Rengar Rework Concept
Two Things:
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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.
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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!