: 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.
Great stuff as always. I'm not sure if you have seen some people ask but if you could look to revert the leap timer to what it was pre-rework. The main part is mostly to help with using W+Tiamat after E. Right now you leap so fast that you are hitting W+Tiamat right as you land. This causes W to to go through sometimes because of the cast time on E and the super small cast time on Tiamat. Reverting it back to what it used to be would make it so we had a little more time to use W+Tiamat. A bonus part to this is it slows Rengar during his jump. This will allow for ADCs to have a bit more time to react when Rengar is jumping on them. It's a win-win for both parties.
: 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.
Great stuff but there are some VO problems now. It looks like the Bonetooth VOs are playing instead of most other VOs. This only happens if you are moving and use an ability. If you stand still and use an ability you get the normal VO. Also the full ferocity also plays the Bonetooth quotes too.
: [Assassins] Rengar Feedback Thread
A little bug I found with his ult. Sometimes when I am running in stealth and I enter a brush, the moment I walk out, my ult cancels. Has happened a few times now.
: One issue I have is that there is a slight delay between using one version of q and using the other, like normal q->empowered q there is about a half second delay in between. It would feel much better to assassinate someone if you could do the 2 qs in direct succession. On another note, I really love the vfx and sfx for his q, they remind me of scissors cutting something really quickly.
The reason for this, I believe, is that Q does not give you a stack on cast, but after the Q animation has gone through. This means you can don't Q>Q extremely fast like how you want to.
: Regarding the 10/20 Cycle: The linger of the passive feels smooth. Thanks for that. But I think there could be some Spaghetti Code, referencing on (jump from River bush to blue buff) ??!! Right now his Q animation is bugged, seems like the Animation is not showing but the effects are showing. The Change to "generating one Ferocity when at 0" really helps in the jungle, so you can get a fast rotation on the camps if you do it right. The leap Speed feels ok now. Somehow similar to live. The Ult-Jump change is ok. Now you can choose to leap on another Target(e.g. jump back on a bruiser and peel for your adc), but are still eager to get the free Crit. Also I experienced a sound Bug, where the effects suddenly get really loud. After 1-2 minutes they are on the "normal" Volume again, but could also be my Headset :) Rengar feels overall smoother know.
I've gotten the sound bug too. All his abilities get really loud for a few second and go back to normal.
: [Assassins] Rengar Feedback Thread
Yesterday I made a post about making Rengar's new Q give him 2 stacks, 1 for the first part (miss or land) and 1 for if he lands his pierce part because of the inconsistency of his free stack from his passive. On the 10/20 PBE Patch RiotRepertoir tried to fix this by putting: > Ferocity generation component changed from "leaping from out of combat generates 1 Ferocity" to "leaping while at 0 Ferocity generates 1 Ferocity." This fixed jumping and throwing E/using Q, but it still has a flaw. If you are in a bush, throw E and try to jump after, you only get 1 points from E and miss out from the free on on passive. I do not like it being inconsistent like this and there need to be some way to get that free point. This is why I still want the 2 ferocity on Q to happen, it takes away the inconsistent part of if you are in a bush or not. Some times it is safer to throw bola before you jump from a bush then to do it mid jump. Throwing it before you jump also allows for you to use your Q mid jump instead of E due to the only able to cast one spell mid jump. Another thing I noticed about Q is that you do not get a stack of ferocity until the full Q has completed. This is unlike his W and E completely. They both give you a stack the moment you use your E or W, but Q does not. It just makes it feel a bit clunky because .3 secs can makes it so you can't Q>Q in rapid session like on live. It's just a small thing but it can really hurt you if the situation come up.
: It's 4. That may be too short though.
> [{quoted}](name=RiotRepertoir,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=Rn2w42n7,comment-id=00170000,timestamp=2016-10-19T21:24:53.251+0000) > > It's 4. That may be too short though. I feels really short. You can't make it from camp to canp before you lose your stacks. If it was 7-8 seconds I think it would be perfect.
: this is a feedback from Vurruckt in reddit page Rengarmains https://www.reddit.com/r/Rengarmains/comments/58b9ce/rengars_new_q_should_give_2_ferocity_for_each/ I want to post it because I think Vurruckt had a good idea: So I hate the new ferocity system. The way they have it now, it doesn't allow you to stack up ferocity before a fight. They tried to compensate by letting us get a free ferocity when jumping into combat. Here is my problem with that. If you walk into a bush and someone is there, you are out of luck now. Or if you use an ability, like E, before you jump you lose your 1st stack of ferocity because of not jumping from out of combat. Now you can only get 3 during the fight. You then have to wait on your Q to come off of CD to do anything. So here is my idea. Remove the stack from jumping from out of combat. Let him get two stacks of ferocity off of his Q. He should get one off of his sweep no matter if it misses or lands. He should then get another from landing his pierce part of his Q. This will allow you to get 2 stacks from your Q, hit your bola and W and get 4 stacks for an empowered ability. It would make him feel a lot more smooth like we are used to with him full ferocity. Just my thought on it.
Thanks for posting it here. I already posted it earlier but the more Riot see people like the idea, the more likely they will look into it.
: [Assassins] Rengar Feedback Thread
So I hate the new ferocity system. The way you have it now, it doesn't allow you to stack up ferocity before a fight. You tried to compensate by letting us get a free ferocity when jumping into combat. Here is my problem with that. If you walk into a bush and someone is there, you are out of luck now. Or if you use an ability, like E, before you jump you lose your 1st stack of ferocity because of not jumping from out of combat. Now you can only get 3 during the fight. You then have to wait on your Q to come off of CD to do anything. So here is my idea. Remove the stack from jumping from out of combat. Let him get two stacks of ferocity off of his Q. He should get one off of his sweep no matter if it misses or lands. He should then get another from landing his pierce part of his Q. This will allow you to get 2 stacks from your Q, hit your bola and W and get 4 stacks for an empowered ability. It would make him feel a lot more smooth like we are used to with him full ferocity. Just my thought on it.
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rukt

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