[ Updated ]Red Post Collection: Rengar Rework Strikes Back

Posted on at 2:26 PM by Moobeat
( Update: Added in a bunch of additional discussion! )

Holding true to his promise, Riot Scruffy has posted a new topic regarding the upcoming Rengar Rework - including a tentative change list, context on the changes, and more!
Continue reading to see what's in store for the Pridestalker!

 Here's Riot Scruffy with his current plans for Rengar's rework:
"As promised, I'm here with some updates about where the Rengar rework is at and I would also like to get your feedback on the direction and changes. 
Overall we hope to accomplish these goals:
-Remove resourceless ranged harass in lane
-Add counterplay overall
-Make ferocity skill choices more compelling
-Improve Bonetooth Necklace in both satisfaction and uniqueness
-Lengthen the time Rengar can fight
-Many small improvements to make all abilities more satisfying and fun
So with those goals in mind, here is our current changelist (numbers aren't final so I'll post those later): 
-Buffs to base health regen and health per level
-All ferocity effects will deal damage based on champ level instead of the level of the spell
-Ferocity stacks will reset to 0 if they are not used or gained for 10 seconds 
-Cooldown lowered at all ranks
-Ferocity Q now gives the same attack speed buff as base Q
-Ferocity Q now gives 3 ferocity after it is used
-Ferocity Q damage scales on champ level instead of spell level 
-3 Seconds after the initial roar, Rengar roars again for PBAOE damage and builds another Ferocity
-Ferocity W scales on champion level instead of spell level 
-E is now a skillshot
-E range increased from 575 to 1000
-Damage increased
-Slow increased
-Ferocity E deals damage based on champion level not spell level
-Ferocity E root duration increased 
-Stealth duration increased from 7s to 10s
-Rengar no longer gains movement speed while stealthed
-After exiting stealth, Rengar now gains a significant movement speed buff for 5 seconds
-The Ferocity gain begins after Rengar exits stealth instead of when the stealth begins 
Bonetooth Necklace
-Now is a trinket!
-Costs 0 gold!
-Has a new active that places a temporary ward
-No longer gives AD or AD per level
-3 Trophy Bonus: Movement speed out of combat and in brush
-6 Trophy Bonus: Additional leap range
-9 Trophy Bonus: Increased Thrill of the Hunt stealth duration
-14 Trophy Bonus: Gain movement speed while stealthed in Thrill of the Hunt

These changes are still WIP so this thread is all about getting your constructive feedback and having a dialogue to help us make Rengar a more fun champ for all players. I'll be coming back to the thread later today to discuss the feedback. 

Scruffy also commented that the Rengar vs Kha'Zix in-game event will still be in place:
"Yes definitely keeping that."

When asked if Rengar can still leap from his ult, Scruffy noted:
"He can leap from stealth just like current Rengar."
He continued:
"He is still able to leap out of brush and his ult. The changelist I posted only mentions things that have changed. I agree that if we removed his leap he wouldn't feel like Rengar anymore."
When asked for a better explanation of how Rengar's feroity gain post ult works, Scruffy commented:
"Right, its the same as the ferocity gain that current Rengar has, but it starts after he exits stealth. The goal here is that coming out of his ult he will be in super charged fighter mode and be able to hit 5 ferocity stacks multiple times in the fight."

He also replied to a summoner concerned that ferocity stacks falling off after 10 seconds will hurt jungle Rengars:
"This would be true if we didn't change anything else. The goal here is that Rengar enters fights with 0 Ferocity, quickly builds up and then releases with a powerful finisher. This will give him a longer and more engaging fight and we will add power to him if he needs it to be balanced."

Scarizard also jumped in to explain the decision of making Bonetooth Necklace into a trinket:
"I can shed some light on this - 
Previously, BTN was having issues for a few reasons: 
1. Succeeding in lane or in ganks before purchasing BTN made you feel bad about 'wasting' some stacks
2. The actual purchase of BTN was quite poor in immediate stat-gain relative to other items 
Even in the first draft of the rework (with it being built out of a Hunter's Machete), it still faced some issues -AND- had to carry the burden of being Stat-efficient, Low/Mid Cost so people would buy it, and the upgrades had to feel useful (not to mention the effective gold value of whatever passives it would have) and BTN's back is starting to get a little heavy. 
Add on top of that the amount of sustain that jungle items are meant to have already to compete in the new jungle/season, and that's quite a lot that BTN has to do. So, we could try to make it balanced (and no one buys it, or they do and lose gold-efficiency), or we make it fit into the game as-is (and you buy it 100% of the time for cost-efficient stats, and sometimes get premium bonuses). It was kind of messy. 
Players had always been asking for a way in the previous threads/discussions for a way for Rengar to have it at level 1, which was pretty cool - we just didn't have a really good way to do it at the time. Fast-Forward to now and we have Trinkets! A free item you get at level 1 with no cost and no stats associated with it. And so, the decision was made. And after a playtest i can tell you, it feels pretty awesome :D

(Bonus Round - to all those worried about alternate maps, it's entirely possible for us to include a 'BTN Trinket' but let it keep none of the yellow/red/blue functionality so Knifecat gets to see the world and bring the hunt with him. Think Poro-Snax!)"
Scruffy continued, noting this is the first iteration of BTN being a trinket:
"Yes this is our very first iteration of it as a trinket. We will probably try out giving the option for all 3 trinket active types or even making it a unique active that only Rengar has."
He also commented on a similar approach for Viktor's unique character item:
"This is the first that we are exploring the idea of a unique character trinket. If it works out well for Rengar we may think about if it could also be a good change for Viktor. The two situations are not exactly alike, so there will probably bee some differences in our approach for Viktor. For now no work is happening on Viktor's item but don't count it out for the future."

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