: Repertoir don't waste this opportunity. Pls read this post : https://www.reddit.com/r/Rengarmains/comments/59v9yd/identifying_and_fixing_the_main_problems_with_the/
: Hey riot, I just wanted to give some feedback about the reworked Talon E. :) I think you guys should add something to let players know where they will land when they use it. Right now it's kinda guesswork and sometimes you don't exactly end up where you want or thought you would end up. Thx! :P EDIT: And also if you can add a blue outline over the terrains when playing him that would help a lot too. So you know exactly which terrain you're jumping over and how big the entire thing is and also how long you're risking it being on cooldown.
Don't you think that The E should have a way longer Cd when you're in combat. It seems really strong when you want to escape
: > [{quoted}](name=Uriel The PBE,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=Rn2w42n7,comment-id=00510000,timestamp=2016-10-21T13:48:28.430+0000) > > Rengar is one of the worst of the reworked assassins (even the smaller changes, just look at kha ;) ), He's not as tanky as he is on the live serveur due to the new W. > The counterplay is quite simple, don't be really far from your team, or play a duelist or anyone that can kill Rengar before he kills you {{champion:103}} {{champion:84}} {{champion:1}} {{champion:63}} {{champion:31}} {{champion:122}} {{champion:36}} {{champion:245}} {{champion:114}} {{champion:105}} {{champion:420}} {{champion:39}} {{champion:59}} {{champion:24}} {{champion:126}} {{champion:38}} {{champion:55}} {{champion:85}} {{champion:121}} {{champion:7}} {{champion:54}} {{champion:90}} {{champion:111}} {{champion:56}} {{champion:2}} {{champion:80}} {{champion:61}} {{champion:78}} {{champion:92}} {{champion:134}} {{champion:91}} {{champion:48}} {{champion:23}} {{champion:77}} {{champion:254}} {{champion:106}} {{champion:62}} {{champion:5}} {{champion:83}} {{champion:238}} > And probably many others that I missed. > > The issue is the same as it was before, a fed Rengar will instant kill you, and now only with the Ult crit + tiamat + auto. The bad thing, is that a fed rengar is the cat with 2 items, and staying with your team will do nothing, he will jump and 2 shot you, if he is not fed, he will die, but he did his job, if he is fed, he will kill another 2 of the team ALONE before dying or the rest of his team kills the rest.
Uh, not sure you really played him or against him. He's really easy to cc and kill, and the new ult makes assassination so obvious. (+he's visible in the end, so you can cc him before he jumps and fuck his combo) Don't only judge on the high numbers, it's easy to nerf. The Lethality as also too op atm in my opinion.
: [Assassins] Rengar Feedback Thread
Here's my feedback P- The change feels good, bonetooth necklace replace the % ad from enhanced old Q. The jump feels smaller (I'm from EUW so I lag a lot, it's maybe that) 4 Stacks instead of 5 is optimal but the loss out of combat ????? How Rengar is supposed to gank before 6 ? Q- I think it's a good change, you don't want to build crit on Rengar anymore. But the loss of the attack speed on the enhanced version hurt Rengar's clear speed so bad. The Fact that it became a "2 skillshot" also make it hard and not really rewarding when doing a fast burst combo (comparing to kha's Q for exemple) Also, the q tiamat cancel is now tiamat q, kind of à Dick moove for Rengar otp. W-This feels like a big nerf, W used to give armor and magic resist (you can consider as "fake hp"), the new one's heal isn't really one since you have to take damages to proc it. It should be on the enhanced version and have A BASE AMOUNT of health + % of damage you took in the last 1.5 sec. The actual enhanced is really what a skillfull rengar needs, but you'll never have 4 stacks when you get cc'd (I mean, exactly when you get cc'd). Makes it quite random. It should be the "normal" W E-bola you only need to read the name to identify the issu here. This spell is really buggy and slow, especially when you E while jumping. The casting time makes it even worse. This spell doesn't fit Rengar's playstyle or, at least, is what makes him unhealthy (the root). Making it hard and random to Land is frustating for the player and makes him not E mid air. With all thoses changes, U don't want to use ANY of your spells mid air because you can randomly Miss Q and E even Well aimed. R- A big nerf once again. I like the way that it became camouflage, it's healthy, balanced and legit in term of game design. The mark on the enemy that Rengar can see is also à good idea, it's à bit like twisted fate's ult. But it's not ... It should give vision like on the live serveur and mark all enemies that Rengar can see otherwise, it's to easy to counter it. You feel like an hunter when you're chasing someone, not when you fear geting butsexed by another player you didn't saw. It's also à teemwork tool for Rengar that you destroy. In the global direction, as à main rengar, I'd say that he's not viable as an assassin like this (with the actual numbers being very high, I guess he is) but he is as à bruiser with a lot of Hp to optimise the W. I really hope he won't be like that on the live serveur
: I think people summarized rengar problems as rengar players, that is covered, now, what do you do against rengar? because i still dont know, against other assasins is more easy to get the trick: CC, defenses, QSS, zhonyas, protect the main target, etc. But what do you do against rengar, i dont know if the numbers are just too high atm, but the damage is insane. He is, by far, the most tanky of all the champions tweaked in this patch, doesnt help that a lot, A LOT of AD items have protections and defensive stats (damage reduction, MR, spell shields, magic damage health, lifesteal, movement speed), making him a damage dealind machine that have enough survivability to kill 3 or 4 on his own before dying or before the rest of his team arrives to help him. For the worst, his Q is no longer an empowered basic, so thornmail, that is supposed to be the most common counter to AA damage dealers, does nothing, and now, he building full damage, makes the build of armor on tanks useless thanks to lords dominic. I play mostly AP assasins or Fighters, so, i want rengar players to tell me what is the counterplay to have in mind against rengar, because, realistically, i dont find anyone with the current version of the cat.
Rengar is one of the worst of the reworked assassins (even the smaller changes, just look at kha ;) ), He's not as tanky as he is on the live serveur due to the new W. The counterplay is quite simple, don't be really far from your team, or play a duelist or anyone that can kill Rengar before he kills you {{champion:103}} {{champion:84}} {{champion:1}} {{champion:63}} {{champion:31}} {{champion:122}} {{champion:36}} {{champion:245}} {{champion:114}} {{champion:105}} {{champion:420}} {{champion:39}} {{champion:59}} {{champion:24}} {{champion:126}} {{champion:38}} {{champion:55}} {{champion:85}} {{champion:121}} {{champion:7}} {{champion:54}} {{champion:90}} {{champion:111}} {{champion:56}} {{champion:2}} {{champion:80}} {{champion:61}} {{champion:78}} {{champion:92}} {{champion:134}} {{champion:91}} {{champion:48}} {{champion:23}} {{champion:77}} {{champion:254}} {{champion:106}} {{champion:62}} {{champion:5}} {{champion:83}} {{champion:238}} And probably many others that I missed. The issue is the same as it was before, a fed Rengar will instant kill you, and now only with the Ult crit + tiamat + auto.
: 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.
You don't want to W when you enter combat since it doesn't give armor and Mr anymore, you want to keep it to use it after taking damages. It means that you won't have your 4 stacks at your first wave of spells and you probably won't survive until the second
: 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.
This is an interesting post, althought, I really think you didn't take in consideration all factors. P- The change feels good, bonetooth necklace replace the % ad from enhanced old Q. The jump feels smaller (I'm from EUW so I lag a lot, it's maybe that) 4 Stacks instead of 5 is optimal but the loss out of combat ????? How Rengar is supposed to gank before 6 ? Q- I think it's a good change, you don't want to build crit on Rengar anymore. But the loss of the attack speed on the enhanced version hurt Rengar's clear speed so bad. The Fact that it became a "2 skillshot" also make it hard and not really rewarding when doing a fast burst combo (comparing to kha's Q for exemple) Also, the q tiamat cancel is now tiamat q, kind of à Dick moove for Rengar otp. W-This feels like a big nerf, W used to give armor and magic resist (you can consider as "fake hp"), the new one's heal isn't really one since you have to take damages to proc it. It should be on the enhanced version and have A BASE AMOUNT of health + % of damage you took in the last 1.5 sec. The actual enhanced is really what a skillfull rengar needs, but you'll never have 4 stacks when you get cc'd (I mean, exactly when you get cc'd). Makes it quite random. It should be the "normal" W E-bola you only need to read the name to identify the issu here. This spell is really buggy and slow, especially when you E while jumping. The casting time makes it even worse. This spell doesn't fit Rengar's playstyle or, at least, is what makes him unhealthy (the root). Making it hard and random to Land is frustating for the player and makes him not E mid air. With all thoses changes, U don't want to use ANY of your spells mid air because you can randomly Miss Q and E even Well aimed. R- À big nerf once again. I like the way that it became camouflage, it's healthy, balanced and legit in term of game design. The mark on the enemy that Rengar can see is also à good idea, it's à bit like twisted fate's ult. But it's not ... It should give vision like on the live serveur and mark all enemies that Rengar can see otherwise, it's to easy to counter it. You feel like an hunter when you're chasing someone, not when you fear geting butsexed by another player you didn't saw. It's also à teemwork tool for Rengar that you destroy. In the global direction, as à main rengar, I'd say that he's not viable as an assassin like this but he is as à bruiser with a lot of Hp to optimise the W. I really hope he won't be like that on the live serveur
: SKT T1 Skins feedback
I feel alone now T-T {{champion:32}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}} {{item:3070}}
Rioter Comments
: Just read your post, Uriel56, and just wanted to throw a quick comment about this. First of all, I agree about the Lunar Revel Skins. They look absolutely amazing. The {{champion:23}} is by far my favorite, despite never really playing him. At first, the {{champion:131}} skin, in game, didn't impress me much, but the splash art made me see things differently. So as far as the skins are concerned, I love them. Also curious about the {{champion:92}} skin price, but oh well. Now on to the "balancing ideas" for {{champion:63}} {{champion:17}} . I don't think anything should be changed about them at all. If someone is new to the game, they will just have to learn how to counter these champions. In ranked play, I hardly ever see them played, because they aren't scary champions. There are many other characters that have more of a presence in the lanes. Yes, people have made videos where they face roll and get pentakills with Brand. He is a strong champion, but as long as you avoid his pillar and skill shot, then the only thing to worry about, is his ult. Magic Resist goes a long way to shut down a Brand . {{champion:17}} however, is shut down very easy in maps other than Summoner's Rift. Since the Vision changes over season 3, Teemo has had a chance to try to rise back to the top. If the two items, {{item:3187}} and {{item:3185}} were available on Rift, OR {{item:2047}} and Oracle's Extract were put on the Rift, Teemo would be shut down, once again. This all being said, Teemo isn't scary at all. I won't be touching on the Team Builder, since I never had the chance to try it out, so I honestly wouldn't know what to change, or any of that stuff. One small point though, as OP said, "everyone will try to go mid", I do not agree at all. People do have their own roles they prefer, and will always queue up for them, as well they should. All the Pros in the Tournaments have 1 position but multiple champions they can play in that position. You play the role you know how to play best. I know several people personally who would Queue up for support or jungle as their primary role. Side note, Uriel56, your English wasn't horrible, and everything was very easy to understand. I suppose that is all I wanted to say about this topic. Take care, and good luck out there. :)
About the balancing ideas : I choose thoses champions because they are not competitives picks, and riot may forget them. I won't tell you about obvious very trong champions (mundo, shyvana, evelynn, riven, renekton, kassadin ...) Riot know his job. I'll explain myself, for exemple, when I play zed on mid versus brand (my jungle is bronze, so he didn't permagank mid)even if I outplay him very hard, he'll stay dangerous for me, he may even kill me while beeing outplayed. Even if I'm 2x stonger than him, I can't stomp and carry the game. It's exactly the same when I play against teemo with yasuo for exemple. I don't like when low skilled characters can counter very skilled champions. Of course, teemo and braznd can't carry ranked games, but they can prevent a dude from carry the game. Again, my ideas for the teambulder are for low elo (I'm bronze 1) too many trolls in thoses divisions, believe me
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Uriel The PBE

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