@Morello ; About the upcoming Rengar "rework"

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Treeke

Senior Member

05-03-2013

Quote:
Originally Posted by Classick View Post
I may not be Morello, but figured I can provide some insight on the Rengar changes for you guys .

The main point to emphasize is that we're not trying to change Rengar's feel at all. What we do want to change is some of the not so appreciated components of Rengar that make him difficult to balance.

One of these problems is the fact that his Ferocity effects are more powerful based on the rank of the spell. As seen since Rengar's release, builds that capitalize on double casting the ability you're maxing has been problematic (early double Q all-in builds/Tank splitpush double W build). The current solution for this problem is scaling his Ferocity effects with his level across the board (like his heal currently does).

This will make the Ferocity effects equal in power regardless of what you are maxing, allowing you to choose the Ferocity effect that is best suited for the situation you are in instead of being obligated to use whatever spell you have the most points in. This will also allow us to put more power into his base stats and base abilities which should help with his jungle clear.

Another change we're currently looking at is tweaking how his ultimate works. Currently Rengar jumps at you out of no where and it's very hard to react to him because there's not much information being conveyed to the opponent. Now when Rengar activates his ultimate all enemies that Rengar sees will be made aware that he's in the area. What this does is gives the opponent more information so that they can react to the situation.

With this change it allows us to put a lot more power into the ultimate, increasing the duration and speed. While Rengar may lose the ability to jump on an unsuspecting enemy, it enables him to create really cool mind games and toy with his opponents which we've seen from internal testing. On top of that Rengar can get to a location much quicker and stay in stealth much longer retaining the feel of hunting down wounded opponents or scouting an area for priority targets.


Nothing here is set in stone but it's currently the direction we're going, hopefully that helps shed some light on the upcoming Rengar changes.

Well, I knew you were going to change something like that, making the enemy know where rengar was, I mean, It was just an old eve stealth with much more shorter duration, but still had the same problems.



About changing ferocity.... How are you gonna tweak this? I'm intrigued. I think I'm going to need to wait.



Btw, soon or soon(tm)?


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BEST POUND NA

Senior Member

05-03-2013

Quote:
Originally Posted by Classick View Post

The main point to emphasize is that we're not trying to change Rengar's feel at all.



Currently Rengar jumps at you out of no where and it's very hard to react to him because there's not much information being conveyed to the opponent. Now when Rengar activates his ultimate all enemies that Rengar sees will be made aware that he's in the area.
So you're changing Rengar's feel? Got it


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Nocturnes

Senior Member

05-03-2013

Quote:
Originally Posted by Classick View Post
Rengar stuff.
Sounds badass as ****. Thanks Classick.


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Classick

Game Designer

05-03-2013
2 of 6 Riot Posts

Quote:
Originally Posted by Treeke View Post
Well, I knew you were going to change something like that, making the enemy know where rengar was, I mean, It was just an old eve stealth with much more shorter duration, but still had the same problems.



About changing ferocity.... How are you gonna tweak this? I'm intrigued. I think I'm going to need to wait.



Btw, soon or soon(tm)?
The current idea is adjusting the values of the Ferocity effects to scale with his level, so similar to the heal on his W the damage for the Ferocity abilities will scale with his level. We can also use other tools such as AD scaling for Ferocity Q which scales with the game as you get more items, but leveling up Q will not affect the damage of your Ferocity Q. This will give the Ferocity effects a smoother curve throughout the game.

Hopefully just soon


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Classick

Game Designer

05-03-2013
3 of 6 Riot Posts

Quote:
Originally Posted by Onigokko View Post
So you're changing Rengar's feel? Got it
From internal testing most of the feedback has actually been that his ultimate feels much better than what it currently is on live. We were able to put a lot more power into it which made it feel much more ultimate, and allowing new strategies now that he has the ability to play mind games and create a large presence in team fights.


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ChocoKelly

Senior Member

05-03-2013

Quote:
Originally Posted by Classick View Post
I may not be Morello, but figured I can provide some insight on the Rengar changes for you guys .

The main point to emphasize is that we're not trying to change Rengar's feel at all. What we do want to change is some of the not so appreciated components of Rengar that make him difficult to balance.

One of these problems is the fact that his Ferocity effects are more powerful based on the rank of the spell. As seen since Rengar's release, builds that capitalize on double casting the ability you're maxing has been problematic (early double Q all-in builds/Tank splitpush double W build). The current solution for this problem is scaling his Ferocity effects with his level across the board (like his heal currently does).

This will make the Ferocity effects equal in power regardless of what you are maxing, allowing you to choose the Ferocity effect that is best suited for the situation you are in instead of being obligated to use whatever spell you have the most points in. This will also allow us to put more power into his base stats and base abilities which should help with his jungle clear.

Another change we're currently looking at is tweaking how his ultimate works. Currently Rengar jumps at you out of no where and it's very hard to react to him because there's not much information being conveyed to the opponent. Now when Rengar activates his ultimate all enemies that Rengar sees will be made aware that he's in the area. What this does is gives the opponent more information so that they can react to the situation.

With this change it allows us to put a lot more power into the ultimate, increasing the duration and speed. While Rengar may lose the ability to jump on an unsuspecting enemy, it enables him to create really cool mind games and toy with his opponents which we've seen from internal testing. On top of that Rengar can get to a location much quicker and stay in stealth much longer retaining the feel of hunting down wounded opponents or scouting an area for priority targets.


Nothing here is set in stone but it's currently the direction we're going, hopefully that helps shed some light on the upcoming Rengar changes.
I'll read, but just want to thanks you, you are too damn cool


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Treeke

Senior Member

05-03-2013

Quote:
Originally Posted by Classick View Post
Hopefully just soon


Oh boy, get hyped!.


Another question. After the changes, What he is going to be? An Assasin or a Bruiser? I ask this because ATM if you don't build like a bruiser, you just are not going to be that impactful, Or if you do build like an assasin, then you are just going to kill someone and die. Unlike kha'zix who just jumps over the place killing everybody(DAMN YOU KHA'ZIX)




Thank you based Classick.


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Diana x Me

Senior Member

05-03-2013

Yay, stuff for rengar my favorite predator. I would kinda like if the enemy could hear him roar when he uses his ult. Then they know its activated and that someone is being hunted.


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godsizee

Member

05-03-2013

dont give his ult the eve stealth detection thing pls


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Classick

Game Designer

05-03-2013
4 of 6 Riot Posts

Quote:
Originally Posted by MaxReeboBand View Post
Yay, stuff for rengar my favorite predator. I would kinda like if the enemy could hear him when he uses his ult. Then they know its activated and that someone is being hunted.
That's currently the idea