: If you get hit by cc use empowered w. When you jump into combat you can blow all your spells and get to 4 ferocity in under half a second, then if you get cc'd you can w, if the target runs away you can e, and if you need more damage you can q. You don't even need to hit anyone to get ferocity anymore.
First off you're acting like all of rengars abilities have 3 second cool-downs. Second off your acting like an assassin can survive a team fight longer enough to get of NOT 1 BUT 2 waves of combos off before dying. You cannot use empowered w after jumping in to escape CC because STACKS FADE. You have to unleash an entire combo before doing that, and god forbid you don't have brush or ult to give you first stack. You cannot get 4 ferocity in under half a second, his leap has enough time to get off ONLY 1 ability mid air, then you have a full 1.5 second (and anyone who know understand cc know 1.5 is a lifetime in a fight) until you reach ferocity UNLESS you build the max 40% CDR. 1.5 before you can negate cc, not taking into account the chance of being stunned or silenced or rooted into the equation or even mentioning the fact that you will just straight up die in that time, is not reliable or healthy. 1. If target runs away you have a DECENT amount of time before you can e again. And if you're suggesting that a single unempowered e is enough to secure a kill you are beyond wrong. Rengar slow is not a Nasus wither, if you play against any of the hundreds (quite literally around 70% of the current champ list) of champs {{champion:266}} {{champion:103}} {{champion:84}} {{champion:12}} {{champion:22}} {{champion:136}} {{champion:268}} {{champion:432}} {{champion:51}} {{champion:69}} {{champion:42}} {{champion:245}} {{champion:60}} {{champion:81}} {{champion:9}} {{champion:114}} {{champion:105}} {{champion:150}} {{champion:104}} {{champion:120}} {{champion:429}} {{champion:38}} {{champion:55}} {{champion:85}} {{champion:121}} {{champion:203}} {{champion:240}} {{champion:7}} {{champion:64}} {{champion:127}} {{champion:236}} {{champion:117}} {{champion:99}} {{champion:54}} {{champion:11}} {{champion:25}} {{champion:267}} {{champion:75}} {{champion:111}} {{champion:76}} {{champion:56}} {{champion:2}} {{champion:133}} {{champion:33}} {{champion:421}} {{champion:58}} {{champion:92}} {{champion:13}} {{champion:91}} {{champion:15}} {{champion:72}} {{champion:14}} {{champion:98}} {{champion:102}} {{champion:18}} {{champion:48}} {{champion:23}} {{champion:77}} {{champion:67}} {{champion:45}} {{champion:110}} {{champion:106}} {{champion:254}} {{champion:62}} {{champion:157}} {{champion:83}} {{champion:154}} {{champion:238}} {{champion:115}} {{champion:143}} that have a mobility spell or a cc spell to disengage, you have lost a kill. Unless you are of course snowballing but this entire patch is made to counter the effects of assassins snowballing.
: [Assassins] Rengar Feedback Thread
RENGAR: FIGHTER OR ASSASSIN? I feel as if the rework in general is heavy affecting the way Rengar is played. Rengar's new kit reminds me more of a fighter or bruiser than an AD assassin. 1) Losing ferocity when out of combat is a FIGHTER TRAIT not an assassin trait! Fiora, WW and Jax are champion that benefit from remaining in combat for an extended period of time. ASSASSINS are not suppose to be duking it out with other champions, they are suppose to prepare and then kill which is why old ferocity made a TON of sense. As a Rengar main I remember pacing my stack until 4 before ulting to maximize my Assassin potential. Now your encouraging/coercing Rengar to be smacking blades with big bad bruisers in order to benefit from his ferocity stacks. 2) If he is meant to be the glass cannon assassin that hunts and picks off selected target, his new ultimate no longer helps him do that. For example, old Rengar's ultimate allowed him to see all five enemies, which often lead players to either evaluating the situation and going for the kill OR recognizing that jumping into a 1 v 3 probably won't turn out well. Now he can only see one champ, which means he has to run around to see what the enemy team positioning is before going in. In particular, I don't think that is too bad of a trade HOWEVER he can now BE SEEN BY ENEMY CHAMPIONS. As a Rengar main I always identified his ult as being his primal all knowing 6th sense that gave him all complete awareness of his hunting ground before popping out to secure a kill. Now I feel like he's not this skilled hunter but a rookie who runs around bushes trying to find an adc before running into a bulky Malphite (or any fighter/tank) who ends up stomping him. It's gotten to the point where Rengar ults and Enemy team tanks and fighters start spanning out looking for a squishy cat to kill. I think the indicator that Rengar is around is ENOUGH, the fact that he can know been seen seems wrong and thematically clunky. Change his CAMO to Invisibility. Futhermore, old Rengar ult generated ferocity and allowed him to jumping and hope to live with an empowered W before recalling to heal. Now all Rengar can do is jump in and hope for an insta-combo-kill or he is assed out in team fights or skirmishes. If the enemy target has any movement spell that disengages or cc spell that hits Rengar after he ults then Rengar might as well pack his bags. He used to have an empowered E in hopes of catching up to a halved-healthed target. 2.5) Some assassins like Zed can ult into a team, deal damage to adc and then switch with clone to safety. JUMP IN - DEAL DAMAGE - JUMP OUT TO SAFETY. Rengar old ultImate, although offers more utility with its sight instead of Zed ult's AOE potential, serves a similar purpose. Except new Rengar's ult is more like: JUMP IN - DEAL DAMGE... - STRUGGLE YOUR WAY OUT OF SEA OF CC AND DAMAGE BACK TO SAFETY. 3) Rengar W heal only affects damage taken which I'm not sure work as well as expected. First Rengar is the type of champion who ganks a lane to get a kill before going back into his jungle to fight some monsters, lick his wounds and heal up. Now his W is great for trading in lane but that prolonged fighting while trading in lane is more characteristic of fighter or tank. It is literally the heal alternative to TAHM KENCH's shield w. Conclusion) I think Rengar's ult should render him invisible so he can dodge in an out of combat before committing. If not then send him in the direction of a fighter raise his base stats and empower his ultimate with it's old ferocity regen. Now he has this strange niche as either a poor man's ZED or a weak AD Bruiser.
: The Katarina Dagger Damage Needs to be Lowered
I thought the same thing, also the fact that she can blink after wards makes trading in lane hard for any champ who's main damage out put is a skill shot! I think lowering her ratios or base damage will help make her a healthier fit into the game.
: Ekko Feedback Thread
Love the idea of him as an assassin, his kit and model. However his skin, hair, clothes look off. His skin looks purplish and his hair is a weird off white. His particles are a super cool blue that his model is missing. I dont know what it is but his present model looks greenish and purpleish I feel like he would look better with a more White and Blue model that match his particles better
: I kinda like this idea, however, it would take one hell of a testing to make that spell balanced and to "blend in" with other summoner spells that we have at the moment. And these are my thoughts why: Stealth, indeed, would create a new gaming experience and opportunity for new tactics and plays, but it will be quite difficult to make this spell worth taking in all situations ( in this case, whether you're snowballing the game or left behind ). What I meant here is that we still can have only 2 summoner spells, and at the moment, no matter what the game situation are, those spells are still pretty handy, like Flash, Ignite, Teleport etc. But when it comes to stealth, I believe there should be quite good tactic behind it to actually pick this spell, otherwise, I see it pretty weak. For example: If your team is really behind, I doubt that 3 second stealth can be the game changer ( at least on high elo ) and so the opposite, If you're snowballing, that wouldn't make much difference, you would still drove them over like a train. Although, I see that with some modifications ( and that may be a future thing for all summoner spells to balance gameplay and reduce snowballing ), like spell effect slight change or cooldown slight reduction / increase, depending on game situation, this could actually make stealth more effective. To make my thoughts more clear: For Stealth summoner spell; It's stealth duration and cooldown would be affected by the situation in game, for example: If you're the losing team ( can be considered by kill count, every 5 or 10 kills ahead ), you gain increased stealth duration or reduced cooldown; If you're the winning team ( also considered by kill count, every 5 or 10 kills ahead ), you gain reduced stealth duration or increased cooldown. This was more of an off topic to idea for more game balance and to reduce snowballing.
Think of it less as a momentous game changing moment but more of a huge addition to snowballing a lane. And I think a large but brief MS boost could be game changing.
: New Possible Summoner Spell?
@Thatoneguy720 I thought that too but then you could draw similarities between it and the summoner spell heal on non-healing champs. Or ghost on champs without MS steroids, even barrier on squishy non-shield based champs. Technically ever summoner spell is a small scale version of spell already in a players kit {{champion:81}} E = Flash {{summoner:4}} {{champion:98}} W = Barrier {{summoner:21}} {{champion:421}} R = Teleport {{summoner:12}} {{champion:133}} W = Clairvoyance {{summoner:2}} {{champion:75}} W = Exhaust {{summoner:3}} {{champion:10}} {{champion:37}} {{champion:16}} {{champion:76}} {{champion:40}} {{champion:12}} {{champion:44}} = Heal {{summoner:7}} {{champion:26}} R is a better = Revive {{summoner:10}} {{champion:86}} {{champion:120}} {{champion:33}} {{champion:14}} {{champion:102}} {{champion:27}} = Ghost {{summoner:6}} {{champion:12}} R = Cleanse {{summoner:1}} {{champion:122}} Passive = Ignite {{summoner:14}} (kindaaa lol) {{champion:20}} Q = Smite {{summoner:11}} (quiet literally) THIS NEW SPELL WOULD SIMPLY BE {{champion:29}}{{champion:62}} {{champion:107}} {{champion:28}} = Camouflage And because the spell is on such a long cooldown it wont be used nearly as often/practically (or for as long periods of time in most cases) as "Stealth Champs" like Wukong {{champion:62}}, Rengar {{champion:107}} Shaco {{champion:35}} and Eve {{champion:28}} could. In Regards to Twitch {{champion:29}} his stealth would be a full second long at its first rank with AS Sterios and a tiny cool down compared to the summoner. I guess I want to say that there are already Summoner Spells that allow "devalue" Unique champs of there in-kit abilities so why not one more that could add massive fun to game play.
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