Rengar's state in the game and a rework idea.

MEAT HRTPotion ·2/1/2016, 1:14:58 AM·1 votes·342 views

It's not a secret that the Rengar rework that made him into the state we know and love/loathe him in back in patch 4.5 wasn't exactly the most successful in cutting back on some of Rengar's most "toxic" aspects. Rengar used to be capable of building full tank and one-shotting carries, while also being a splitpushing monster who could chunk towers almost as fast as Nasus, and duel just about anybody in existence.

People always complain about the binary nature of Assassins, often with irrational reasons such as "they do damage", which is literally the point of the role, but sometimes there are Assassins who really do offer toxic or unfun interactions into the game. And Rengar has been one of those champions for quite a while, to the point where his kit is the problem, and not his numbers.

It's also toxic for a champion to be "un-nerfable" without causing them to become clunky, unusuable or just outright boring. Rengar has had this happen to him as well as him being buffed to being toxic - his quality of life buffs post release definitely spring to mind here - levels and then being promptly nerfed again after the complaints.

I love Rengar, but I recognize the toxicity inherent in his current kit, as an assassin his values are high but it's clear that his design of a stalking predator isn't quite reflected in his full burst assassin-like kit, which while I enjoy I definitely feel causes the champion a great deal of issues, to the point where he's incredibly feast or famine, but there's very little his opponents can do to cause the famine. And after thinking about it I put together an idea for a possible Rengar kit rework that I feel would strengthen his duelist aspects, shuffle around the overloaded values on his basic abilities to be on different areas, and outright changed some functions of his kit in general.

I don't expect Riot or anybody to actually look at this and think it's a particularly good idea, but that's just me, I'm only a lowly player of the game and none of you care about who I am. But I felt some community input would be a good idea if Riot ever feel Rengar hits the priority list for a rework.

Passive: Unseen Predator While within bushes, Rengar can become stealthed and can leap to targets that are affected by A Bloody Hunt/Savage Wounds within a range of up to 600/725 with Bonetooth Necklace passive active.

Rengar can move while stealthed in bushes but will alert champions who are in the same brush as he is with the familiar ! symbol, if Rengar is able to leap to one of these targets due to A Bloody Hunt/Savage Wounds being tagged onto them, the ! will show up for them if they are within his leap range instead of them needing to be in the same brush as Rengar.

Ferocity: I'd personally keep Rengar's ferocity mechanic the same as it is, as there's nothing fundamentally wrong with it.

Bonetooth Necklace: Rengar gains a trophy whenever he scores a champion kill or assist and gains bonuses based on how many trophies he has. 3 TROPHIES: Hunter's Domain: 25 bonus movement speed while out of combat or in brush. 6 TROPHIES: Unseen Predator's range is increased by 125. 12 TROPHIES: Thrill of the Hunt's duration is increased by 5 seconds. 20 TROPHIES: Thrill of the Hunt's bonus movement speed while stealthed is doubled.

Q: Savagery [Altered] Active: Rengar's next basic attack within 3 seconds deals bonus physical damage.

BONUS PHYSICAL DAMAGE: 30 / 60 / 90 / 120 / 150 (+ 0 / 5 / 10 / 15 / 20% AD).

Passive: Rengar's basic attacks and attacks with Savagery active apply A Bloody Hunt to champions, this represented as a bleed visual affect that will indicate the location of champions affected, the locations of champions only shows up for Rengar but allied teammates can follow the trail of blood but will not be able to see the targets like Rengar can, A Bloody Hunt allows Rengar to leap to targets from bushes or with usage of Scent of the Hunt within his Unseen Predator attack range. A Bloody Hunt lasts for 8 seconds.

FEROCITY EMPOWERED SAVAGERY: Savagery's bonus physical damage is increased to 50 - 260 (based on level) (+ 25% AD), and it will afflict champions with Savage Wounds, Savage Wounds is a debuff which causes champions to suffer an enhanced version of A Bloody Hunt, which instead of merely giving Rengar and Rengar's allies different means to track targets, the bleed deals damage based on Rengar's level, 40 - 200, this damage cannot be increased, repeated uses of Empowered Savagery will not stack the damage and will instead reset it. Savage Wounds can also be procced on minions/monsters. Savagery resets Rengar's autoattack timer.

W: Battle Roar Unchanged. ACTIVE: Rengar lets out a battle roar, dealing magic damage to nearby enemies and gaining bonus armor and magic resistance for 4 seconds, increased by 50% for each affected enemy champion or large monster.

MAGIC DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 80% AP) 「 BONUS RESISTANCES: 10 / 15 / 20 / 25 / 30 」

FEROCITY EMPOWERED BATTLE ROAR: Battle Roar's base magic damage is modified to 40 - 250 (based on level) and using it heals Rengar for 12 - 80 (based on level), increased by「 6.25% per 1% of his missing health 」, up to a maximum of 75 - 500 (based on level) healing.

(This "unchanged" status could be changed, as the drastically lower damage output of Rengar is possibly a bad thing combined with the current state of Battle Roar, it's incredibly possible that Rengar would become a straight up bruiser/duelist type champion with the ideas I put in here, so this is only a placeholder before any feedback would indicate otherwise. Battle Roar and Empowered Battle Roar's bonus resistances do not stack with each other.

E: Bola Strike [Unchanged] My original idea did not thematically fit with the new kit and felt out of place, Bola Strike should remain as is, there's nothing wrong with it.

R: Thill of The Hunt/Rapturous Hunt [ALTERED/NEW]

Thill of The Hunt: ACTIVE: Rengar activates his predatory instincts, gaining stealth after 1 second of not taking damage or 3 seconds, and True Sight of all nearby enemy champions for 7 / 12 seconds or until Rengar damages an enemy with one of his abilities or basic attacks.

VISION RADIUS: 2000 / 3000 / 4000 While stealthed, Rengar gains 15% / 30% bonus movement speed while moving toward a nearby enemy champion. Enemies are made aware of Rengar's presence if he is nearby by the ! notification (! range: 1450).

Upon exiting stealth, Rengar gains bonus movement speed and generates 5 Ferocity over the next 5 seconds. BONUS MOVEMENT SPEED: 25 / 35 / 45%

R: Rapturous Hunt (PASSIVE effect of ult) Passive: Rengar can leap to targets REGARDLESS of whether or not A Bloody Hunt/Savage Wounds is active on them while invisible from Thrill of The Hunt.

Passive: Upon exiting Stealth from either Thrill of the Hunt timing out, activating R a second time to activate Rapturous Hunt, or attacking an enemy unit, Rengar's attack speed is increased by 50%/71%/89% and gains a buff of 20% bonus AD for the next 5 seconds. Rengar's basic attacks will now all apply Savage Wounds.

My ideas for this largely stem from the fact that Rengar's ult is pretty much the least of his issues. Aside from squishies crying that they died to an assassin, and especially an assassin who can be stealthed, there is very little that the ability actually offers Rengar besides an omnipresent brush to leap from.

In comparison to this, Rengar's kit besides his ult feels overloaded, as there are far too many values attached to his abilities that enable him to do a great many things without the usage of his ultimate ability, which feels counterproductive on top of also being somewhat toxic.

Rengar's window of power should be something that feels as if he is deciding to unleash his wrath on one target in particular and make their life a misery as they attempt to run from him, and for the 5 seconds after Rapturous Hunt is triggered, Rengar's target has to prepare to run as much as they can while retaliating. Rapturous Hunt is strongest in areas where Rengar can utilize brushes.

This also solves the issue of Rengar's damaging abilities simply doing too much damage without a need of being used multiple times to actually do as much damage as they are. It retains his killing ability but shifts the numbers around appropriately to encourage persistence and the real intent to kill.

Any feedback would be appreciated, as I'm incredibly in love with Rengar's design from both a fluff and playstyle standpoint, but sadly I can't say for sure that Rengar's current state isn't toxic.

0 Comments