Rengar Rework
So as it stands rengar is currently unhealthy and unbalance-able with his current kit because he will either be to strong or to weak So here is my proposed change for rengar
Rengar passive -thrill of the hunt (60 second CD to change targets) rengar selects a target to hunt (similar to kindred passive) causing him to gain 20% movement speed when moving toward them and rengar can jump for his AAs when inside a brush (similar to old passive) if rengar successfully hunts his target he gains a bone trophy, increasing his movement speed from passive by 5% and increasing his jump range by 25, stacking up to 10 times (70%MS and 250 range) [move speed bonus only applies if they would be in range of his jump] [still uses ferocity]
at 10 stacks rengar gains blood hunt, causing his passive to no longer have a CD for changing targets
Q Savage Rend -rengar cuts the target causing them to bleed for 1.25 his total AD over 5 seconds (deals .25 ad every second), the bleed is refreshed when the target is AAed again until it expires, rengar is healed for 20/30/40/50/60% of the damage done by this bleed [this bleed does not effect minions but still gives him an AA reset]
Fq rengar next AA acts as if he is in a brush
W-Battle Roar rengar roars dealing damage (1.0 AP) and causing all nearby enemies to be effected by his Savage Rend if it hits a target already effected by Savage Rend
Fw now also causes rengar to gain 20% damage reduction for 2/3/4/5 seconds (based on R rank)
E- Bola strike same as live but if used on a target effected by Savage Rend it will root the target
Fe the bola is now much larger and effects all targets hit (does not stop on unit collision) [gets larger based on R rank]
R Hunters Instincts (40/25/10 second CD) passive reduces rengars ferocity bars by 1/2/3 (putting him at 4/3/2) active instantly generates 1 ferocity
this change removes rengars unhealthy aspect of stealth but keeps his surprise jumping feel due to being able to be at 1 ferocity (E) then use R to Fq to jump in, he gets a good bit of MS in a fight still IF he was successful through the game, he now has ferocity up more often due to how his ult works now and he would have to go a more bruiser build because it lets him live long enough to heal from his bleed damage
with the removal of stealth and his burst by making Q a bleed it opens room to give him power elsewhere, which is where i chose to put it in more ferocity up time
Q is still his damage aspect as it gets him close enough to deal damage W is still his survival aspect but now requires him to get a Q off on something first (champion or monster) E is still his utility R still empowers his mobility (Fq) and ferocity system
aspects is changes to make rengar more healthy
Q, Fq, Q is no longer as unhealthy because its turned to a bleed that refreshes on AA but doesn't have huge burst outside of normal AA damage (the bleed effect is refreshed and applies 1 tick on AA)
W is still sustain but he now has to get a Q off and the sustain is a heal per second by Q bleed, making it scale better in team fights than his old survival and Fw is a strong survival tool because of the damage reduction
Fe is more useful and now a valid decision to make instead of the other choices
Rengar can no longer reliably use his ult to escape a gank (still helps but its not a free escape)
he looses stealth, this forces a more bruiser build which stops his assassin play style (unless he gets severely ahead of course)
Keep in mind this is an idea and some aspects are subject to change for balance issues (example the bleed could become a missing hp heal to rengar, also helping to inforce a more tanky build)
PS i kept an AP ratio on W because, mage cat, that's why
Base damages are not reflected in this concept, this concept is focused on mechanically making rengar more healthy while still maintaining a similar play style (jump cut meow, jump cut meow), any numbers used are merely an example and subject to change