Rengar...
Good morning.
With all of the angst going around between the frustrated Rengar community and everyone else, I thought I'd try my hand at Another post.
In this concept, I will try to capture Rengar's original theme as well as address the issues his old kit carried, while increasing his competitive viability and skill cap.
Passive -
Unseen Predator: While in brush or camouflaged, Rengar gains a leap range and his basic attacks cause him to dash to his target outside his attack range. This bonus lasts for .5 Seconds upon exiting brush or camouflaged. Leaping without Ferocity generates 1 Ferocity.
Ferocity: Rengar generates 1 Ferocity whenever he casts a basic ability. Upon reaching 4 Ferocity, his next basic ability is empowered, can be cast independently of its basic version's cooldown, incurs no cooldown of its own, grants Rengar bonus movement speed for 1.5 seconds, and consumes all of his Ferocity. After being out of combat for 6 seconds, Rengar loses 1 Ferocity per second.
Bonetooth Necklace: Rengar gains a trophy whenever a champion he damaged in the last 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! 1 - Rengar gains 15 movespeed out of combat (doubled while in Brush or Camouflaged) 2 - Rengar gains increased detection range during Thrill of the Hunt. 3 - Rengar's Unseen Predator gains 125 bonus Leap range. 4 - Rengar's first attack when leaping into combat deals bonus physical damage (scales off Bonus Damage) 5 - Rengar's Thrill of the Hunt duration is increased. 6 (Head of KhaZix) - Rengar upgrades his hunting gear, allowing him to pursue targets more effectively. Leap range is increased again, and Movespeed during Thrill of the Hunt is increased.
Why this change? This passive carries a focus on Rengar's Ultimate and Passive rather than granting him free damage (which has been a driving force for him becoming a Bruiser rather than an Assassin). It still carries the solution for Rengar's previous Bonetooth Necklace that allowed him to reap benefits from stacking kills on the same player.
Q - Savagery:
Rengar's next basic attack deals bonus physical damage.
(Empowered) Rengar's next basic attack will additionally mark his target for 2 seconds. Marked targets bleed with a grievous wound, granting true vision for the duration of the mark and take damage each second based on the extent of their wounds (% missing health, scaled with Bonus AD). The duration of this mark is refreshed each time Rengar auto attacks a marked target.
Why this change? I'm biased, and I miss the old Q. With this Q, we remove a bit of Rengar's notorious burst but allow him to still thematically work as a Hunter/Assassin by chasing his target (provided he's found his target in anew area populated with brush) and executing them effectively.
W - Battle Roar:
(Passive) Rengar stores a portion of the damage he's Dealt in the last 1.5 seconds as Grey Health (100% vs Monsters)
(Active) Rengar let's out a battle Roar, dealing magic damage to nearby enemies and healing Rengar for his Grey Health.
(Empowered) Rengar's Roar additionally cleanses him of any CC effects. If Rengar has killed a target in the last 1.5 seconds, Rengar additionally gains 1.5 seconds of CC Immunity.
Why this change? This seems like a simple solution for Bruiser Rengar. This forces him to Deal damage in order to heal instead of taking a beating and getting a ton of health back for free. Additionally, it rewards Rengar for successfully killing his target with a more reliable escape. The issue with the reworked Rengar was he could mindlessly engage and get out regardless of his performance.
E - Bola Strike: Rengar throws a Bola in the target direction, dealing physical damage to the first enemy hit and slowing them for 1.75 seconds.
(Empowered) Bola Strike deals bonus physical damage and roots it's target for 1.75 seconds instead.
R - Thrill of the Hunt: Rengar channels his predatory instincts, becoming camouflaged after 1 second, and gains unit vision of the nearest X champions (where X equals the number of Trophies Rengar has earned) who he can leap to for a guaranteed Critical Strike. While camouflaged, Rengar gains 40% bonus movement speed. Attacking or casting most spells ends Thrill of the Hunt.
Why the change? This feels like a happy median between the old and new Thrill of the Hunt. Good Hunters should be rewarded accordingly through the additional target vision and options for who to engage on while poor Hunters will continue to struggle by having the extra vision denied.
Other things to note:
- This suggested Q would effectively operate the exact same way as his old Q (AA reset), with the exception of his Empowered ability.
- This suggested kit would also revert the changes made that prevented him from inputting multiple abilities mid-leap. If this seems excessive, then I feel reverting his Post-Hunt Ferocity generation would be a moderate middle ground.
Additional ideas: I thought of having bonuses granted based on Thrill of the Hunt's rank. For example, when you enter Thrill of the Hunt, you gain a shield that scales off Bonus AD and grants CC Immunity for its duration (effectively a modified Morgana shield). Note: these changes would mean empowered abilities would be modified to compensate.
There's a lot more I'd like to discuss, but can't as I'm posting this from work on my cell phone. Please feel free to leave constructive criticism below. This is simply a high level solution for changing Rengar from an boring Bruiser to his old fast-paced Assassin, while resolving the issues he had prior to his rework.