Is anyone else underwhelmed with how Bonetooth Necklace works now?

Neofederalist·5/2/2014, 4:27:17 PM·2 votes·813 views

Let me preface this by saying I'm generally happy with the Rengar rework, especially after the bug fixes in the recent patch. The one part that feels really flat is item 3166.

Moving the item into the trinket slot (while not changing the function as a trinket itself) feels more like the item got removed entirely. Now when playing Rengar, I'll buy bonetooth necklace every game (because why not? It's the same as a trinket), and at some point in 30 minutes or so I'll realize that I've gotten 20 stacks. "Huh" I'll say to myself before going on to continue the game.

The current iteration of the "item" is really just second passive on the character.

Passive: Bonetooth Necklace When Rengar gets kills or assists, he gets a trophy on bonetooth necklace.... etc.

There's no longer any thought into the item. You completely forget you have it (because it's just a trinket), and the actual power spikes you get when stacking up aren't very noticeable either.

I can't help but thinking that Rengar would be "better" if it were removed entirely and the stats it provided were just granted to Rengar gradually upon leveling up. Of course, from a flavor standpoint, this neuters our favorite knifecat. Bonetooth Necklace is supposed to be something unique and cool about Rengar. Right now I don't think it's fulfilling that role right now.

Are there any current plans for changes to Bonetooth Necklace?

Any community thoughts on how to make it better?

11 Comments

Rhyto5/2/2014, 4:54:30 PM1 votes

Remember that special Trinket with Kha'Zix's head?

Sir ArmaMalum5/2/2014, 4:58:14 PM1 votes

I believe the whole point of it is the reinforcing the fantasy of being a trophy hunter, he gets kills/assists and gets to keep a piece to mark the moment. And that I'm perfectly fine with, and either a trinket slot or a general passive would be the best place to put a kill-based mechanic.

However, my main problem with it in its current iteration is specifically the fact it doesn't decrease on death anymore. It loses the risk factor that gave it a slight edge, that slight impactful presence. Granted adding that back in would mean slight buffs on the higher levels to compensate, but that would be treading down a dangerous path when it comes to non-stat, non-linear bonuses like the ones on bonetooth, so I understand the reluctance to tweak it any farther for now.

There are somew fun things you can do with bonetooth stacks to make them more noticeable without messing with numbers. Aesthetic stuff like adding skulls to his belt, adding wear and scuff to his weapons, even possibly additional VO lines. I saw one idea floating around before that after 20 stacks he could get a special particle effect on any additional killing blows. Things like that can alleviate the problem, but won't entirely fix it.

Rockman5/2/2014, 5:26:11 PM1 votes

[deleted]

JackYAqua5/2/2014, 6:09:07 PM1 votes

Ehrmagawd, Stacey Rengy. That neckless on that background ?! Uhm, NO ! You're so going to look like the total looser at that ranked game. I swear 2 u.

lol, Tracey <3.

^What I think when I see the picture of that item. But otherwise ... it really was all buildup and then ... blobs. Ello ! I'm a trinket, and nothing more ^^

It just feels like it's an involuntary, pressuring form of the trinket with artificial gains they could've just given him in the first place.