My Ideas For The Rengar Rework Coming In The Assassin Class Update

PlaymakerBGT·8/3/2016, 3:24:39 PM·6 votes·1,692 views

TL:DR - https://youtu.be/zPZ-n_k-m0k

Rengar Rework Ideas (Lack of cc, Ability damage, high mobility, defensive skill to avoid damage) - passive same, trinket same, While leaping, Rengar is immune to all damage and cc - Savagery: no longer auto attack reset. Next 3 auto attacks have increased damage. First attack generates ferocity Empowered: Increased damage on next 4 auto attacks, Increased damage overall, Increased attack speed on next 4 auto attacks (Empowered version cannot be cast while non-empowered savagery attacks still remain.) - Battle Roar: Deals damage, gives Rengar lifesteal against targets hit for 5 seconds. Empowered: Rengar's basic attacks against enemies hit with Battle Roar gain increased damage based on the target's missing health. - Bola Strike: slows the first enemy hit, Rengar can leap to the slowed target Empowered: Increased damage, Range, Ignores non-champion units - Thrill of the Hunt: Mostly same, the target he leaps to from stealth becomes marked as prey. If Rengar kills his prey within 10 seconds his next basic attack will leap to the target.

Explanation: Rengar's biggest issue is his ability to 100-0 a target in less than 1 seconds from stealth. This rework is designed to increase the time it takes for Rengar to kill his target to give the opponent an opportunity for counter play, while also giving Rengar an effective way of leaving combat if he is successful in his hunt.

Riot has said that an assassin in their eyes generally has a lack of cc, most of their damage comes from abilities, very mobile, and has some ability or mechanic that will allow them to reduce or negate damage if timed properly.

Passive: New leap mechanic allows Rengar to avoid cc and damage if timed properly. This now means leaping at your target if no longer a brainless mechanic and requires timing and knowledge of your prey. More on leaping in a little bit.

Q: The problem with Rengar's current Q is the auto attack reset and increased damage allows him to do insane damage almost instantly. This new Q is designed to do the same amount of damage but spread out over a longer period of time rather than all at once. The reason the empowered version of this skill cannot be cast while the original is still active is to stop players from leaping in with 4 ferocity to get the bonus damage then triggering the empowered version immediately to give extra free damage.

W: Increasing Resitances and healing doesn't really go along with the assassin idea or Rengar's concept at all. He stalks his prey, learns their weaknesses and then savagely assassinates them. This new W fits his concept much better. The lifesteal gives him better 1v1 and resembles the bloodlust he experiences while taking down a target and the empowered version allows him to finish off his target after a successful hunt.

E: Rengar's empowered E is an issue for counterplay since he can root you for almost 2 seconds and kill you before the root is over all from stealth. This also violates the lack of cc Riot wants for assassins. The new E gives Rengar a way to stick to his target and increase his mobility.

Ult: This ability is core to what makes Rengar Rengar, However since his initial burst is being reduced with this rework he needs a way to reliably escape after a successful hunt otherwise he will most likely die unless the target is all alone. By marking his target as prey when leaping from his ult, you designate the target of the hunt. If you kill your prey you should be rewarded with a way of then leaving the battle. The 10 second buffer gives you enouogh time to use your ferocity combo from stealth, then also utilize the ferocity gained from your ult if the target survives the initial attack.

With these changes the Rengar player now needs to be much more aware of the situation and his prey rather than just rolling his face on the keyboard and watching his target die. This rework also gives the target of the assassination counterplay when being attacked. Rengar's ferocity combos now become much more dynamic and individualized based on the target. For mobile champions, Rengar must effectively use his bola's to allow him to leap to his target and close the gap they create. His empowered bola allows him to chase down targets that are far away or that try to use minions or monsters as a shield. Rengar's new immunity while leaping is essential for taking down targets with hard cc or any carry that has a support with them such as Morgana or Nautilus. Rengar's new empowered W will make the player have to consider if they want to use the ferocity on their Q for more sustained damage or on their W to quickly finish off a target. The ratios should be balanced so that against enemies with full or near to full health your empowered Q is the better choice and for enemies with under half health your empower W will kill them quicker. Rengar can now use his empowered Q at the start of his assassination attempt and if he is unable to kill the target before his ult generates the ferocity back, he can then use his empowered W to finish off what remains of the target.

Please let me know what you think of my ideas!

18 Comments

Pauguster8/3/2016, 3:33:22 PM1 votes

I really like this. Seems like a legitimate way to fix him. The Q might be a little weak if he's going from an assassin standpoint, because assassins seldom get that many autoattacks in unless they're incredibly mobile. But maybe I'm wrong. Overall really creative and still holds true to the Rengar playstyle while taking away several of his annoying nuances (the snare).

Babs24248/3/2016, 3:35:32 PM1 votes

Well ummm, many things are not very healthy with your design. The main problem with rengar isnt his ability to 100-0. Its the fact that there is nearly no counter play to it. Making Rengar immune to damage and CC while jumping makes that even Worse, not to mention the bola change. This across the board is a huge buff. Rengar has issues if he falls behind, but what you're proposing is if he's even he does whatever he wants. He gets a free Malz passive when ever he jumps. I like the ult change with the marking a target, however removing the stealth would be required to make that balanced.

Rengar from a gameplay design standpoint is very poor, yes he's an assassin and the counter play is "don't get near him" same thing as Talon, there is nothing you can do to stop it. Talon is abusable, where rengar isnt. Making these changes would buff him, no doubt, but it would make top lane rengar a complete menace, a free immunity when jumping. Good luck trading with him, not to mention he can bola a minion to jump in to trade. The ideas are good, just try to look at it from the perspective of the person getting jumped on. Oh he's jumping, I have to wait until he's finished then I can do something, oh wait he's doing damage better run, oh wait he bola's me and jumped flash away, oh wait he gets movespeed after ult, and I'M DEAD. Like feels bad moment, where you felt like you couldn't do anything against it, see kinda what i'm saying.

Babs24248/3/2016, 3:50:35 PM1 votes

Here is my list of what they could do,Passive, No immunity, that's just too strong. Love your Q idea, however lets make it a unique Shyvanna Q, Next 3 autos deal 90% damage, 110% and 130% damage respectively.Not Bonus damage, that is the total damage, think Kalita passive on the first auto. Not to high, not to low, and it forces him to get the second auto off. Now, empowered could increase both of the damage numbers by 20%, so 110% 130% and 150%. Altho that still might be to high. It still forces him to stick on the target and get all his autos off, now removing the auto reset portion is KEY. I loved that idea, hidden power GONE. Now for the W, I think a whole new ability needs to be made because it doesn't really fit the "Hunter theme" So how about a spell that applies a slow on your next 2 autos like 20%. And heals for 20% of the damage those autos deal, and attack speed, maybe 30%. He gets sustain for jungle, and more of a chance to kill someone. Now E, remove the slow, let it be a skillshot that if you hit it, lets you leap to the target. And the ult, Make it unique, LIKE HOLY this Idea, You ult, no stealth at first, your ult gives you vision on targets, so you mark a target, BOOM, then you get stealth and movspeed (if you have bonetooth stacks) when you get within 2200 units of the target, they see you, however no one else can. So a stealth that has counter play. You can communicate with your team where he is, and you can actually see him coming and fight back. So as rengar, you mark the ADC, the ADC can see you when you get within a certain range, however the support cannot.

Babs24248/3/2016, 3:58:40 PM1 votes

The main problem is just with assassins in General. Why should I pick Assaassin A, when Assassin B does the same thing but better. Kinda helps him stand out. I want rengar because they have a super imobile team.

Babs24248/3/2016, 4:03:35 PM1 votes

Man, wanna talk this out over Discord or something. Would be way easier xD. I dm'd u in league.

Pauguster8/3/2016, 4:34:28 PM1 votes

Oh, also, Rengar can chain jump to things so you'd need a cooldown on that invulnerability during his leap.

PAPÓ ROMBOLÓJA8/4/2016, 1:45:39 PM1 votes

The concept isn't neccesarily bad BUT there is some stuff as a non rengar player I need to point out. 1st and foremost the jump resistance thing. Remove it. It's too op that rengar can 1 shot somebody in about half a sec and they can't even do shit to him during his jump. (for example vayne could knock him away) And why would u take away the need of skill from his E. It's stupid for it to go trough minions. Also I don't know if this would be good or bad but the ult mark could be a second cast instead of w the leap.

FeelsBadManX8/4/2016, 1:55:08 PM1 votes

U build 100% crit and hydra, u will be still able to oneshot. And if they keep his W ap ratios and 4 fero W and emp W u can still oneshot with 3-4 items. IMO