New Rengar and Skarner's artificial life line, and why this should not be the case.
Hello, I'm A bouncy Furret- a Diamond 5 Oceanic player who loves talking game design and a long time Rengar addict.
Both the Skarner and Rengar reworks have been failures. I don't mean that in an insulting way, simply put- they have failed to fit in with the League as we know it, the fix to both of them lies in their numbers and functionality.
"I wish I could be more..."
I'll come right out with it if it's not already clear from my name- I absolutely adored old Rengar, and I like new Rengar as well but it's just so lacking and uninteresting. New Rengar jumps into a fight and does what bruisers do well- only not as well as some other bruisers. New Rengar can also-- uh... New Rengar can't do anything else.
"But, but but Rengar's win rate is looking pretty good after the buffs!"
Yeah, do you know why? Numbers. New Rengar has the numbers of a top tier champion now- so why the hell doesn't he have a top tier win rate?
With the rework, Rengar found a new home in the land of bruisers, as opposed to the land of assassins who can do too much. This means Rengar has to compete with bruisers- he has to act like one and do it well.
Shyvana is probably the most comparable champion to new Rengar- they have a very similar function, only Shyvana does more and Shyvana does it better.
I'll break down both of these champions and pull out why I think this.
(ferocity effects in italics)
-Situational gap closer, in the right circumstances it can potentially be overbearing however usually it either doesn't come into play or doesn't bring too big of an impact.
-On next hit attack that deals bonus damage. Cannot hit towers.
-On next hit attack that deals even more bonus damage and grants an AS and AD buff. Cannot hit towers.
-AR/MR steroid, small magic damage AoE. Not enough damage to be considerable wave clear with too long a cooldown.
-AR/MR steroid, magic damage AoE, a heal that can be summarised as 'meh' unless you're below 20% hp. Not enough damage to be considerable wave clear with too long a cooldown.
-1000 range heavy slow linear single target skill shot- moves very slowly.
-1000 range snare linear single target skill shot- moves very slowly.
-Stealth with a large range reveal that is lost upon exiting stealth. Situational movement speed buff during stealth with a large burst of speed upon exiting stealth. Generates ferocity to allow for use of empowered abilities. Rengar is almost entirely dependent on this ability to be relevant in fights- has a massive cooldown for the majority of the game. It also alerts targets that Rengar is lurking.
(Dragon form effects in italics)
-Permanent AR/MR steroid- doubles during Dragon Form.
-On next hit attack that deals bonus damage and applies on hit effects twice. Can damage towers.
-On next hit attack that deals bonus damage and applies on hit effects twice in an AoE. Can damage towers.
-Potentially high magic damage PBAoE that increases Shyvana's movement speed.
-Potentially high magic damage AoE that increases Shyvana's movement speed, leaves a burning trail of continual magic damage.
-Linear magic damage AoE skillshot- leaves a debuff that shreds %hp per auto attack to targets hit.
-Cone magic damage AoE skillshot- leaves a debuff that shreds %hp per auto attack to targets hit.
-1000 range free target gap closer. Decent flat magic damage and knock back. Cooldown is reduced / duration is extended by auto attacking. Worst case scenario, this ability has 100/50/34 second cooldown- lower than Rengar's ult at all ranks. This ability is not required for Shyvana to fight effectively, though it is very beneficial.
Maybe you've already seen it- two things should stick out at you. Rengar is much more ability dependent than Shyvana and Shyvana's abilities allow for a less specific playstyle.
As it stands, Shyvana deals more consistent mixed damage to various targets (tanks, squishies etc), is more consistently mobile, is more consistently tanky- she's just more consistent overall. Rengar might bring a little more utility than her, but that's a really big price to pay for a champion that only has one function. Since Rengar's mobility is tied to environment and/or a massive cooldown- his viability as a melee all in champion is also dodgy, and he's now so level dependent he's almost useless if he falls behind.
But Shyvana's only got an MS boost pre-6, and her ult isn't always off cooldown- what's the difference? She can be shut down as well but Shyvana can split push effectively. She has wave clear, escape and tower taking potential. Rengar's wave clear is garbage (unless you waste your ferocity to make it half-decent, but leaving him vulnerable), Rengar's tower taking potential hinges on him being able to empowered Q a minion under tower (which will only ever happen by a timing coincidence or you've been left by that tower for way too long, this also leaves him vulnerable again) and his escape is tied to a massive cooldown that he is dependent on to fight effectively with- not to mention it's got bigger weaknesses than a standard distance crosser.
I could rattle on and on for hours about why Rengar is currently a lesser pick to other bruisers, notably Shyvana but I'll cut myself short to say this: Rengar needs the tools to keep up with the champions he now competes with, and it's a very simple fix.
What I suggest:
-Rengar's Q can now hit towers, but the bonus base damage is not applied (the bonus scaling damage is however).
-Rengar's empowered Q can now hit towers, but the bonus base damage is not applied (the bonus scaling damage is, and the AD and AS buff is granted).
-Rengar's Q now increases his attack speed by 20/25/30/35/40%, CANNOT STACK WITH THE BUFF FROM EMPOWERED Q. There, now Rengar has real jungle clear times as well as higher dueling potential and slightly better tower taking ability.
-Rengar's E missile speed is increased.
-Rengar's R cooldown is half refunded if Rengar dies before entering stealth. <--- has always been a massive frustrating issue with Rengar that can make or break his early / mid game.
If these changes prove too much, what do we do then? The answer is simple. We nerf W and give even more power to other parts of Rengar's kit- there is absolutely no reason as to why Rengar's W chews up that much of his power budget.
"Please don't touch my shinies..."
I have a lot less to say about new Skarner than I did about new Rengar, so I'll keep it short and sweet.
Edit: The newly suggested passive change to Skarner will definitely help solve this problem.
New Skarner had his power as a champion toned down dramatically- but was given the bandaid fix of numbers. So what does that mean? It means Skarner's balance hinges on items more so than most other champions. What happens if Riot decides to buff/nerf new Skarner's core items? His win rate will change much more dramatically than other champions who use the same items. He's like the ADC of bruisers in terms of item effectiveness and synergy and bruisers are known for loving problematic items- this does not bode well for the scorpion's future and leaves much to question about Scruffy's decisions. I have never been much of a Skarner player, so I'll leave potential changes to those better versed in the art of playing the League's only brackern.
I'd very much like to see solid changes made to both of these champions to remedy this issue.
This is about my first attempt at ever using a reddit style format to post something, so excuse any issues you might come across please.
