[Ability Concept] Rengar's R Rework Idea
I'm sure we've all been there before. You're going off somewhere alone, just trying to get some wards into the enemy jungle to stop the enemy Rengar from snowballing too hard. Then all of a sudden, there it is: the all-too-familiar exclamation mark, and about a second later, the feline terror jumps on you and takes you out in about as much time as it takes for you to think "that's broken!"
Now, I've heard a pretty good amount of buzz lately about our good friend Rengar, both on youtube and in Riot Q&As, and I know that Rengar is on the list of champions that should be reworked or changed in the near future, possibly as part of the potential assassin class update later this year/early next year. I was watching Jeremy GC's video on Rengar tonight, and I think a pretty good idea came to me. Obviously, the exact numbers of the ability would have to be tweaked in order to be balanced, but this is just to get the general idea of the ability across.
R: Dread of the Hunted (other ideas I've had are Panic of the Hunted, and Terror of the Hunted) Range: 3000/3500/4000 Cooldown: 140/115/90 Active: Rengar lets out a bloodcurdling roar (heard globally), instilling terror in one champion, and marking them for death. For the next 8/10/12 seconds, or until he attacks his prey, Rengar receives the following buffs:
- Stealth to all enemies EXCEPT for his prey.
- +25/35/45% bonus movement speed when moving toward his prey.
- Rengar's next basic attack on his prey receives the Unseen Predator dash and increased range, and lacerates them, dealing 75/125/175(+40% bonus AD) physical damage per second for 3 seconds. After landing the attack, Rengar gains +25/35/45% bonus movement speed for the next 3 seconds, decaying rapidly over the duration.
- True sight of his prey as long as they're within 3500/4000/4500 range.
On the other hand, Rengar's prey is marked with a Dread of the Hunted debuff, and receives the following:
- True sight of Rengar while he's within 2250/2000/1750 range. (This may be too short for the intent of the ability)
- Loses the ability to see their allies unless they're within 800/650/500 range of them. Also removes any vision the target is receiving from anything besides themselves. Otherwise their vision is unaffected.
The idea of this ability is to add back in some counterplay to Rengar's Ultimate, while still achieving the sense of dread and "Oh sh*t, this guy's coming for me" feeling that the exclamation mark currently provides. Some cool shading and visual effects will have to be implemented to fully capture the feel of the ability, but I think this ability has a lot of potential (I personally love the heartbeat sound that plays while he's stealthed). Here's how I envision this ability to play out:
- The entire enemy team knows exactly when Rengar is ulting (much like Nocturne's ult), but the rest of the team doesn't know instantly who is being targeted. Until you see Rengar, you're safe. If you do see him, well, good luck to you.
- Because the prey receives extended vision of Rengar, he can outplay Rengar by communicating Rengar's location to his team if he's fast enough, but this requires solid communication ability as well as reaction time. Rengar can be countered by stacking shields on his target, but this requires great team coordination.
- Speaking of team coordination, it becomes more difficult for Rengar's prey to coordinate with his team, as he receives reduced team vision.
- The simple fact that you can see Rengar coming should help to alleviate common concerns that there is little to no counterplay if he's coming for you.
- However, even though YOU can see him coming, the rest of your team cannot. Assassins thrive in chaos, and if Rengar comes for you in the middle of a heated battle, your team likely won't be able to react fast enough to save you. Rengar is a very strong dueling champion, and on an even gold amount, he can kill many champions in one-on-one combat.
- One more thing to note with this ability is that due to the rework of QSS, the only way I can think of that comes to mind to remove this ult is to take the Cleanse summoner spell.
- The bonus movement speed after landing the attack should serve as a tool to quickly get out of a dangerous situation.
So let me know what you guys think! Do you think this could help solve the general frustration most people face when playing against a Rengar? I really hope so, and I do believe that this ability could introduce a healthier way of playing around Rengar's ult, while still keeping the same general assassin playstyle we all know Rengar to have. So as always, thanks for reading, and I hope you guys enjoyed it :) I sure did as I was writing this.
EDIT: I feel like having a 1-3 second delay after the initial roar before Rengar enters stealth would add a little more fairness to the ability. If it were an instant stealth, then there wouldn't be as much opportunity for counterplay as I, and I'm sure many people, would like there to be. So this delay should be fairly similar to how it currently works on Rengar.