: **Update, Friday 2/2:** First of all - **PBE IS IN BRANCH CUT FOR 8.3 - WE HAD TO PULL THE CHANGES FOR A WEEK SO THEY DON'T GO LIVE EARLY - RENGAR CHANGES ARE STILL HAPPENING - THEY WILL BE BACK NEXT WEEK** Now that that is out of the way, going to give a quick update on what we're currently looking at internally. You won't see any of this until 8.4 PBE. As always, it's experimental and may not all ship. **Removal-** -AP Rengar buffs are out. No more AP on boonetooth, no more AP ratio on R. We overall feel like AP Rengar, is a less healthy version of AD Rengar when allowed to be strong. They're trying to do the same thing (jump on you and burst you), but AP (when strong) does it faster and with less time to react. As mentioned before, we aren't going to be deliberately making AP Rengar worse than what's on live. Overall, the Q revert's Lich Bane synergy and some changes we're trying with the W are going to make AP Rengar better regardless. -Triple Q, This pattern is bonkers. Especially in top lane. Likely going to make the empowered Q buff only last as long as the Ferocity combat timer (with a slight buffer added to make it feel good if you use it right at the end) and give the ferocity MS upfront on cast (if it isn't doing that already). Thoughts? **Numbers stuff -** -Q AD ratio up. We felt that the Q output wasn't scaling sufficiently into late game after we nerfed the upfront damage on the ult, so experimenting with higer Q AD ratios since his damage is no longer as frontloaded. -W base damage up, cooldown down. Feels like he's a bit low on AoE after the Q revert, so trying to help his early clear/laning a bit here. Also hopefully opens up more flexibility to max E second. Some worries about this making top-lane bruiser Rango too good. May need to revert. **-Bug fixes** Doing a QA sweep and attempting to fix LOTS OF BUGS. ** -Other stuff** -Still trying to figure out how to replicate the old Tiamat thing you guys seemed to enjoy so much. -Should he get more ferocity after ult? Should Q generate ferocity on cast? Answer is likely no. Uncertain. Still figuring it out. -Mecha Rengar Animation got some mixed feedback. Testing with VFX, may need to continue to iterate. -DOES ANYONE HAVE THE OLD BOONETOOTH ICONS IN A DRIVE SOMEWHERE? They looked pretty cool, kind of want to try hooking them up to see how they work, but I can't find them. They may have been lost to time...Will continue to search through the old files. Hrmmmm while typing this I thought of somewhere they might be... **FAQ - Why not remove the cast time from Rengar's Bola while he's in the air?** We will not be removing the E cast time. I know a lot of you would like that, and it would feel pretty slick, but I don't think it's a good idea D: This is because cast times in League make the game flow better. They create a natural spacing between spells that ensures everything doesn't come out in a single instant. This allows for mental parsing of what is happening to you and then time to react to it (or at least understand it better after it kills you). Historically, a primary issue Rengar has had is that he is a stealthy champ who attempts to one-shot from said stealth. Giving opponents even SLIGHT increases in the amount of time they have to adapt to a Rengar jumping on them likely creates huge returns for the feeling of playing against him, resulting in lower ban rates and happier players on both sides (opponents can react and Rengar players can play him more often at a higher resting winrate). Keep the feedback coming
#**LONG IN DEPTH pre-patch response to this. Always many thanks for the work.** --- #- Removal >-AP Rengar buffs are out. No more AP on boonetooth, no more AP ratio on R. We overall feel like AP Rengar, is a less healthy version of AD Rengar when allowed to be strong. They're trying to do the same thing (jump on you and burst you), but AP (when strong) does it faster and with less time to react. As mentioned before, we aren't going to be deliberately making AP Rengar worse than what's on live. Overall, the Q revert's Lich Bane synergy and some changes we're trying with the W are going to make AP Rengar better regardless. - This is good, AP build by far was too strong, and removing the AP on bonetooth, and removing the random AP ratios are good. Your wording is exactly correct here, nice overall direction. >-Triple Q, This pattern is bonkers. Especially in top lane. Likely going to make the empowered Q buff only last as long as the Ferocity combat timer (with a slight buffer added to make it feel good if you use it right at the end) and give the ferocity MS upfront on cast (if it isn't doing that already). Thoughts? - Triple Q isn't something I'd like to stay despite the 414k mastery points, it's not healthy or something that I'd want to stick. I really think it'll make top lane, or midlane scuttle crab based ganks really, oppressive. Any situation with this possible is stupid. - I don't know if lowering the Q buff will fix it, or if this is the correct direction. Someone else might have a better suggestion here. #- Numbers stuff >-Q AD ratio up. We felt that the Q output wasn't scaling sufficiently into late game after we nerfed the upfront damage on the ult, so experimenting with higer Q AD ratios since his damage is no longer as frontloaded. - I'm honestly not to sure about this. I've been playing Rengar, and he still feels quite strong already. Critgar will get stronger too, but I'll have to see so for myself if this Buff is appropriate. >-W base damage up, cooldown down. Feels like he's a bit low on AoE after the Q revert, so trying to help his early clear/laning a bit here. Also hopefully opens up more flexibility to max E second. Some worries about this making top-lane bruiser Rango too good. May need to revert. - If you're upping the base damage, and lowering the cooldown, it's another buff to AP Rengar. The old cooldown was 12 seconds flat, now it's 20 - 12, making it 18 - 12 or even 16 - 12, is fine. I don't know exact damage numbers, but I'd suggest 15 - 30 would be a good spot. - His clear isn't bad, you just have to kite. Without a leash I was able to clear around 3 minutes and 15 seconds, this clear was red -> raptors -> wolves -> blue -> gromp. You end up with around 60%+ hp, and can take scuttle to heal up. With a leash it's 3 minutes and 70%+ hp, and you can take scuttle to heal back up. Kiting camps is really important, if you're not kiting, or clearing well, his clear is bound to suffer. - This change may effect bruiser top lane Rengar more than you want to, but I still think bruiser Rengar needs a looking at if it's too strong, realistically in a game sense. Possibility of reverting this change? I'm not sure, need to test it, when it hits PBE. - POSSIBLE SUGGESTION Could make it so, if W hits a monster, the cooldown is lowered AND/OR, does 20% increased damage to monsters. #- Bug fixes >Doing a QA sweep and attempting to fix LOTS OF BUGS. - I'm sure someone else will have you covered with this, not something I can completely point out. #- Other stuff >-Still trying to figure out how to replicate the old Tiamat thing you guys seemed to enjoy so much. -Should he get more ferocity after ult? Should Q generate ferocity on cast? Answer is likely no. Uncertain. Still figuring it out. -Mecha Rengar Animation got some mixed feedback. Testing with VFX, may need to continue to iterate. -DOES ANYONE HAVE THE OLD BOONETOOTH ICONS IN A DRIVE SOMEWHERE? They looked pretty cool, kind of want to try hooking them up to see how they work, but I can't find them. They may have been lost to time...Will continue to search through the old files. Hrmmmm while typing this I thought of somewhere they might be... - So about the tiamat stuff, I've compiled and imgur album that should extremely help you out, I'm also linking you with info on the bonetooth stuff, also check out the reddit thread on rengar mains. Rengar 2/2 UPDATE submitted by zippymid. It should help you out as well with the bonetooth. It's where i got the links from, as well as the Rengar Mains discord. - About Mecha Rengar, I've added a bit of exploration for you in the same imgur album. - Let's talk his Q, and Fero gain on R. If you make Q give ferocity on cast, ask yourself, how does this work with leap, and other spells? I think we get a lot of weird situations tbh, I'm fine with ferocity gain on attack. Should remain a likely no. More ferocity after ult, okay let's go with some of his R theory. >Rengar R Theory - Can't give him too much damage on R, you remove free crit, and PBE rengar can now build crit, essentially is buffing his instant burst. - Can't give him more ferocity ON LEAP, you find interactions that are buggy as well as weaken his combo strength, it also directly goes against what you've done earlier to ferocity, the problem of instant snare, and instant big boi damage. - You can't give him too much shred either, you're literally making every other build stronger, when the main incentive should be go lethality, with crit being viable but not broken, and having bruiser when you need it. - Stats on KILL are much better than before kill, or before leaping onto a target. - To explain this, in my own view. Don't give him too much stuff once he's gone in through a leap. If you want to give him something after ult, make it just like bonetooth. Let's say Rengar activates R, if he kills his target within 3 seconds, then give him X ferocity amount. I like how he's rewarded for good positioning, with the bonus damage, armor shred, idk, I feel like conditional more armor shred might be better. It's just a theory afterall, not concrete. #- FAQ - I don't have anything to say on this, it's all correct. --- # Here are your links, and as always from all Rengar Players, thanks for your work. [Talking about Q and Tiamat, as well as Mecha Rengar](https://imgur.com/a/Tb7Oe) [Thread on Mecha Rengar with Slycreed comment](https://www.reddit.com/r/Rengarmains/comments/7u4rns/new_q_animation_for_mecha_rengar/) [Bonetooth Stuff Reddit Link, also check out ShadowAssault15's comment chain](https://www.reddit.com/r/Rengarmains/comments/7uy4a8/rengar_22_update/) [Old Rengar Base Skin Sounds](https://wiki.spectralcoding.com/info:lol_sound_pages:rengar_-_default) [Old Rengar Headhunter Sounds](https://wiki.spectralcoding.com/info:lol_sound_pages:rengar_-_headhunter_rengar)
: I disagree, now that he doesn't have the damage on the ult, giving vision from further would make it to easy for people to run without him being able to instantly burst them in the mid-late game. All you seem to want on Rengar is for him to be nerfed into the ground. You expect the ratio on W to be reduced? The whole reason it is there is to add some variety and viability to his kit where people can build him with AP. With only two AP scalings, he wouldn't be able to assassinate anything with such low damage. As well, the q does consume ferocity, it's just a bug where it won't show correctly until you complete the auto attack. ---- The attack speed steroid is necessary so he can have some effect in teamfights otherwise he becomes a suicide bomber who has no role in a fight past killing a single person.
It's the same as live, at level 6 you have 2000 range. You i responded to the guy on top already, at level 16 it doesn't matter anymore, just like old rengar. I don't want him to be nerfed to the ground, i want him to be playable and not perma banned all the time cuz he's a broken mess. And yes, i want it the AP Ratio to be nerfed, AP build does the most BURST damage BY FAR. The E changes are experimental, i said i'm not sure of it, but they have to tone down his burst, need i remind you 25% bonus AP on bonetooth? They're essentially giving him a free ratio on an ability that is dodgeable, and currentl you still a shit ton of AP damage even with the loss of damage on R, if they give him free ferocity it's just earlier burst. The EMP Q does not consume ferocity on ACTIVATION, if you hit a target it does. The attack speed steroid is too much right now, i'm just saying just nerf it by 10 or 20%, nothing super drastic, then put it into his base kit.
: > For his ultimate the Range where Enemies can sense Rengar should be upped by 100 increments. 2000 is fine. Since Rengar is a STEALTH champion, having too big alert range for the enemies would just make no sense about his hunting lore and stealth existence. Alert range shouldn't be change since it's fine, you still know that Rengar ulted and know from which direction he is coming from, but I have to agree about his movement speed is a too much on rank 2 and 3.
It's not too big, it's the same as level 6 on live, and it's fine that way, at level 16 the indicator barely matters anymore, just like old Rengar.
: Patch notes for 1/25 PBE build: > Q - > Grants 30% Attack Speed for Q attack >>> now grants 40% attack speed for next 2 attacks (Q + attack after) > No longer partial resets after the Q attack (Pressing Q is still a full reset) > > E - > Added a .6 AP ratio > > R - > Closest leap bonus: 100/175/250 (+.8 bonus AD, +.8 AP) physical damage >>> Rengar gains full ferocity at start of leap (he can cast empowered spell in the air) > > Sounds - > VO for gaining ferocity is back > VO for gaining bonetooth stacks is back > Q VO efforts are back > Third Thrill of the hunt VO is back (Uaghhg) > Full Ferocity SFX is back > Added new Q sound for cast and attack (both regular and empowered versions) > Heartbeat sounds on ult should be fixed (they were bugging out) **Context: ** I noticed that the partial reset I put on Q was causing Rengar to freakout during his combo and do some weird stuff, so I removed it and returned the old AS buff for 2 attacks. This hopefully makes Q feel even smoother AND gets rid of a ton of bugs that were popping up during combos. The bonus damage on the ult was making Rengar's initial undodgeable hit deal quite a bit of damage. We think its overall healthier if you can at least flash the bad things that are about to happen to you, so trying a different leap bonus (full ferocity). Hope is that this makes Rango less binary (he has empowered options if he jumps in and things don't go as planned) AND makes him less frustrating to play against as he isn't doing nearly as much damage in that first undodgeable instant. May also open up room to buff Q damage in the future. THIS CHANGE IS EXPERIMENTAL, WE MAY ITERATE AWAY FROM IT. E AP ratio accomplishes 2 things for AP Rango: 1) it compensates for the loss of the R AP ratio. 2) It makes a portion of his burst combo dodgeable. Hope is that this will make the build more maintainable going into the future. AP Rango bursts you with spells, AD Rango murders you with Q and basic attacks. Finally, Matteo, Rengar's sound designer, has been reading up on your feedback and decided it would be a good opportunity to get some choice VO lines back in where appropriate. Tell us what you think.
> Q - Grants 30% Attack Speed for Q attack >>> now grants 40% attack speed for next 2 attacks (Q + attack after) No longer partial resets after the Q attack (Pressing Q is still a full reset) Good Change, should be really nice to play with thanks. > E - Added a .6 AP ratio For a physical damage ability, I'm not so sure about this with AP Rengar, it's good that you're making some of his damage dodgeable. Still believe you should nerf the AP ratio on W by to .6 or at least Nerf the bonetooth bonus damage, and possibly return the flat damage. Overall good change, but maybe could nerf the rest of his kit with it. > R - Closest leap bonus: 100/175/250 (+.8 bonus AD, +.8 AP) physical damage >>> Rengar gains full ferocity at start of leap (he can cast empowered spell in the air) We talked about this on twitter, I still don't know about this, you're allowing Rengar more frontloaded burst, and 3 ferocity when he lands. Btw AP Rengar still has more burst than lethality and crit, crit only outshines once you get more damage in, but AP is p insane rn. > Sounds - VO for gaining ferocity is back VO for gaining bonetooth stacks is back Q VO efforts are back Third Thrill of the hunt VO is back (Uaghhg) Full Ferocity SFX is back Added new Q sound for cast and attack (both regular and empowered versions) Heartbeat sounds on ult should be fixed (they were bugging out) Godbless. Still hoping for nerfs to bonus attack speed on Emp Q, and putting it more into his base kit. For his ultimate the Range where Enemies can sense Rengar should be upped by 100 increments. 2000 is fine. The Range where Rengar tracks enemies is good. Movement speed should remain 40%, 60% is really high. Q still needs to consume ferocity, thanks very much for your work.
: Lol no thx, the EMP Q attack speed is the same as before and considering that we didn’t get a base attack speed revert its completely fine. Also, the crit build takes time to spike in comparasion to lethality build, even if crit eventually bursts harder, lethality items are too good atm
If we give Rengar too much attack speed, it indirectly will always buff bruiser and crit build when the core goal is to make lethality the strongest. Crit build doesn't take time to spike, you go duskblade -> youmuus -> crit. Not crit first and just start to win. Crit bursts harder, and does way more damage, I feel like you guys don't understand that you're always going duskblade into more damage with the current bonetooth giving bonuses in both stats of ad and ap.
: The Ap build takes a REALLY long time to ramp up, especially if you are maxing w. There's no way you should be allowed to get farm if you are doing that and if you don't its on a really long cd. Same goes for crit, It doesnt really start to take off until you have stattik/pd and infinity edge. That is a HUGE amount of gold to reach after tiamat and warrior. Lethality/Bruiser is by far the most reliable build because there aren't any points where they are especially "weak" compared to the others. The ap build is also rendered useless from Banshees/zhonyas. Most of these changes are actually a revert to rengar "pre-assassin update" apart from the bonus ap on his passive and the damage on his ult.
ap build does not take a long time to ramp, crit doesn't take a long time either, you literally go duskblade youumuus into crit? Bruiser is much stronger than ad, no matter how you look at it, and even the majority of higher elo players understand that, ap build > crit build > bruiser > lethality. You have so much burst on the AP Build, and Crit build is already stronger, you're not going to crit first few items either, you build into it after duskblade and youmuus or duskblade and tiamat.
: Why would AD/AP be adaptive? It is adaptive in the way it is now. I mean that if you build AP rengar you don't have any bonus AD that you can benefit from your passive
It should be adaptive, cuz you just go {{item:3147}} into {{item:3146}} and gain huge stats, passive is a free deathcap. If you're going AP you still want duskblade, it's way too good to not get it.
: Rengar Changes Feedback Thread
**Large feedback thread. Lot's of info, hope these changes all go through before he hits live.** --- > Base stats Base AD:: 68+1.5 AD/lvl >>> 65 + 3 AD/lvl - I think this should be nerfed to + 2 or 2.3 AD/lvl, you can still go trinity, but i don't think he needs double the amount of ad. Bruiser build will probably outshine assassin. - Also need to buff his base attack speed or his attack speed per level (explained under Q revert for why). > P changes Bonetooth buff:: 1/3/7/13/20 flat AD and % bonus AD >>> 1/4/9/16/25% bonus AD and AP Leap distance from target on landing:: 100 >>> 50 - The leap distance change is fine. - Bonetooth should not by any means be ad AND ap, I'm hoping this is a bug and that it's adaptive, but considering the synergy of both being able to go gunblade + duskblade, let's also take in the power of deathcap. This current bonetooth is too much bonus damage. AP build by far does the most burst damage compared to crit and lethality. - I'd say nerf the ratio, consider bringing back the flat amount tbh. Could even nerf the AP ratio on W to compensate. > Savagery - Q Revert (do the backstroke) Base - Rengar’s next attack deals 10/45/80/115/150 (+1.1 TAD) damage Empowered - Rengar’s next attack deals 30-240 (+1.3 TAD) damage and grants + 50-101% AS for 5 seconds. Q grants ferocity and Attack Speed vs. towers, but does not deal bonus damage. Particles and sounds have been added/re-added to support the old Q animation and buffs. This includes stuff for skins. Old icon is back. - Nerf bonus attack speed on EMP Q, it's a little too much rn, could be nerfed by 10 - 20%. The Auto -> Q combo feels really bad for it being a full reset, it feels better the more attack speed you have tho. - Change Q cooldown to 4 at all ranks, 6 seconds doesn't feel good - Increase Q animation speed, feels really bad for the full reset as stated earlier, (can also up rengar's base attack speed, or per level) - Make the auto under this unable to crit (explained under crit build). - Make EMP Q consume ferocity on activation - Q feels bad when at 3 ferocity into Q -> EMP Q - Auto -> Q combo feels slow. > Crit (Critgar) - Rengar with sustained damage, less good at the one shots, more good at murdering the whole team should he figure out how to survive in melee range. Given he now has a cleanse, it may be unreasonable to let him battle tanks. - It's actually better at one shots vs squishy targets, a lot better. - Crit damage should be Yasuo'd, it needs to deal 80% crit damage. - Make crit build not exist at all, by coding it so pressing Q makes the crit under it unable to crit. - Is by far better than going armor pen - Initial leap burst is much higher than before. > Bruiser (Trygar) - An unburstable Rengar that knows how to survive in a fight. Way less damage, way more bolas. Maknoon once showed us why versions of this build are risky. - Bruiser is also stronger than armor pen currently, mainly due to the free attack speed, and general nature of Rengar's kit with his W, and all the bonus damage he gets from stats currently, as in the bonetooth. > AP (Cat-in-the-Deathcap) - A spell focused Rengar that wants to hit you with dat DOUBLE ROAR. There’s a question as to whether or not AP Rango is different enough from Lethality to be worth making viable. Not good if it's just an arms race for which build one-shots better. - Does the most burst when compared to his other builds, AOE nuke just isn't fair. - Essentially gives him a free deathcap worth of damage and 800 AP instant leap nukes. > Lethality (Stabby Tabby) - Classic knifecat, stack pen, burst squishies. With this one we need to be extra careful with how much burst can be loaded onto that initial leap attack. - Actually does lower damage than crit build vs squishies. - Initial leap attack is stronger on crit build > Thrill of the Hunt - R Changes Range at which enemies can sense Rengar:: 2000/3000/4000 >>> 1600 Range at which Rengar can track the nearest enemy:: 2000/3000/4000 >>> 2500/3000/3500 Movement Speed:: 40% >>> 40/50/60% Closest enemy leap bonus:: Crit >>> 150/250/350 (+.8 bonus AD, +.8 AP) physical damage. - The Range where Enemies can sense Rengar should be upped by 100 increments. 2000 is fine. - The Range where Rengar tracks enemies is good. - Movement speed should remain 40, 60% is really high. - With crit build, and AP build, that bonus damage is way too much, should be adaptive, or heavily reduced.
: Should be fixed Monday!
#Hey again Riot KateyKhaos I have some final suggestions to the skin. **With these last suggestions if possible, I believe the skin will be the best it can be.** --- #Colour Earlier I mentioned this. **_I feel as if, the base colour just doesn't really hit the brown accents it should like in the splash, I would enjoy other options too. For example, in areas such as his head where it's lighter, a darker brown would be great. Also in the splash art, there are little green accents, if that could translate to the in - game. I would love the base colour. Overall, it just needs more saturation and toning so it's darker._** - I still feel as if the skin should be a darker brown. - The 2nd colour on the shoulders, head, shoulder, that beige? colour should be grey to match the splash art. --- #Model Issues - I'm really grateful for the increased head size, as well as changes to the (Q) auto and crit animation. - Still would prefer if shoulder size was reduced. - Still would wish for the end of tail size to be reduced, as seen in the splash art. - Really like the weapon now, and don't mind it, but I wish the blades were aligned with the arm. It limps too much as seen by walking animation as well as standard auto animation on the arm.
: PBE Bugs & Feedback Thread: Mecha Chromas!
#Hello Alex, I've made a post on the Mecha Rengar base here, https://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/fMNIMPik-pbe-bugs-feedback-thread-mecha-rengar?comment=001b I'll now further elaborate with the chromas. --- #All Chromas look great. But they look way better in game, rather than shown in the asset, should update that. ---- **_Ruby Chroma_** - Looks great, in the red colour. - On Areas where it's Grey, such as shoulder, arms, and head please change this to black or a more darker grey. The current shade of grey doesn't accent the skin as well. **_Obsidian Chroma_** - In game has been updated and looks great. **_Pearl Chroma_** - Head should be similar in white like other chromas. Should match the colour scheme in the Aquamarine Chroma, just using the same red. The way the white offsets the red, it just doesn't look as appealing as the other skins. **_Tanzanite Chroma_** - Make it darker purple, looks too vibrant, green isn't that fitting. Possibly change green to orange, or a yellow to match the jet on his back. Could even make the green a lot darker like it is on the weapon. Preferably, would like it to be more matching the jet, in orange/yellow. **_Aquamarine Chroma_** - Probably the best one next to obsidian, nice job. **_Citrine Chroma_** - Wanted it darker, less yellow, that's been translated in game thanks. --- #All just suggestions, and some people want the weapon colour changed with each chroma, I think it's fine as is, due to spell effects.
: Hey Midnight Black - Thanks for leaving a bunch of solid feedback. :) There's a ton in here, so I'll hit some of the major points. **Please consider changing the base colour scheme to one of the chromas, white, blue or black. Or at least make the base skins brown more appealing, right now I'll have to say it's not that nice.** We've discussed color in development, and we're going to stick to the color scheme his base has, and let the chromas, well, be chromas. I can sync with the 3D artist about the copper color he currently has and see if there are other options. He was originally a tan-ish color, but it blended in wicked hard with the map. **His left arm, the weapon needs to be switched around, it's very awkward for the auto animation since he's hitting with his hands, rather than actually using the weapon.** I'll bring this one up in our next sync and see if it's possible to make an adjustment to the animation. **I'd wish for the right weapon to be an actual saber, the way the blades look is amazing, but I really want him to have an actual weapon that he holds.** Changing up the weapon is a bit out of scope for us at this stage of development. ;-; **This is a complaint with all Rengar skins, but the Auto Attack after Q, that auto just looks and feels awkward, even more awkward in this current skin, since he seems to just hammer down his arm, rather than make use of the new weapon.** This, and all Rengar skins are using base animations. I'm not sure if we'd have the bandwidth to adjust this one - if we had to pick something to adjust, I'd rather it be the AA, personally. Curious to get your thoughts! **Leap animation circle is short by a few range, making it so you leap outside of the indicator.** Good catch - I'll let the VFX artist know! **Specifically Mecha Rengar, the model proportions are strange, it makes him look too big, one of the shoulder pads could be removed, or at least reduced in size.** Model changes that are that drastic are out of scope for us - but I can look into sizing of him overall. **Leap could make use of the jet on his back, like Mecha Malphite during R. Startup animation to ultimate could be a lot better, as well as making the jet on his back thrust like Mecha Malphite during R.** Adding a new animation is out of scope. (Sorry if I'm saying this a lot, I try to set expectations for the type of changes that we can or can't make once content is on PBE. ;-;) Don't get me wrong, I do think they're cool ideas. I can see if there's anything on the VFX side that could be done, though. **The Black Chroma, when using the Empowered W, it's almost impossible to see the effect.** I don't work on the chroma aspect - there should be a boards post coming for 'em, but I'll let Alex know. :) **Some of the auto's lack the really nice blue effect.** Not all VFX are in yet, but everything will be thematically cohesive before ship. In this case, it's a known issue! **Not exactly sure, but the W's bubble animation appears smaller than it should be compared to other skins.** I'll have the VFX artist look into this while he's checking on the indicator you'd mentioned earlier. **I don't find Rengar as a car that appealing, changing him to a mecha lion would be a lot more appealing. As this is also great for the homeguard animation. Rengar turning into a mecha lion and running on all 4's. I get that this could take a lot of time developing, but we want the best for this skin, Rencar doesn't sound that nice to us.** You're right - this would take quite a bit of time. I understand you want the best for this guy, but scope/scope creep is something we need to keep in mind. Taking another week+ to make this animation means taking time away for another upcoming skin. I'll be taking a look at the bugs today! :)
#Hey Riot KateyKhaos Ty ty for the response **Before I go into the re-response lol. I want to just send the point hard across, we as Rengar players don't care if this skin takes even longer to come out, we just want the best for it even if that means waiting a month or more. I get it would take time away for other skins, but putting this skin on hold or even, adjusting some things would be fine. I've linked in an imgur album, please check it out, it covers a lot of issues with the skin. Anyways let's get started.** --- #Colour **_We've discussed color in development, and we're going to stick to the color scheme his base has, and let the chromas, well, be chromas. I can sync with the 3D artist about the copper color he currently has and see if there are other options. He was originally a tan-ish color, but it blended in wicked hard with the map._** I feel as if, the base colour just doesn't really hit the brown accents it should like in the splash, I would enjoy other options too. For example, in areas such as his head where it's lighter, a darker brown would be great. Also in the splash art, there are little green accents, if that could translate to the in - game. I would love the base colour. Overall, it just needs more saturation and toning so it's darker. **_Not all VFX are in yet, but everything will be thematically cohesive before ship. In this case, it's a known issue!_** Well alright then, thanks for that. --- #About his arms, weapons AA, and Model Issues... **_I'll bring this one up in our next sync and see if it's possible to make an adjustment to the animation._** I've linked a time lapse sort of screenshot from the Surrender@20 video. https://imgur.com/a/y0Rl2 It'll display the problems. Mainly shoulder pad sizing, the auto animation issues, model sizing. Also you mentioned changing the sizing overall, I'd love that. **_Adding a new animation is out of scope. (Sorry if I'm saying this a lot, I try to set expectations for the type of changes that we can or can't make once content is on PBE. ;-;) Don't get me wrong, I do think they're cool ideas. I can see if there's anything on the VFX side that could be done, though._** I'd love if the thruster had some jet effect like Mecha Aatrox or Mecha Malphite, VFX would pretty much fix the issue I have with his ultimate, and leap ty ty. --- #The Rencar conflict. **_You're right - this would take quite a bit of time. I understand you want the best for this guy, but scope/scope creep is something we need to keep in mind. Taking another week+ to make this animation means taking time away for another upcoming skin._** Tbh, you guys could just use the regular recall animation and I'd be fine with it, Rencar just doesn't look appealing, altho yea it's pretty funny, and we're fine if you wait longer and creating a mecha lion. --- #Bugs and also some bugs with the other Rengar skins. **_I'll be taking a look at the bugs today! :)_** I noticed in the patch notes for 7.21 you guys removed something we've wanted since the rework. "Headhunter Rengar no longer incorrectly plays classic “Predator” SFX when he activates R - Thrill of the Hunt." WE WANT THIS BACK, WE LOVE THOSE PREDATOR EFFECTS, THEY'RE SO NICE. THE REALLY VISIBLE HEARTS AND THE PULSE WERE JUST SO GREAT. In the current Mecha Skin, he has the hearts, and the pulsing SFX, please don't remove them, and return Headhunter Rengar's. It's what separated Headhunter Rengar's ult and the normal skins. Let's compare these 2 videos https://youtu.be/hPSQbQPoxdI?t=54 you guys removed the hearts here and the SFX. We really liked those a lot, and were pretty upset to see them go. https://youtu.be/4yVl1AzqiCo?t=139 over here, you can still hear it, but it's missing the visibility of the hearts that Mecha Rengar shows. https://youtu.be/uEjKftMh0bk?t=142 Night Hunter Rengar is missing these blue effects sometimes when he ults, can you guys get this looked into. Mecha Rengar, and all Rengar skins, sometimes if you attempt to Q flash, you don't move at all as if the Q cancelled your flash. Sometimes if you Q outside of a bush, and try to leap on a target, that leap does no damage. --- **Thanks for responding, and I hope you guys can make this skin better before release.**
: [CLOSED] PBE Bugs & Feedback Thread: Mecha Rengar!
#Hello, I'm happy there's a new Rengar skin thanks, but I have some things I want to say. --- **_Positives_** - Great job on the effects. - Chromas are nice. - Thank god you guys brought back the heart, and the beating. - I like the way the weapons look. --- **_Negatives_** - Please consider changing the **base colour scheme** to one of the **chromas**, white, blue or black. Or at least make the base skins brown more appealing, right now I'll have to say it's not that nice. - His **left arm**, the weapon needs to be switched around, it's very awkward for the auto animation since he's hitting with his hands, rather than actually using the weapon. - I'd wish for the **right** weapon to be an actual saber, the way the blades look is amazing, but I really want him to have an actual weapon that he holds. - This is a complaint with all Rengar skins, but the **Auto Attack after Q**, that auto just looks and feels awkward, even more awkward in this current skin, since he seems to just hammer down his arm, rather than make use of the new weapon. - **Leap animation circle** is short by a few range, making it so you leap outside of the indicator. - Similar problem to Night Hunter Rengar the **head to body ratio** makes it look as if he's hunching. - Specifically Mecha Rengar, the **model proportions are strange**, it makes him look too big, one of the shoulder pads could be removed, or at least reduced in size. - Leap could make use of the **jet on his back**, like Mecha Malphite during R. - **Startup animation** to ultimate could be a lot better, as well as making the **jet on his back** thrust like Mecha Malphite during R. - The Black Chroma, when using the **Empowered W**, it's almost impossible to see the effect. - The **indicator** for the **ultimates closest target** could be better. There are **visibility**, and **size issues**, as well as, it should feel as if he's analyzing a target like the splash art or how Kha'Zix does with his isolation. - There could be better **mecha influenced sounds** for the ultimate. But again, thanks for the heart and the beating. - Some of the auto's lack the really nice blue effect. - E looks great by colour scheme. However the arrows don't exactly look like a bolas net ends, even tho it's a mecha skin, it really doesn't appear like a bola is hitting and slowing the target. - Not exactly sure, but the W's bubble animation appears smaller than it should be compared to other skins. - Rengar's Tail looks pretty strange, either reduce the tail's size all together, reduce the length by a bit, reduce the size of the end part of his tail, or make the end part of his tail end in a point. - I don't find Rengar as a car that appealing, changing him to a mecha lion would be a lot more appealing. As this is also great for the homeguard animation. Rengar turning into a mecha lion and running on all 4's. I get that this could take a lot of time developing, but we want the best for this skin, **Rencar** doesn't sound that nice to us. --- **_Bugs_** **Title: [Rengar]** – E animation sometimes doesn't appear. Arrows or hearts when the E hits loses it's visibility. **Body:** If Rengar casts E, if you end up spamming it, the animation on target hit sometimes won't appear, and once you've stopped spamming it, the animation of the E hitting comes back, or sometimes won't come back at all There are arrows or hearts when his E hits, these arrows aren't visible sometimes, as if they've been faded. **Repro steps:** - Choose Mecha Rengar - Level E - Spam E till 4 points of ferocity - Notice he will not display E's on hit animation. And if the E's on hit animation does appear, the arrows aren't as visible. **Title: [Rengar]** – Grey Health isn't there. **Body:** If Rengar takes damage, the grey health indicator is sometimes not there. **Repro steps:** - Choose Mecha Rengar - Level W - Take Damage - Notice he will not display the grey heath for W.

Midnight Black

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