discouraged from getting close to the front line, since he'd die very quickly if he were to go solo into the middle of the enemy team. I'd rather both be balanced around reliably getting to squishy targets, without being able to burst them in under a second, than them currently getting caught by Control Wards and accidentally passing someone by, while being able to delete squishies without much reactive counterplay.
Removing Rengar's ult crit would definitely be a good first step, but I think he also has other issues affecting his gameplay. Bonetooth Necklace makes him a lot more snowbally, and his Ferocity system kinda clashes with his new toolset: his W is the kind of ability you wait to use at the right moment, and E was always something you used specifically to prevent your target from escaping, but Rengar needs to spam all of those abilities at once just to get that burst of damage, which puts him back into a spot where he either deletes squishies or gets destroyed. Considering how he's supposed to be a very autoattack-based assassin, I think it might be better to make him work off of Fury instead of Ferocity, which would a) force him to spread his burst out a little more, and b) allow him to use his abilities when needed, rather than just as a means of attaining more burst.