When people talk about countering assassins, the first thing they talk about is burst windows. Generally, Assassins have easier access into the backline than most other classes, and are also high damage, squishy threats. Because of how easy it is for them to get onto the backline of an enemy team, generally they have to plan the assassination, or the assassination needs to have some kind of counterplay. Zed can't just pounce on to you and blow you up, he needs to ult you and dodge a bunch of skillshots before jumping out. Kha'zix needs to wait for his target to be isolated before jumping in, and Talon needs to get a good flank going for him to use his ultimate the best way possible. There is one assassin, however, that was infamous for his incredibly short burst window, and that champion is Rengar. When people remember old Rengar, they remember him coming out at you from stealth before you even knew he was coming, and then he jumped on you and killed you. There wasn't much counterplay, because he was completely invisible and his kill pattern was near instant and almost unavoidable. All in all, he made for a frustrating experience. On the other hand, oneshotting targets on Rengar was one hell of a rewarding experience. There was no other feeling in league like jumping onto your target and watching them melt. It was incredibly satisfying and felt buttery smooth to play as. So it was incredibly disappointing when the rework came out to many Rengar mains. It wasn't that they removed his oneshot, its that they removed it and replaced it with a kill pattern that felt easy, clunky, and unskillful to use. Simply put, it wasn't a rewarding kill. And of course, Rengar had to be nerfed, and nerfed, and nerfed, and nerfed until his only viable build became the bruiser build that we know today. I feel that a large part of this comes from the fact that Riot kept the frustrating parts of Rengar intact, while removing what made Rengar fun to play in the first place. But I think for a future rework, we need to redefine what Rengar's burst pattern actually is, in a way that keeps his classic "oneshot," but still feels fair to play against. You see, with most assassins actually getting to your target is not a challenge. Zed can just press R, Kha'zix can just leap to the target, LB can dash to her target, and Talon can leap over walls and use his ultimate. To counter that, assassins generally need to spend more time killing their targets and need to outplay them, like Zed or LB, or their kills are dependant on a certain condition being true, like Kha'zix with his isolation. What if Rengar was the opposite of that? What if his skill was fast and consistent, a "oneshot" if you will, but his gap-closer was difficult to use and required careful skill and planning? His burst window wouldn't start as soon as he got a leap on you, it would begin as soon as Rengar pressed R and began the hunt. I feel like Riot made some strides in this direction with his rework, but they didn't go far enough and instead put more of the "counterplay" onto his new Q. Countering Rengar with this kit idea would be different to any other assassin. Instead of flashing at the right time, or outplaying them, you instead need to focus mainly on macro play to beat Rengar. Stick with your teammates. Don't go alone to farm as an ADC when you don't know where Rengar is. And when a teamfight breaks out, stick together and make sure to save some cc for the Rengar. That's the kind of counterplay he should have. Not this, "oh dude his Q is a skillshot you can dodge it or flash it and stuff so much counterplay." So here are some ideas for his rework. These ideas are assuming that Rengar's Q and ferocity have been reverted and these changes are primarily to his current R. Note that with this new rework, jumping on the mark will not give you a crit and instead will regenerate ferocity like how the old ultimate did. Idea #1: Removed TL;DR: ult same as live but he can only leap to marked targets. Idea #2: You now pick your target from the kindred mark selection screen. That target will be marked and can see Rengar, as well as Rengar being able to see him. Rengar will be camouflaged to all other targets, although his reveal range is still the same. This change would promote countering Rengar with good communication and teamwork, while possibly being more deadly when you lack communication. May be too powerful in soloqueue, would need testing to see if this version would be effective. Alteration: Now Rengar can only get stacks from targets he kills when marked by his ultimate, to prevent him from snowballing incredibly quickly. More power can be put onto the stacks to compromise, if necessary. Idea #3: Rengar loses the mark, but he now leaves a global roar upon using his R. He becomes stealthed but his stealth reveal range is much larger than on live, think like 1000-1500 units, or maybe even 2000 units. This change would still let Rengar avoid wards up until he gets close to you, in which case the hunt is on. Probably the weakest out of the 3 ults but most likely the fairest, and closest to the original. Also the most balanced for both pro and casual play out of the three of them. Edit: Idea #4 and alteration to idea #2. Also apparently no one likes idea 1 so we are just gonna cross it out. Idea #4 (Note: This idea can be added to any of the other ultimates on the list, but I feel like it would be the best with idea #2, as that is my favorite so far.): Ferocity system changed to be the same as that on live. New: While in your ultimate, you begin to charge ferocity over time. A stack charges every (second? half a second if a second is too long). A heart beat effect is added to the tint around your screen if you are nearby Rengar when he ults. This heartbeat speeds up the more ferocity that Rengar gains. When Rengar leaps (to the marked target if applicable), he gains all of his extra ferocity from the charge up time. Note that the ferocity from the charge goes over top of the ferocity you already had stored. So say if you had 0 ferocity and you ult, your leap would generate 1 ferocity, but you would also have the 4 ferocity from your ult. When you use the emp spell, you will have 1 ferocity. With this change, more power would have to be put into EMP Q to promote players using it over just normal Q with the instant jump, so power would be moved away from the normal Q and put into the EMP Q.

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