: Detailled Feedback on Nexus Blitz 2.0 compared to Nexus Blitz 1.0
Thanks for the in depth feedback! This was a great post, very informative. Bot lane is intended to be farther and more isolated. We wanted to give a stronger feeling of a laning phase for players, which meant separating the lanes a bit. Hope is that blue buff and events will still encourage plenty of between lane interaction. Another note is, while straight up and down paths seem nice (we had them on NB 1.0!) it creates problems with the game's camera angle (it's really hard to look straight up and down, much easier to look along diagonals). As such, we redesigned many of NB 2.0's walls/pathing to encourage moving in diagonals or left to right instead of straight up and down. Agree on the top buff. It's too late for N B2.0, but it could be worth testing a 3rd buff if Nexus Blitz goes permanent. Scuttle crab should also be fixed soon. Hidden bush crab is not intended
  Rioter Comments
  Rioter Comments
  Rioter Comments
: You know, I would really love to help test nexus blitz, but the champ select does not correctly load whenever I attempt to accept a queue for it. It instead stays on the 'match accepted' screen (and I can hear the timer ticking down close to its completion). Force closing the client shows that it bugsplat. Any potential fix?
> [{quoted}](name=Pokemonred200,realm=PBE,application-id=AYQh7p7O,discussion-id=7sy12Ajv,comment-id=0000,timestamp=2018-08-14T20:44:37.124+0000) > > You know, I would really love to help test nexus blitz, but the champ select does not correctly load whenever I attempt to accept a queue for it. It instead stays on the 'match accepted' screen (and I can hear the timer ticking down close to its completion). > > Force closing the client shows that it bugsplat. > > Any potential fix? Was this happening before? Or is it something new to this PBE cycle?
  Rioter Comments
: Nexus Blitz PBE - Patch Notes and Feedback
Thanks for all the feedback friends. Will be closing this thread and opening a new one for the new PBE cycle. Oh boy!
: Nexus Blitz PBE - Patch Notes and Feedback
Patch notes for today: 8/8 Highlights here are Kindred passive being updated for the map and a second rework of Bardle Royale circle placements. > **Champions** > Kindred > Mark system has been reworked for Nexus Blitz. > Stacks on Marked champion Kill:: 1 >>> 2 > Now ALWAYS gains a stack when killing Red, Blue, or Rift Herald. > Does not hunt enemy jungle camps. > > **Rewards** > Rewards are now recorded on the scoreboard > Rewards have cool emotes that play when you win them > >** Events** > Bardle Royale and King of the Hill > -Adjusted circle positions to be less likely to spawn under an enemy tower > -Added a number of new possible center points for the circle (including new points in the enemy jungle) > -Fixed a bug where the circle could spawn at the zero point of the map > -Added new fancy particles to King of the Hill > > Sudden Death > -Nexus Minion > Armor:: 250 >>> 200 > Magic Resist:: 200 >>> 150 > > > **Champ Select** > Players are alerted as to what role they are at start of champion select >
: Nexus Blitz PBE - Patch Notes and Feedback
HOTFIXED THE DARK HARVEST BUG Patch notes for 8/7 deploy We're reducing gold from objectives further to lower overall snowball. Taking an objective is already incredibly powerful due to the buffs and map control, so giving a boatload of gold on top of it isn't needed. Also nerfing a bug where FoN was giving stacking CDR > **Objective Gold:** > Turret Gold:: 100 local + 50 global >>> 25 last hit + 50 global > > Blue and Red buff gold:: 240 local + 70 global >>> 200 local + 60 global > > **Towers:** > Added 15% armor penetration to all towers > > **Items** > Force of Nature > Removed the 10% SECRET STACKABLE COOLDOWN REDUCTION that FoN was granting (oops) > > **Events:** > Treasure Teemo > Health reduced by 15% > > Push the Cart > Can now spawn in bottom lane > Fixed numerous bugs that would cause the cart to move in odd ways > > Sudden Death > Nexus Armor:: 270 >>> 250 > Nexus MR:: 220 >>> 200 > > Bardle Royale > Circle burn no longer goes through shields and invulnerability effects >**Runes** > Fixed Dark Harvest bug where killing jungle monsters would sometimes give 100+ souls.
: > [{quoted}](name=Dethflash,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=00370002,timestamp=2018-08-06T23:37:57.408+0000) > > 8-6-2018 > Dark Harvest is bugged and extremely OP. > If i understand it correct, someone without Dark Harvest has to kill a large jungle minion in Nexus Blitz, then someone with Dark harvest can get like 30-50 DH stacks from one large jungle minion. I have seen players get over 1200 Dark Harvest stacks in 10 minutes, most ive seen in one game was close to 1700 DH stacks in 15 minutes. Dark Harvest very bugged atm. Really want to play this awesome mode :^), seeing 492 stacks at once was cool for a few minutes. hehe ty <3
> [{quoted}](name=Trashcanlord,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=003700020000,timestamp=2018-08-07T00:53:12.622+0000) > > Dark Harvest very bugged atm. Really want to play this awesome mode :^), seeing 492 stacks at once was cool for a few minutes. hehe ty &lt;3 hotfixed earlier tonight. Was vry bugged
: Nexus Blitz PBE - Patch Notes and Feedback
Patch notes for today: 8/6 We're doing a number of champion specific balance changes to bring up the weaker ends of the champ pool. Overall feeling is that single target DPS chars are pretty weak so we're buffing up a number of them. Also seems like tanks are pretty strong, so nerfing down some of their late game health and resists. May need to take a stronger system wide approach in the future, but we'll see how things shakeout on live. > Champions: > Ezreal > AD:: 60 + 2.5/lvl >>> 63 + 3/lvl > AS/lvl:: 1.5% >>> 2.5% > Base MP/5:: 8.1 >>> 12 > > Lee Sin > AD/lvl:: 3.2 >>> 4.5 > HP/lvl:: 85 >>> 95 > > Azir > AS/lvl:: 1.5% >>> 3% > Base Mana:: 438 >>> 500 > > Rek'sai > AD/lvl:: 3.35 >>> 4.5 > HP/lvl:: 85 >>> 100 > > Cassiopeia > Base HP:: 537 >>> 580 > Base Mana:: 418 >>> 500 > Base MP/5:: 8 >>> 11 > > Ivern > Can now attacc jungle monsters. Will be re-enabled soon. > > Nasus > Q Stack multiplier:: 2.5 >>> 2 (same as ARAM) > > Items: > Cinderhulk > Bonus HP mult:: 15% >>> 10% > > Runic Echoes > Fixed a bug where it was 400 gold cheaper than intended > > Force of Nature > Magic Resist:: 100 >>> 90 >
: I noticed zephyr got it's cd removed and attack speed lowered. Will the cd return again, or Is this a change that is being tested to see if it will come back to other game modes?
> [{quoted}](name=Ales,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=007c0001,timestamp=2018-08-03T02:42:03.212+0000) > > I noticed zephyr got it&#x27;s cd removed and attack speed lowered. Will the cd return again, or Is this a change that is being tested to see if it will come back to other game modes? The CDR was removed to make the item more attractive to more champions. We found that a problem with old Zephyr is that it gave TOO MANY stats so at the end of the day it felt like a poor fit for a number of champions who wanted MOST but not ALL of the stats it offered. Could be an incorrect direction. We'll see how it tests.
: Nexus Blitz PBE - Patch Notes and Feedback
Patch notes for 8/3 PBE deploy: Today we have a ton of event bug fixes and tunings, the most notable being **we're changing the placement of battle royale and King of the Hill circles to avoid spawning centered on an enemy tower :3** Nerfing DFG and FoN's gold efficiency to be more in line with their modern competitors. Trying some tower changes that make games less snowbally: A. We are greatly reducing the local and global gold that towers give. Overall, we feel that the map control afforded by simply downing a tower in NB is powerful enough without also giving the team that takes it 3 kills worth of gold. B. We're buffing tower scaling AD. Should make tower dives more dangerous as the game progresses. In future patches we'll be looking into some more champ specific balance passes, trying to add another item or two, and maybe even get in another event or reward before 8.16. Also bug fixes, lots of bug fixes. Keep the feedback coming friends! Thank you. > **Performance** > Fixed some major hitches and lag that have been plaguing the PBE environment for the last 2 days (these were not Nexus Blitz specific) > > **Jungle** > -Red and Blue distribution:: 2 closest champions (regardless of who on the team last hit) >>> Last hitter and the closest champion who is not the last hitter > > Rift Herald > -Spawn Time:: 8 min >>> 10 min > -Respawn Time:: 5 min >>> 4 min > > -Fixed a bug where runic echoes wasn't restoring mana > -Fixed a bug where Cinderhulk TT wasn't showing correct bonus health gained > > **Towers** > Local gold:: 250 >>> 100 > Global gold:: 100 >>> 50 > Bonus AD after 7 minutes:: 28 >>> 70 > > **Items** > Force of Nature cost:: 2700g >>> 2900g > Death Fire Grasp cost:: 2900g >>> 3000g > > **Events** > Battle Royale > -Adjusted circle positions to be significantly less likely to center on an enemy tower. > -Bardle Royale and Juggernaut can no longer both appear in the same game. > -Juggernaut health buffed by 500 - 1000 based on level > > King of the Hill > -Hill burn:: 2% max health per second >>> 2.5% max health per second > -Adjusted hill positions to be significantly less likely to appear under an enemy tower. > > Push the Cart > -Fixed a bug where the cart would freak out in the middle of the map and not push in the right direction. > > Snowball Fight > -Added a buff to track how many snowballs you've hit > -Added SFX and VFX to snowballs > > Sudden Death > -Nexus minions scale harder and deal more damage > -Nexus minions are now tagged as monsters (sorry Vayne) > > **Global Aura** > -Mana regen:: +40% bonus level 1 regen >>> +4 mana per 5 seconds. >
: Personally, I found the game mode lacking, leaving something to be desired. Upon playing several games and making countless tweaks to my UI and Video settings I have found that nothing fixes the lag within the game mode. Playing anything that requires a skill shot is near impossible with countless lags and FPS dips. Champions that are normally easy to play in Normal Summoner's Rift felt like trying to play Riven or Zed at the highest level. The only champion that I had any success on was an AA champion. From my observations AA champions are the only ones that can do much of anything because even if they lag or you lag the damage still hits. The game mode as a whole is a neat concept, but it's really hard to leave true feedback when it's near unplayable and I am running a Titan X for a GPU so I know it's not on my end as I have ZERO issues on live. Until these issues are resolved no one can leave proper feedback.
> [{quoted}](name=Codeth Zina,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=0084,timestamp=2018-08-02T06:49:27.548+0000) > > Personally, I found the game mode lacking, leaving something to be desired. Upon playing several games and making countless tweaks to my UI and Video settings I have found that nothing fixes the lag within the game mode. Playing anything that requires a skill shot is near impossible with countless lags and FPS dips. > > Champions that are normally easy to play in Normal Summoner&#x27;s Rift felt like trying to play Riven or Zed at the highest level. The only champion that I had any success on was an AA champion. From my observations AA champions are the only ones that can do much of anything because even if they lag or you lag the damage still hits. > > The game mode as a whole is a neat concept, but it&#x27;s really hard to leave true feedback when it&#x27;s near unplayable and I am running a Titan X for a GPU so I know it&#x27;s not on my end as I have ZERO issues on live. Until these issues are resolved no one can leave proper feedback. There have been a number of PBE performances issues over the last few days. They're aren't unique to the map however. We're working to get them fixed.
: Nexus Blitz PBE - Patch Notes and Feedback
Patch notes for 8/2: **Champions:** Kalista Stats - -AD:: 62 >>> 67 -AS/lvl:: 3.5% >>> 4.5% Veigar: Passive - -Stacks per champion hit:: 2 >>> 1 -Stacks per CS remains at 2 (compared to 1 on SR) Nasus Q - -Nexus Blitz Stack Multiplier:: 3 >>> 2.5 -(He'll now get 7.5 stacks per minion kill, down from 9) --- **Runes:** Dark Harvest -Stacks on champion death:: 6 >>> 4 -Stacks on Cannon death:: 4 >>> 3 ---- **Items:** Added Zephyr - An MS and Tenacity option for AD/AS characters that need to kite better. --- **Jungle:** -Reduced health of jungle monsters by 5% -Murkwolf Explosion damage:: 33% max HP >>> 60% Max HP -Jungle camp spawn time:: 55 >>> 60 -Red and Blue spawn time:: 1:50 >>> 1:45 -Fixed a bug where junglers were getting the Monster Hunter penalties from SR and TT --- **Events:** -Increased Loot Teemo's Health -Sudden Death Nexus Armor and MR reduced by ~10% --- **Base and Minions:** -FIXED A MAJOR BUG WHERE MINIONS WEREN'T AGGRO'ING ON EACH OTHER CORRECTLY (they'd frequently ignore enemy minions) -Added particles and correct range indicators for the Fountain Laser.
: Nexus Blitz PBE - Patch Notes and Feedback
Initial patches will target bugs and whatnot to ensure the mode is stable. Patch notes for PBE 8/1 - **Items** ---Fixed Runic Echoes recipe to build out of the right items (Fiendish Codex instead of Lost Chapter) ---Fixed a bug that was causing the Bilgewater ARAM items to be disabled (Spectral Cutlass, Ghostwalkers, Bloodletter's Veil) **Events** ----Attempting a fix to the event spawn rate bug. Events are sometimes failing to activate, creating long periods of time (even whole games) without events.
: Nexus Blitz PBE - Patch Notes and Feedback
7/31 Event spawn rates are currently bugged. We're working to find a fix now.
: A NEW MAP!!!!!!!?!?!??!!! Okay, i'll try to contain my self. I am okay with a map about killing others, its neither here nor there, but with most champions being balanced around summoners rift, I think there will be a clear bias in favor of champs that are already GOOD at killing. ESPECIALLY early game champions. Will have to try it out though.
> [{quoted}](name=Mokuto BunshiPBE,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=0017,timestamp=2018-07-31T20:41:33.258+0000) > > A NEW MAP!!!!!!!?!?!??!!! > > Okay, i&#x27;ll try to contain my self. I am okay with a map about killing others, its neither here nor there, but with most champions being balanced around summoners rift, I think there will be a clear bias in favor of champs that are already GOOD at killing. > ESPECIALLY early game champions. > > Will have to try it out though. We'll be doing champ specific balance to characters who are outliers (either too strong or too weak).
: Looks really cool, one question though, how is {{champion:427}} gonna work with the whole double jungle meta? Oh and is there an intended meta for the lanes, i assume adc and support in one lane but is the other meant to be more like mid or top?
> [{quoted}](name=Barufaruku,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=000c,timestamp=2018-07-31T19:46:58.113+0000) > > Looks really cool, one question though, how is {{champion:427}} gonna work with the whole double jungle meta? Oh and is there an intended meta for the lanes, i assume adc and support in one lane but is the other meant to be more like mid or top? Unfortunately Ivern is disabled for the time being as he hasn't yet figured out how to get the Nexus Blitz monsters to be his friends.
: Uh, hello? W-Wriggles Lantern? ...Feral Flare? Maybe? {{sticker:zombie-brand-mindblown}}
> [{quoted}](name=I Am River Shen,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=00090000,timestamp=2018-07-31T19:26:52.127+0000) > > Uh, hello? > > W-Wriggles Lantern? > > ...Feral Flare? Maybe? {{sticker:zombie-brand-mindblown}} Yi is already OP enough you monster
: When is this going to be available on the PBE? I’m super excited for it!
> [{quoted}](name=Teemo or Feed,realm=PBE,application-id=AYQh7p7O,discussion-id=2GZaFmfx,comment-id=0002,timestamp=2018-07-31T19:03:18.412+0000) > > When is this going to be available on the PBE? > I’m super excited for it! after today's deploy (if everything goes well)
  Rioter Comments
: Rengar Changes Feedback Thread
Changes coming for today (3/9) > Sounds: > Added 5 extra VO lines for when Rengar gains bonetooth stacks (each bonetooth stack now has 2 possible lines that can play) > Increased volume of SFX that plays when Rengar gets to full ferocity > > Duskblade compensation buffs: > > Base AD:: 65 >>> 67 > > E Bonus AD Ratio:: .7 >>> .8 > > R leap bonus damage Total AD ratio:: .3 >>> .5 Thoughts: You asked for the Ferocity SFX, so we're testing them. Might end up reverting as it tends to play over a lot of other stuff. Might be an overall reduction in clarity for Rengar... Damage buffs are to compensate for the incoming duskblade nerfs (an item that Rengar purchases in 80% of games) Focusing on buffing AD ratios since the stack AD lethality build is most affected (would prefer to not buff his crit build as much) Base AD is to help with early jungle clears and compensate a bit for the double attack bug that I fixed earlier this week.
: Rengar Changes Feedback Thread
Rengar changes for tomorrow (3/8) A bunch of bug fixes. > Fixed a bug where Rengar would instantly attack twice upon landing if he cast Q while leaping. > Fixed a bug where Q leaps would grant 3 fast attacks (instead of 2) > > Fixed a bug where Nightstalker Rengar wasn't playing particles on Q There's currently a bug on live that allows Rengar to get "free" attacks from leap if he casts Q while in the air. This is NOT working as intended. Fixed it. What is working as "intended" is when a Rengar with very high AS gets a fast follow-up attack after a long leap. This is due to his attack timer starting at the beginning of the leap, so by the time he lands it's almost time for another attack. Would argue this functionality isn't "ideal" but is in-line with how attacks work in league if you assume the time spent leaping is Rengar's "attack cast time" (they start the attack timer on cast begin). I think a better implementation would be to have him wait whatever his *---Total Attack Timer - Basic Attack Cast Time---* is, but that sort of thing has turned out to be much more difficult to implement than it sounds without risking introducing more bugs. I accidentally removed Nighstalker Rengar's Q particles when I made the base skin work with Tiamat. Oops. Sorry about that. Keep your eye out in the future for balance changes (buffs) that we'll be putting in to compensate for the upcoming duskblade nerf.
: Rengar Changes Feedback Thread
New PBE cycle, new Rengar. Changes to look for/test for 8.6 > Changes: > Ferocity lockout AFTER using an empowered spell reduced to .1 from .25 for Q and E > Ferocity lockout AFTER using an empowered spell only applies on the slot you just cast > > Adjusted Q's animation cast frame to make it feel less "sticky." > > Bug fix: > Fixed a bug where gaining 4 ferocity from a leap Q while in the middle of E's cast time would cause Rengar to lose all ferocity without getting an empowered spell Thoughts: Trying to address some of the "stickyness" feels with Rengar Q. The animation makes it feel like you're stuck to your target after the Q hits and can't cancel the winddown. Adjusting the castframe of the animation to attempt to remedy this. If you have lower ping, please hop on PBE and let me know how it feels. There were TWO ferocity lockouts, one on gaining ferocity and one on spending. 8.5 addresses the "on gain" lockout. This PBE should address the "on spend" lockout. More changes will come once we get data for 8.5. If he's still too weak we'll be looking at more numbers adjustments. Feedback appreciated as always :3
: Rengar Changes Feedback Thread
Final update for 8.5. > Q can no longer be canceled. Thoughts: Removing the Q being cancellable. While it did a lot of good for the feelings of smoothness in Rengar's moment-to-moment pattern I in the end decided to revert the change for 2 key reasons: 1) The change made the Q feel much worse on high ping environments. Would often result in attacks you thought had canceled going through, and attacks you thought you hadn't canceled not going off. 2) Since the assassin update, Rengar's new ferocity system has gained a lot in terms of consistency. It's very easy to track your ferocity gains because "execute spell" = 1 ferocity point (the old Rengar had to hit abilities to get the points). Q being cancellable felt off in this new system as there would be numerous times where you THOUGHT you hit your Q (saw the animation, particle, and heard SFX) but you'd cancel it a tad early and not get the ferocity point, interrupting your entire combo's flow and your mental tracking of how much ferocity you have. If you see Q cast, you should get the point in most situations. As a side note to this, I'll be making it so Q's that are lost due to things like dodge and blind still grant ferocity in 8.6. Wasn't confident that I could make that change bug free for 8.5. Finally, there have been reports of live Q feeling "sticky" (like you can't cancel out of the winddown animation AFTER it hits), so I'll be investigating that to see if there's any feel gains to be had there for 8.6. No guarantees anything will come from that... Thanks for all the feedback friends. Rengar should hopefully a lot better in 8.5 w/ more changes to come in 8.6 (we'll be looking at numbers in that patch in case all the "buff fixes" for 8.5 don't get him in a good spot.)
: Rengar Changes Feedback Thread
Small update for tomorrow (2/28). In light of the significant feel and flow improvements (Buff-Fixes) that we're shipping for Rengar this patch we're going to go light on the straight numbers buffs. Should he remain weak after 8.5 we'll focus on numbers in 8.6 > Q > Base Q remains buffed > Empowered AD Ratio:: 1.4 >>> 1.3 (back to live values) > > R > Vision linger:: .5 seconds >>> Until end of leap (Live removes vision on leap begin) > > Bug Fix > We can no longer repro the bug where Rengar loses aggros and stands still after casting his spells. This means it is likely fixed D: >
> [{quoted}](name=salami legs,realm=PBE,application-id=AYQh7p7O,discussion-id=BrApFwN5,comment-id=00dd0005,timestamp=2018-02-27T13:54:47.282+0000) > > Any chance on reverting the leap speed reduction and reducing leap offset to 0 like originally? Leap offset being 0 is generally bad for the game as it causes a lot of weird zero point issues where you end up inside the champ you dash to and it becomes hard for both you and them to use skill shots correctly (because it is unclear what direction you are in relation to their position).
: Rengar Changes Feedback Thread
More PBE changes coming at you for tomorrow (2/27) Buffs + a METRIC TON of feel improvements and bug fixes. Specific callout to the change that makes the Q attack able to be canceled. PLEASE GO TEST AND TELL ME HOW IT FEELS. > **Buffs:** > P > Ferocity falloff timer:: 6 >>> 8 > > Q > Q damage:: 20/50/80/110/140 (+1.1 TAD) >>> 30/60/90/120/150 (+1/1.05/1.1/1.15/1.2 TAD) > Emp Q ratio:: 1.3 TAD >>> 1.4 TAD > > R > Rengar's true vision now linger for .5 seconds after the spell ends. > > **Bug fixes and feel improvements:** > Lockout duration on gaining full ferocity for E and Q reduced to .1 seconds (from .25) > Only the spell used to gain full ferocity is locked out > > Q attacks can now be canceled (like a normal basic attack) > > If Rengar presses Q or W during the E cast time he will now buffer those spells and cast them when the E completes. > ---------Previously movement orders would eat the input and you'd have to press Q and W again. This should make his Leap - E - W - Q combo feel a lot smoother. > > Fixed a bug where tiamat could sometimes cause Rengar's basic attacks to become the Q animation > Fixed a bug where Emp Q's attack frame was slightly faster than base Q > > Still hunting down the bug where he sometimes drops aggro on his target when casting E and W. We think we have a fix, but we're not sure. It's weird... **Thoughts:** Overall Rango is looking to be a tad weak on live so we're throwing in some buffs. The Q changes I made pre-release seemed good to go back on. Guess is that his overall damage is simply too low at the moment. Additionally, increased the time Rengar has before losing ferocity out of combat to compensate for the fact that the new Q makes it harder to generate and keep up ferocity. Finally, letting the truesight on R linger a bit after he leaps in. Was weird to see an enemy over a wall, right click on them to jump, and then lose vision the second you start your leap. Should now lose vision a tad after the leap ends. I expect he may need even more after this, but I'm staying on the conservative side due to the multitude of feel improvements that we're also trying to ship out (they should raise his power in more subtle ways). If he remains weak after 8.5 we'll give him another bump in 8.6 (with special consideration for the possible dusk blade nerfs). On the bug fixing/feel side, you guys were right. The ferocity lockout felt bad, especially with new Q, so we're reducing it/removing it as much as possible. It's still important to have a brief lockout on the spell you used to get to max to prevent double casts, but that doesn't mean the other spells need to be locked out as well. Letting people cancel the Q animation for maximum BM. Expect this makes him feel smoother and have less instances of getting accidentally locked into attacking something you didn't want to. It's also a smol nerf however, as making the attack cancelable means enemies that flash out of vision will cause it to not complete. I think one of the many reasons Rengar players seem to dislike the E cast time is that it can cause you to lose your inputs on W and Q if cast during the E. Creates a feeling of "wait I thought I pushed that button." Added some spell buffering to help remedy this, now W and Q should cast automatically at the end of E should you push the buttons during its cast time (provided you aren't CC'd of course). Can't repro the de-aggro bug on internal environments, which makes me hope that we fixed it...If anyone has reliable repro steps pls let me know. Thanks a ton, feedback appreciated. > Bonus point: > If you play {{champion:79}} , we noticed that he had a similar bug to Rengar, where attacking with his W just as the buff expired would cause it to fizzle. Should be fixed now on PBE.
: Rengar Changes Feedback Thread
Final update, before shipping (2/14). It's past midnight, but I think all the major bugs are fixed. Please let them be fixed... Here's notes on the ones you've all likely been noticing. > Fixed a bug where completing the Kha'zix quest would give rengar negative AD. > > Fixed a bug where Rengar Sense (the sounds and screen overlay enemies get while he's nearby in R) wasn't staying on enemies. It would pop on and immediately pop off after a couple seconds. > > Rengar can now stack bonetooth to 5 on Twisted Treeline. After killing his 3rd unique champ, the hunt list will be purged and he can nab stacks 4 and 5 by getting 2 more kills on different champions. Thoughts: No more bug-bugs. Thanks Kha'zix Rengar sense propagates to all enemies nearby (within 1200 range) of your closest target (the guy with the eyes over them). How to know who can sense you? If no one has eyes then NO ONE can sense you. If someone has eyes, they and all their nearby allies can sense you. That's at least how it should work. Hopefully I'm not surprised with more ult bugs. Some peeps were mentioning bonetooth can't stack in Twisted Treeline. Agreed. Now he can get 5 stacks on that map. For stacks 1-3 kill all 3 champs like normal. After this point your hit list will be reset. Kill 2 additional unique champs for stacks 4 and 5. Thank you all SO MUCH for the continuous streams of feedback. Appreciated. 12 hours to build lock. Home stretch.
: Yeah, there's this bug where you cant even use your full bonetooth in Twisted Treeline. It's weird cuz it scales exponentially so you end up only being able to get like 36% of the bonus you're supposed to get when you get all stacks. Please fix. to recreate bug: 1. Queue for Twisted Treeline 2. Pick Rengar 3. Kill everyone 4. Feel like a wet noodle late game with 16% less bonus AD 5. Cry when you realize this isn't getting fixed in the small (probably never gonna happen again) window riot is actively looking at feedback and fixing bugs/issues
> [{quoted}](name=BlackOps,realm=PBE,application-id=AYQh7p7O,discussion-id=BrApFwN5,comment-id=00d40005,timestamp=2018-02-13T13:36:04.877+0000) > > Yeah, there&#x27;s this bug where you cant even use your full bonetooth in Twisted Treeline. It&#x27;s weird cuz it scales exponentially so you end up only being able to get like 36% of the bonus you&#x27;re supposed to get when you get all stacks. Please fix. > > to recreate bug: > 1. Queue for Twisted Treeline > 2. Pick Rengar > 3. Kill everyone > 4. Feel like a wet noodle late game with 16% less bonus AD > 5. Cry when you realize this isn&#x27;t getting fixed in the small (probably never gonna happen again) window riot is actively looking at feedback and fixing bugs/issues That's odd...I can't seem to repro this :3 {{sticker:slayer-jinx-wink}}
: Rengar Changes Feedback Thread
Update for 2/13 PBE Bug fixes and nerfs today. > Q Damage:: 30/60/90/120/150(+1/1.05/1.1/1.15/1.2 TAD) >>> 20/50/80/110/140 (+1.1TAD) > Emp Q ratio:: 1.35 >>> 1.3 > > Fixed a bug where Rengar could Q a third time for free if he got his 4th ferocity point with Q > Fixed a bug where Rengar would lose his Q if it was primed while Ferocity proc > > Fixed a bug where bolas thrown during leap could sometimes be cast in the wrong direction. **Thoughts:** The Q nerfs are in response to worries that we may be making him too bursty. Q1 feels like a good place to hit since it's the most unavoidable part of his combo. Overall, new Rengar does LESS damage than live Rengar, but he's gaining reliability through Q, W CD, and the ult MS + less Rengar sense for enemies. We feel it's best to err on the side of caution for initial release and buff him up in 8.5 if he ends up too weak. I tried fixing primed Q's being lost to ferocity and ended up making the most reliable triple Q we've ever seen. Oops. Fixed up that exploit and made Q's held during ferocity work as follows: ---If Rengar gets to 4 ferocity while Q is primed he will not lose the Q buff. ---If he uses EMP Q, it will remove the normal Q buff refresh the CD. ---If he uses a different empowered abiilty, the primed Q will cast and expire like normal. ---If he attacks with the primed Q WHILE ferocity is at max, it works but does not grant additional ferocity. Fixed the bola going in random directions. It now gets its target vector at time of cast, not on cast end. Currently looking at another bug where R is not propagating "Rengar sense" (the screen overlay enemies get while Rengar is nearby in R) properly to enemies in range. Thanks for all the help! Just one more day for feedback. Keep it coming!
: no, YOU are great :3 <3 > I added "Rengar's next attack takes his target on a trip to stab town" for the tooltip on his empowered Q buff bar icon. Too much? no thats perfect. its funny and true lol. also, heres a small reminder of the current bugs in case you havent seen'em: 1. when in full ferocity the Q icon doesnt show the normal Q's actual cooldown. in order to test this get 3 ferocity and use Q to get 4 ferocity. normal q is on cd but the q icon when in full ferocity doesnt display it like the other spells do. 2. if you have 3 ferocity and activate Q and use another spell to get 4 ferocity, the q gets canceled and goes on cd. and for some weird reason, only if you get full ferocity this way, the Q icon shows the Q cd. lol 3. tiamat q animation doesnt work at all now. 4. i dont know why this hast been mention, but if you use your normal q you get a small attack speed buff, but theres nothing on the buff bar that indicates that. thank you so much for your work dude...i cant say it enough. thank you for giving rengar mains a chance and hearing our feedback. give this man a raise riot.
> 1. when in full ferocity the Q icon doesnt show the normal Q's actual cooldown. in order to test this get 3 ferocity and use Q to get 4 ferocity. normal q is on cd but the q icon when in full ferocity doesnt display it like the other spells do. ty. Was able to fix #1 just now thanks to the EZ repro.
: Rengar Changes Feedback Thread
A number of bug fixes coming tomorrow (2/9) > **Bugs:** > Fixed a bug where Q would hitch Rengar's movement on activation > Fixed a bug where the correct Q CD would not display while ferocity was active. > Fixed a bug where Q would be lost if it was being held when ferocity activates. The Q buff is still removed, but the cooldown will be set to 0. > > **Tuning:** > Leap speed decreased slightly (by about 10%) > > Fixed a bug where Rengar's bonetooth necklace's bonus AD mult was multiplying itself. (This is effectively a nerf. Bonus AD from 5 stacks is now correct at 25% (from 33%), may need to buff the bonetooth mult in the future as compensation, but we expect that Rengar's current burst is tuned a bit too high). > > **Feature:** > Leaps that hit while Q is primed now play the Q hit SFX. **Thoughts:** Was able to fix a number of Q bugs you guys called out. Thanks <3 The bonetooth bugfix nerfs Rango's lategame AD. We think his damage might be too high however so will test without compensation for the time being. PLEASE GIVE FEEDBACK ON THE LEAP SPEED CHANGE IT IS NOT INTENDED TO BE A NERF. Was surprised to hear that some Rengar players wanted their leap to be _slower_ in order to make the in-air bola combo feel smoother. If this change actually achieves that it seems like a win-win. Rengar feels better to play and opponents have a tad more time to react. If this change makes him feel worse I'd be likely to revert it. Let me know.
: Rengar Changes Feedback Thread
Hi frens. Changelist for tomorrow (2/8): We've got a few bug fixes and A WHOLE LOT OF SFX/VO GOODNESS coming your way (thanks to Matteo, Rengar's current sound designer) > **Balance -** > W Damage:: 60/90/120/150/180 >>> 50/80/110/140/170 > > **Bugs -** > Fixed a bug where leap could only crit if used with Q. (now crits normally) > Fixed a number of Tooltip bugs for Rengar's buff bar icons. > > **SFX/VO -** > Updated Q SFX for Rengar's Mecha skin > Adjusted hit and cast SFX on regular and emp Q to make them sound more impactful > Rengar no longer plays Attack or Move VO while ulting (HE'S FOCUSING SHHHHH) > Added VO that plays whenever he gets a bonetooth stack (changes based on stack number) > 1 - "I'm just getting started" > 2 - "More prey more prizes" > 3 - "A token of my conquests" > 4 - "A fine collection" > 5 - "Leave only a trail of bodies" Thoughts - W damage revert is due to the change feeling uneeded, he's already getting a lot out of lowering the spell's cooldown, not sure we need to buff its damage as well (Especially since his jungle seems to be doing fine despite losing old Q AoE). Crit Rengar's rejoice, you can leap crit now (oh no) I added "Rengar's next attack takes his target on a trip to stab town" for the tooltip on his empowered Q buff bar icon. Too much? We got a lot of feedback that the new Q sounds didn't feel impactful. The new iteration should feel better. Tell us what you think. It's unlikely we go back to OLD OLD sounds, but we think we can iterate the new ones to a point that feels good for y'all. Rengar kept talking during his ult. What's up with that? HE'S PRIDESTALKING #$*@ IT! Now he should be nice and silent for feels of maximum SNEEK. (still says "focus" at the start ofc). We had these dope as hell bonetooth VO hookups that were going unused. Now they're used. You should hear some pithy quotes whenever you collect a new trophy. "Leave only a trail of bodies" MORE BALANCE TUNING AND BUGFIXES TO COME. Thanks summoners. The feedback is great.
: Rengar Changes Feedback Thread
PBE update for tomorrow (2/7) Tomorrow you're going to see a number of bug fixes and tweaks flowing in for Rengar. Here's the list: >**Balance Tuning:** >Q - >Buff duration for on-next-hit:: 5 >>> 3 W - >Empowered W base damage increased to 60 (to match base W) R- >Enemy champions near the closest enemy who can sense Rengar are also alerted of Rengar's presence > Armor shred on ult 10/14/18 >>> 12/18/24 > >**Tweaks and Bug fixes:** > W animation no longer interrupts attack animations > > Q no longer has old Q's range indicator > Tiamat active now plays Q's animation (complete with particles) if used in combination with Q (plays normal attack animation otherwise). > > Ult no longer crits targets Rengar attacks in melee range (without leaping) and now properly applies the bonus damage and shred. **Thoughts** I was thinking of "solving" triple Q by making the empowered Q buff fall off when the Passive timer does. A number of you suggested that it would feel better and not be all that abusive if we just reduced the amount of time he can hold the Q after casting it. Seemed like a good middle ground. We'll see how it plays out. Ran some numbers on comparative shreds and the R shred felt low, especially late game. Bumping it up as I want to encourage jumping to closest. This could be risky and may need to revert once we do a more complete damage analysis The overall goal of reducing range at which enemies sense Rengar with the updated ult was to allow him to better dodge wards and pick off solo targets. The intended counterplay in a grouped up situation is that the person he's stalking's allies can still pickup on the fact that Rengar is coming and move in to help out. As such, trying out a mechanic where the closest target (the one with the eyes above them) adds "Rengar sense"( the screen tint everyone gets when in the reveal range) to allies in a circle around them. Hope is that this mechanic makes it easier for a Braum who's chilling within a screen of his ADC to realize they're getting hunted and move in to help, while still preserving the ult's ability to skirt around enemy vision. People said my tiamat implementation could be better so I tried again. Please tell me if it's finally working the way you expect. FINALLY - Thank you to the people who sent me Rengar's old bonetooth icons <3 I tested them internally and decided NOT to swap them with what's on live. Why? Given how small they are, the black background makes them pretty hard to read. At a glance, it was much more difficult to tell how many Bonetooth stacks you had. Thanks for the all the feedback and help. Iteration continues. Does anyone have any strong feelings for or against Mecha Rengar's new Q animation?
: Quick highlight of what is missing. Please think about fixing these issues, or at least work on them since time is counted now. 1. Q still disappear for no reason if you have three Ferocity and an activated Q and then use any spell to get a fourth ferocity stack. 2. Ult still gives free critical strike if you're in melee range. 3. Tiamat active is always playing the Q animation; Quick explanation of how it used to work: Tiamat plays normal AA animation if the Q isn't activated; if Q is activated it plays the Q AA animation+particules instead for the Q duration and around 1 second after the Q fades or gets used. 4. W still cancels the Q animation; Q should cancel the W animation however the W shouldn't play over the Q, it feels awkward. 5. Missing hitting SFX of the Q if used with a leap. 6. Leap range is wrongly displayed on HH/NH/SSW/Classic. 7. Normal aa leap cannot critical strike.
> [{quoted}](name=Kiljeaden,realm=PBE,application-id=AYQh7p7O,discussion-id=BrApFwN5,comment-id=00c00002,timestamp=2018-02-06T23:32:21.497+0000) > > Quick highlight of what is missing. Please think about fixing these issues, or at least work on them since time is counted now. > > 1. Q still disappear for no reason if you have three Ferocity and an activated Q and then use any spell to get a fourth ferocity stack. > > 2. Ult still gives free critical strike if you&#x27;re in melee range. > > 3. Tiamat active is always playing the Q animation; Quick explanation of how it used to work: Tiamat plays normal AA animation if the Q isn&#x27;t activated; if Q is activated it plays the Q AA animation+particules instead for the Q duration and around 1 second after the Q fades or gets used. > > 4. W still cancels the Q animation; Q should cancel the W animation however the W shouldn&#x27;t play over the Q, it feels awkward. > > 5. Missing hitting SFX of the Q if used with a leap. > > 6. Leap range is wrongly displayed on HH/NH/SSW/Classic. > > 7. Normal aa leap cannot critical strike. thanks for this list (and anyone else who's been noting this stuff. Not going to get to all of it (some old things sounds and VFX were changed/removed intentionally) but some we can fix
: Rengar Changes Feedback Thread
Hi friends, today (2/6) Rengar makes his glorious return to PBE. Oh boy. Here's what's changed since we last saw him (more to come over the next few days as we finish bug sweeps and iterate on art). As mentioned earlier, removed the AP buffs due to game health worries for that build (we're already buffing it with Q lich bane synergy) Felt like overall damage was too low compared to live with the removal of upfront damage on ult so increasing Q scaling. Experimenting with W buffs to give a healthier jungle clear and faster ferocity generation. Some concerns that this makes top-lane bruiser Rengar too strong so may need to revert. Target ship date is 8.4, so we've got one last week to iterate on feedback. Thanks for all your help! > P - > Bonetooth no longer increases AP > > Q - > Damage:: 10/45/80/115/150 (+1.1 TAD) >>> 30/60/90/120/150 (+1/1.05/1.1/1.15/1.2 TAD) > Emp Q Ratio:: 1.3 TAD >>> 1.35 TAD > > W- > Damage:: 50/80/110/140/170 >>> 60/90/120/150/180 > Cooldown:: 20/18/16/14/12 >>> 16/14.5/13/11.5/10 > > R - > Removed AP ratio
: Rengar Changes Feedback Thread
**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
: Rengar Changes Feedback Thread
Some short context for the next week, no changes today. PBE branch cut for 8.3 just happened, so while we'll we will be continuing to iterate on Rengar internally, you won't be seeing the results of any of those changes until next week when 8.4 PBE comes out. Target ship date remains 8.4 Overall, with the current Q and R changes, we feel like we're coming very close to a Rengar we'd like to ship with a few notable things to still be worked on: ----Q - Ferocity gains and Tri-Q (Need to figure out if Tri-Q is okay, and if not, how to gate it. Also need to make a final decision on the way the new Q grants and consumes ferocity) ----Balance tuning (he still needs a good deal of it) ----Feel changes and bug fixes (it seems like there's still a lot of small wins to be had in order to make him feel better/smoother/more fun, please continue to give feedback) ----AP Rengar - as noted in the original post, a secondary goal of the rework was to validate off-builds for the character. While we still think Critgar and Tankgar may be maintainable, we are worried that meaningfully buffing AP Rango is dangerous. At the end of the day, his output remains very similar to lethality Rango (jump on guy and burst them), but, when effective, AP Rengar does it faster and with less counterplay. In the interest of complete transparency, it is highly likely that the next Rengar iteration you see will remove many of the buffs that I tried out to make AP Rengar more viable. That said, what I WON'T be doing is deliberately making AP Rengar worse than he is on live. Overall, a number of the changes we have planned will help AP Rengar even without explicit AP ratio adds (like the new Q's Lich Bane synergy). Thanks for all your support, keep the feedback coming, we're in the home-stretch here and there's still a lot that can be done to make the best Rengar possible.
: Rengar Changes Feedback Thread
2 patch notes today (I was off Friday at an anime convention pretending to be 707 so didn't get a chance to write them then, apologies) Patch Notes for 1/29 (these should already be out on pbe) > R- > No longer grants ferocity on leaping to closest target (IGNORE THE TOOLTIP, IT IS BUGGED) Patch Notes for 1/30 (tomorrow) > Stats- > Base AS:: .625 + 3.5%/lvl >>> .666 + 3%/lvl > Sped up certain attack animations to make them feel crisper and better match with when the damage comes out (this is purely a visual change) > > P- > No longer plays Q animation when leaping with Q (looked bad) > Now plays Q Hit VFX when hitting target with leap Q (looks dope) > > W - > AP Ratio reverted:: .7 >>> .8 > > E - > AP Ratio Removed > > R- > Closest target leap bonus: 30% TAD + 60% AP Bonus physical damage +10/14/18 Armor shred for 4 seconds. > Fixed tooltip to reflect this > > Sounds- > All sounds are being reverted to live states until the 8/4 PBE cycle starts next week. > THEY WILL COME BACK, THIS IS TO PREVENT THE NEW ONES FROM SHIPPING TO LIVE IN 8.3 > >Skins - >Adding a new Q animation for Mecha Rango. (This is currently very WIP, still needs VFX, sound and general iteration) Context: Don't worry about the sounds being gone tomorrow, we'll bring them back. We had to revert them for the week so we can cut the 8.3 branch and ship it to live. Rengar's target patch remains 8.4 and the sounds will be back for the 8.4 PBE cycle. All gameplay changes will remain playable on PBE. Mecha Rango feels a little off now that his old Q is back, but his skin model has a SLASHY blade and not a STABBY knife. We're going to try giving him a fancy new SLASHY animation for Mecha Q. (THIS MAY NOT WORK OUT, IT IS TEMP, WE ARE TESTING) The base AS changes are there with the consideration that he basic attacks a lot more with reverted Q + his jungle clear has gotten a bit worse with the removal of live Q's AoE. Attacks should feel smoother as a result because Attack Speed makes everything feel 10/10. Reverting the AP ratio changes on W and E as I expect AP Rengar may already be getting a lot better only with the boonetooth changes and Q lich bane synergy. Additionally, E AP ratio wasn't adding much (since he maxes the spell last and it deals physical) and it felt bad to lower W ratio if we don't need to (since he uses it to clear/farm and ROAR-ROAR). Removing the ferocity from the ult as giving any amount of it on leap messes with Rengar's combo flow (turns out lions love casting tons of spells IN THE AIR, who knew). The combos as they exist on live are pretty smooth (Ult --> jump --> Basic spells --> Ferocity finisher) and it feels low value to mess with that. Something that's delayed (offering more counterplay) AND feels good for Rengar? Yes pls. So why not just remove the closest bonus entirely? We're not removing it because we think its GOOD COUNTERPLAY that the enemy team can body-block for their squishies to prevent Rengar from getting max value if he leaps on them. The difficulty we're running into here though is that the bonus has to be WORTH BLOCKING, but also NOT JUST ONE-SHOT A GUY. That's why we're trying a shred + small amount of cosmetic damage. Idea here is that it lowers up-front burst (giving time to flash), but then gives a lot of strength to Rengar's followup if his opponent can't get away (therefore making it worth it for opponents to block him from getting a "closest leap" on a squishy). As always, we're still iterating so not all of this will stay. Trying to make Rango as cool as possible while still offering adequate counterplay for his opponents. Please give feedback! Appreciate all your help <3.
: Rengar Changes Feedback Thread
1/26 PBE changes (In honor of Monster Hunter: Rengar) > > P - > Fixed a bug where the %AP boost on bonetooth wasn't working > > Q - > Empowered Q now consumes ferocity on cast (should fix a number of bugs and feel issues) > > W - > AP Ratio:: .8 >>> .7 > > R - > Closest enemy leap bonus:: gain 4 Ferocity >>> gain 3 Ferocity and shred the target's armor by 10/14/18 for 4 seconds. > > Cool Stuff - > Tiamat now uses the Q animation > Casting Q before you leap will now cause the leap to use Q animation > >We're looking into bonetooth VO spam. No updates as of yet. **Context:** Turns out bonetooth wasn't amping AP. Now it does. This terrifies me. AP Rengar had already been doing well thanks to the E ratio and Q lichbane synergy. I nerfed W AP ratio to compensate. Still worried that AP Rango may not be different enough from AD and will be "just better" if we make it viable. Will continue to validate. Full ferocity on ult opened up some cool plays, but due to the timing of the ferocity gain (start of leap) it was messing with Rengar's ability to combo. If he wanted to cast something in air (say Bola Strike) he's be forced to empower it. Hope is that by reducing the gain to 3 it will offer more reaction time for opponents to flash while at the same time opening up a lot of creative combos that will make Rengar feel better as well (air skill into empowered skill). Still curious if ferocity is a good direction for the R. Iteration continues. Added an armor shred to the leap on closest bonus because we feel it is important that it empower him MORE vs. the guy he leaps on (was seeing instances of him leaping to a random tank to get the ferocity and then flashing on the ADC to murder them). Lethality Rengar has been suffering in our tests since the removal of the crit/bonus damage so a shred seemed like a good middle ground to help him out. The damage isn't upfront, so he can be flashed, but his followup damage will be much stronger (due to how flat shreds/lethality synergize with themselves). Like full ferocity, this may be the wrong direction, will continue to explore and validate (feedback is appreciated). Also noticed that people liked the old Tiamat and Q leap animations so we hooked up new ones with the assets we have. Did we get it right? Particles look weird on Q leap right now, but if the direction is good, those can be cleaned up in the future.
: Rengar Changes Feedback Thread
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.
: Rengar Changes Feedback Thread
1/23 patch notes Q - Q bonus attack speed on swing:: 15% >>> 30% (this means the Q will "cast" faster) Q animation speed has been adjusted to better match when the damage comes out R - Base Damage:: 150/250/350 >>> 100/175/250 Enemy champions revealed by Thrill of the Hunt (by being closest to Rengar) stay revealed for the spell's duration (even if another enemy moves closer) Explanations: --A number of Rengar players were observing that the Q felt sluggish, so tweaking it a bit to make it feel snappier. Tell me what you think --R damage was straight too high if you compare it to the damage numbers he got from the old crit so we're taking the base down a bit, may need to also hit the ratio going into the future. --Vision changes are trying a way to give Rango MORE vision on the ult without giving him complete information unless he works for it. Hopefully it will improve his ability to feel like a hunter while still allowing for the possibility of errors due to incomplete scouting. This specific change is highly experimental and may be iterated away from. We're currently looking into getting a few of his missing sounds back, I just need to create the hookups (more complicated than you'd think). More tweaks to come over the next week, thanks for all the feedback.
: That 20 flat AD loss hurts a lot, you need 400 bonus AD to match it, maybe still give some flat AD or buff the bonus ad percentage? Thank you for the changess!!!
Took out the flat AD so we could buff his Base AD/lvl (desire is to make Tri-Force a better option + reduce snowballing a bit) + buffed the %bonus AD to compensate as well.
: Is the bonus for winning the hunt still lame?
: I'm really scared of the range in wich you can know Rengar is on the hunt. It looks too small
For clarity, 1600 units is about screen length.
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OOPS! CHANGES DIDN'T MAKE IT TO PBE TODAY. LOOK FOR THEM TOMORROW. Sorry D:
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