Suggestions to fix Rengar that should please everybody

Doozku··1 votes·2,391 views

https://images2.alphacoders.com/676/676348.png Let me start out by saying that getting 100/0'd by somebody from stealth IS toxic design. But at the same time, the current Rengar is unsatisfying to play as and loses his theme as a hunter, becoming more of a tanky diver that soaks up damage and cc, while dealing a bit of damage himself. Rengar's oneshot may not have been fun to play against, but to play as, it was really a high moment. There was no other feeling of exhilaration in league than there was when you were super fed as Rengar, and you jumped out and killed their fed ADC in less then half a second. Not fun for the ADC, but fun for you. But at the same time, every assassin has to assassinate someone, and really not a lot of them have counterplay when being dueled. How do you beat talon as an ADC alone, when he just ults and Q's you and you die. Or a fizz, who lands his R on you and then you're dead. Or a Zed, who ults you and then you're dead. Rengar's time to kill was faster, but the moment one of these key spells lands, the target is most likely dead if they're a squishy ADC. What Rengar loses, however, is his ability to escape from the fight. This is why he's always been classified as a half-diver. If he got to you're ADC, they're guaranteed dead, but he was probably going to die as well. The problem comes when Rengar gets to arrive on his ADC for free. His old ultimate literally had no counterplay. You wouldn't know when Rengar was going to come until you finally had that exclamation mark on your head. And once it was there, you were basically dead. No way to counter him other than dropping a pink ward and hoping for the best, but even with a pink ward he could still kill you.

So what I'm suggesting, is that Rengar regains his ability to burst a target incredibly quickly, but his ultimate gains massive nerfs to make it more difficult for Rengar to catch targets that are in position. Think like how his current ultimate is, but even more telegraphed. It means that the moment that Rengar's burst window and window of counterplay starts as soon as he presses R, and not as soon as he is on top of you. Countering Rengar becomes less about outplaying him, like other assassins, but instead about warding, sticking with your team instead of being alone, and playing the macro game. Here is my suggestion for his kit

Passive: Ferocity reverted, bonetooth either stays as is or is removed. Leap can now be flashed (Rengar's old Ferocity system really didn't have a reason to go. It gated his power behind a resource, and gave him more versatility if played well. Ferocity management was a real thing on old Rengar. Now he just wants to always spam his spells since he has no drawbacks to using them. As for bonetooth, I think as far as a mechanic, the current system is as good as it gets. But even still, it's toxic design that encourages snowballing super hard. If bonetooth is removed, scalings on some of his abilities will have to be buffed to compensate. Also, leap being flashable adds counterplay that really should have been there in the start. Why this wasn't added sooner is a mystery.)

#The Suggestion

##Q: Reverted (New Q is clunky and not fun to use with old Rengar. Sure, it slows down his burst time, but with the changes I'm suggesting, it won't be necessary)

##W: heal is now flat, EMP version no longer cleanses, but instead blocks cc for 1.5 seconds (Rengar's current W heavily encourages tank Rengar, and that's not the direction we want to take him. His old W worked, but it was hidden power. It was hard to notice he even had it, and to appreciate it if you were the one playing Rengar. The cc cleanse was a good idea, but it's too mindless and easy to use. That's why it had to be nerfed in a way that made it very weak on assassin Rengar. Now this spell is much more powerful, since you can block multiple cc's with it, but you need to be skillful and use it proactively to block spells, not just when you get stunned.)

##E: Unchanged

##R: New cast type, now you must click on the target in the same way you would select a mark on Kindred. Alternatively, if you press R and cast it on a target, that target will be marked. The mark on live now applies to the selected target, and Rengar gains vision of all enemies in a radius, and true vision of the marked target. Rengar gains movement speed and becomes completely camouflaged for every enemy except for the target, although he does not appear on the mini-map unless spotted by wards or revealed. The black borders around you when Rengar hunts you now begin to beat, as well as a heart beat sound effect playing in sync. The heart begins beating harder the closer Rengar is to you. Other nearby allies also get the black border and sound effects, even if they are not being hunted. Rengar can only leap to the marked target, and when he leaps, he begins generating ferocity, up to a maximum of five, like the old ultimate did. (Expanding on the idea of the current ultimate to make it more fair. Now you can see where Rengar is coming if you are the marked target, but no one else can. You need to communicate with you're team and tell them where Rengar is coming from, probably with pings, while also making sure that you have warded prior to him hunting you, so that you can tell where he's coming from. In order to use the ultimate as Rengar you need to be smart and flank your target. Catching the target out of position is key now. You also need to watch our for targets with CC, like say an Ashe ultimate, since now they can see you and react properly. If you are caught alone pushing as an ADC, and Rengar ults you, you are more than likely already dead. But that's fine, you made the mistake of staying alone versus a Rengar. At least now, you have the option of ccing him and running before its too late.)

I believe that these changes would give back Rengar that amazing feeling of jumping onto someone and demolishing them, while giving his enemies a much greater change to outplay him and get away, like in a real hunt. You now need to think more carefully if you are an ADC in a teamfight, and you need to coordinate with your team, probably with pings, about where Rengar is and how to stop him. But if a Rengar manages to beat the challenge of getting to you, he should be greatly rewarded. He should also retain his old ferocity system, since it helps raise his skill ceiling and makes him a much more versatile champion than before, while still limiting his ability to do hunts and ganks on reaction. He likely needs to get 5 stacks if he's going to oneshot you now.

2 Comments

Rengooo1 votes

Personally would prefer them to reduce his out right nuking potential and in turn reduce the 'counterplay' to his ult. It fits far better with his hunter theme that way.

Yaoi Tarded1 votes

Old Rengar was about warding, everyone got a pink ward that's enough to create a line in the map of true vision. There is also lots of point and click cc and GA. The people bitching were stupid people farming sidelanes when there is a fed Rengar that you don't have vision of. It wasn't uncommon to get cc'ed before even landing your jump in a fight.

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