Another Rengar Fanwork

TheJan1tor·4/8/2017, 3:06:42 PM·1 votes·218 views
Another Rengar Fanwork * r/leagueoflegends

I've provided a link to the topic on /r/leagueoflegends.

I've made a number of these in the past and had many discussions regarding why the old Rengar needed a rework -- and why the rework we received wasn't what we needed. So I'll skip all of that and cut straight to the chase. I'll post the text from the link above here-

Rengar Fanwork v1.?

Passive (Ferocity) - Personally I don't think there's much that needs tweaking at the moment. Riot laid out perfectly legitimate reasons for changing the Ferocity system. I think there's room for a QoL change, for instance I feel that Rengar's Ferocity should drop off 1 at a time like other champions' stacking mechanics (ie, Jax). However, for the purposes of keeping the rest of this Fanwork relatively balanced, I'd suggest removing the bonus movement speed when casting an Empowered Ability.

Passive (Unseen Predator) - Once again I don't feel that there's much, if anything, that should be changed here.

Passive (Bonetooth Necklace) - We all realize this is a big problem with the current Rengar. So I've revisited the Trophies and felt that they should be a much bigger defining piece to his kit rather than just some tool for enabling him to be the fighter he is today. Rengar gains a trophy whenever a champion he damanged in the previous second dies. Rengar can only gain one trophy per enemy champion, up to 5, with an additional trophy made available through the event The Hunt is On!. Trophies augment Rengar's Empowered Abilities and Ultimate.

Q (Savagery) - Some people are fine with this change -- I personally despise it. The designer in me is telling me to leave it alone because I don't have a good enough reason to say it was a bad change. But I still hate it, so... ACTIVE: Rengar's next basic attack deals bonus physical damage (scales off Bonus AD). EMPOWERED ACTIVE: Rengar's next basic attack deals even more bonus physical damage (scaled from Bonus AD) and his target is marked as 'Hunted' for a short period of time (example, 3 seconds). Rengar gains true vision of 'Hunted' targets, and gains bonus movement speed when moving towards them (scales off Trophy Count. Example: 20% movespeed with 1 Trophy, 30% with 2, etc..) Damaging 'Hunted' targets resets the duration of the mark on 'Hunted' targets.

I feel this would give Rengar the utility and proper feel of a 'Hunter'. This would change his gameplay so that once he's Engaged a target, he can Commit to that target a lot easier. Additionally, his way 'out' at that point would almost be easier to go 'through' them, rather than running away.

W (Battle Roar) - Holy shit do I hate this ability. Priest made a good point that not many others made regarding this ability -- having to use the ability to get to an Empowered ability sooner, in exchange for losing the maximum value of the heal if you'd waited up to 1.5 seconds. There is a clear trade here, but it's completely counter-intuitive to the Assassin play style. Not to mention it's virtually impossible to balance. The point of the Assassin rework was to eliminate that 'instakill' burst potential by implementing some sort of 'priming' mechanic to champions who were notorious for having high amounts of early game burst (Fizz, Leblanc) while other Assassins relied more on either slowly wearing down a single target, or cleaning up after their team (Talon, Shaco, Katarina, etc). This is another major culprit in the reason Rengar is primarily played as a Fighter rather than his 'intended' role as an Assassin. As a result, I would suggest the following - ACTIVE: Rengar lets out a battle roar, dealing magic damage to nearby enemies and gaining a shield (scales off Bonus AD and number of enemies hit). EMPOWERED ACTIVE: Battle Roar's base magic damage and shield value are increased (scales off Trophy Count) and becomes immune to all Crowd Control effects while the shield holds.

This will take a little bit of an explanation -- but please bear with me. Battle Roar's damage in any case would be a flat amount (base damage + AP scaling, because why not) that does Not vary based on number of champions hit. Battle Roar's shield is a flat amount (base value + Bonus AD scaling) that is further scaled by the number of champions hit (Example, 100% for 1 target, 125% for 2 targets, 150% for 3, etc..). The Trophy Bonus on an Empowered W would give a flat amount of damage to the ability (Example, 30 per Trophy) and increase the Shield value Pre-'Per Champion' scaling. So the Bonus shield value would be further scaled based on the number of champions hit by W. My reasoning for this change is simple. This Forces Rengar to build Damage in order to survive engages. The trade-off between an Empowered Q and W are much bigger -- you can either 'Hunt' a target you're confident you'll be able to finish off, or take an opportunity to disengage a target without there being a near certainty of your survival (you still need to pick and choose your fights carefully). If enemies are smart enough to focus you after an engage, your window of opportunity for disengaging a fight is a lot slimmer as you'll be able to be locked down the instant your shield runs out.

E (Bola Strike) - The only change I'd make is Scale Down the base Root Duration, and have it increase based on Trophy Count to match the theme of this Fanwork (Example, Base of 1 second Root Duration, increases by .2 seconds for each Trophy to a max of 2.2 seconds with Head of Kha'Zix)

R (Thrill of the Hunt) - I think this is my least favorite piece of the rework. Zero scalability, super easy for the enemy to play around... ACTIVE: Rengar channels his predatory instincts, becoming camouflaged (if Rengar has acquired the Head of Kha'Zix, he becomes Invisible instead) after 2 seconds. Attacking or casting most spells ends Thrill of the Hunt. Thrill of the Hunt will automatically end after 12/16/20 seconds. Nearby units are considered 'Hunted' (scales off Trophy Count -- 1 per Trophy) for the duration of Thrill of the Hunt.

This feels like a happy median between Old and Current Rengar. You have rewarding gameplay that is quite easy to play against early game, but can become very difficult to counter if the hunter has done a good job in collecting all of their Trophies. It also fits the 'Hunter' theme more accurately. What kind of 'Master Hunter' tunnel visions on the nearest prey without being alert of nearby threats?? Note: This does mean that if you have 0 Trophies, your ult will Not reveal any nearby units and you will have No bonus movement speed, as no targets are considered 'Hunted' -- you will have to rely on Ally/Ward vision to spot targets that are far away. However, you do enjoy Massive amounts of movement speed late game if you've collected all 5 Trophies -- as you'll have 5 'Hunted' targets on the map that grant you scaling movement speed when moving towards them (read suggested Q description above) Units are still 'alerted' when Rengar begins Thrill of the Hunt (regardless of whether they're 'Hunted')

Any constructive criticism would be greatly appreciated, as always.

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