Rengar Rework Concept

Stacona·7/19/2018, 7:19:18 PM·2 votes·1,601 views

Two Things:

  1. I want assassins to feel unique rather than reskins of each other. Also focus on giving them proper counter play and fairness to play against.

  2. Rengar I feel as this unpretty assassin, one where he makes his presence known and just runs in without a plan and jumps on his target and SLOWLY rip his target to pieces, not insta-kill his target. So my concept here will be remove all forms of burst on Rengar and make him as the sustain damage assassin where he slowly chips away at his target's health, this will then allow to add team utility to his kit so he can fallback on and not need to rely on unhealthy amounts of burst damage to kill his target.

Ferocity will get a change for this concept, it will work like Annie's stun gauge where it resets to zero when you use the empowered ability including where the charging up abilities stay white and the next ability will be shown on the bar as a bigger and orange piece and ONLY empowers the ability with no separate cooldown.


Attack Range: 125 units Attack Speed: 0.715 +3% per level + additional 5% @level 1 Attack Damage: Very Low Movement: 340 units per second


Ferocity (Passive):

When Rengar casts an ability he gains 1 Ferocity, up to 3 Ferocity, when at max Ferocity the next basic ability cast will consume all Ferocity and become empowered.

Whenever Rengar casts an ability, his next basic attack within 1 second deals 40% less damage, slows his target down by 25% - 50% (+5% per 100AP) for 1 second, and rips the flesh off his target for 2.5 seconds causing his next next damaging ability or basic attack to deal 20% bonus true damage against it. Against minions and monsters, deals 100% bonus damage instead of dealing 40% less damage.

Savagery (Q):

Cooldown: 2/1.75/1.5/1.25/1 second(s); Range: 250 units / 180 degrees

Rengar slashes his blades in the target direction, dealing 35/40/45/50/55(+65%tAD) physical damage to struck enemies and healing for 20% of the damage dealt (one-third healing against minions and small monsters).

Ferocity: Rengar slashes twice, one after the other, the second slash dealing 32% [+1% per level] damage and reducing the target's healing and shielding by 40% for 2.5 seconds.

All-In Stab (W):

Cooldown: 11/10/9/8/7 seconds; Range: 125 / 250 units

Rengar clasps his blades together and plunges a short distance in the target direction, stunning the first enemy struck for 1.25 seconds and dealing 50/65/80/95/110(+100%bAD) physical damage. If Rengar misses, then he is dealt 20% of his current health to himself.

Ferocity: Deals 10 - 35 (+125%bAD) bonus physical damage and stuns for 0.75 second longer, missing causes Rengar to be dealt an additional 15% of his current health.

Thrill of the Hunt (E):

Cooldown: 60 seconds; Range: 500 / 2500 units

Passive: Whenever Rengar enters brush, Thrill of the Hunt's cooldown is reduced by 2/2.25/2.5/2.75/3 seconds. If Rengar was seen entering brush by an enemy champion, then this reduction increases to 8/9/10/11/12 seconds.

Active: Rengar does a mighty roar around him, fearing nearby enemies for 1.2/1.4/1.6/1.8/2 seconds and dealing 60/75/90/105/120(+50%AP) magic damage.

Rengar heightens his senses and makes his presence known for the next 5 seconds, allowing him to see nearby enemy champions, but nearby enemy champions gain full sight of Rengar and what is near him. During this time, Rengar gains 40/55/70/85/100%(+10% per 100AP) bonus movement speed towards visible enemy champions and his next basic attack gains 600 bonus range and causes him to leap on his target.

Ferocity: Rengar's roar fears nearby enemies for 0.5 second longer and deals 40 - 90 (+100%AP) bonus magic damage.

Gruesome Killer (R):

Cooldown: 40/36/32/28/ 24/20/16/12 seconds; Range: 425 / 800 units

Passive: When an unique enemy champion dies and Rengar gains a kill or assist from it, then its skull is added to Rengar's trophy collection, granting him 1 bonus ability point that breaks the rules of ranking up abilities. Gruesome Killer has a maximum of 8 ranks.

Active: Rengar channels in place and flails his blades all around him for 1.5 seconds, dealing 150/180/210/240/ 270/300/330/360 (+100/125/150/175/ 200/225/250/275%tAD) physical damage over the duration to nearby enemies and then leaping to the target location.

Upon leaping away, Rengar will execute any enemies that were below 15/20/25% health, at levels 6/11/16.


UPDATE NOTES:

Ferocity: Ferocity is on every 4th spell cast by the way, the 4th spell cast is what consumed the Ferocity.

Reduced champion damage for basic attack after spell cast to 40% from 25% Added a new effect where this attack will also rip the flesh off his target for 2.5 seconds, causing the next damaging ability or attack to deal true damage against it, instead of its normal damage type.

Savagery: Damage lowered to 35/40/45/50/55 (+65%tAD) from 32/39/46/53/60 (+70%tAD)

All-In Stab: Dash range remains at 125 units Its attack range increased to 250 from 125 units Total range increased to hit a target to 375 from 250 units Missing penalty changed to 20% current health self-damage from 1.25 seconds stunned duration Empowered missing penalty changed to 35% current health self-damage from 2 seconds stunned duration

Base damage lowered to 50/65/80/95/110 from 60/80/100/120/140

Ferocity bonus damage changed to 10 - 35 (+125%bAD) bonus PHYSICAL damage from 10 - 40 (+75%bAD) bonus TRUE damage.

Thrill of the Hunt: Entering brush cooldown refund increased to 2 - 3 seconds based on rank from 1 - 3 seconds When seen entering brush by enemy champions, increased to 8 - 12 seconds based on rank from 4 - 12 seconds

(This is just to help make the brush refund worth doing in the early game at only 1 point in the spell.)

Base damage lowered to 60/75/90/105/120 from 60/80/100/120/140

Ferocity base damage lowered to 40 - 90 from 40 - 100

Gruesome Killer: Assists against unique champion takedowns after level 6 are no longer within a 3 second window, now you gain the ability point whether you gain a kill or assist against the champion to help Rengar get his extra 5 ability points slightly easier. The extra points can be used to rank up his basic abilities earlier remember! You can just wait to max out your ultimate by the end if you so desire to do so!


5 Comments

99White Terror997/20/2018, 2:30:20 PM1 votes

well, as a rengar main, i can tell you that the only thing i like of this concept if the fear on E, it works better with the concept of the powerfull roar, but for everything else it's basically a new champ and there is so much i don't like that i could write pages, explaining also why i don't like it but i'll try to say only the main problems.

keep in mind you proposed a concept for a champ that works pretty well and has a nice kit, so a rework for him should be aimed also for rengar mains, so they can still enjoy play him with at list a similar playstyle

passive: you are tacking away one of the main tools of rengar, his leap, a rengar main love to go in and out of a bush, jumping on enemies and then jumping again, with this concept you give the opportunity to leap only with E and R and it's more tricky and you basically nullify all the experience that a rengar main has with this mechanic; also the mechanic of the empowered abilities is a little wierd, moreover the less damage on the basic auto doesn't make sense, it doesn't work with the concept of the assassin, and the +5% per 100AP force you to go way more ap than you do now to benefit it, or even with an hybrid build, changing completely the build path that there is now

Q: it's the old Q, and it's even worse than the old Q, we don't want the swimming lion ever again (and it's on 1 sec cooldown at max rank... imagine it in game, a rengar that spam it, and this will mess up your passive because you could have and empowered ability every 1,5 sec with max cdw reduction)

W: wtf is this thing, the gain you have landing it isn't worth the risk of missing it, maybe the concept is good but it doesn't work for me

E: the passive is so strange and concidering it should be it's old passive, makes it even worse, the reason of this is written above when i talk about the passive. As i told you before, the only good thing is the fear, but every thing else isn't good at all, i can see you what you are trying to do, considering your idea, but who would use an ability that reveals you, you tried to use the bonus mov speed to solve this issue but for me it doesn't work because again, to use all the power of it you are force to build to much AP because you have +10% per 100AP

R: at rank 1, it has a lower cdw than your E, and i can't figure out how you could max the ultimate all these times, with the bonus ability points but it's a mechanic that doesn't work, this passive should replace the actual passive but it doesn't give any satisfaction at all and the reward you gain for collecting all the 8 skulls isn't worth the effort

this rework change rengar from a good and terrifing assassin, to a swimming ap bruiser that sometimes leaps out of water, not a single rengar player would like it, with this rework you would completely destroy a champ a with him also a part of the league community

N.B.: i would also add, you only have 997 mastery point on Rengar, you don't even know how it feels to play him, i'm not saying you shouldn't imagine something new, like concepts or anything else, but please, think a little more on WHAT you are thinking about