You had to fix Rengar's base Hp/5 since you nerfed W's heal

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The Real Rawr

Senior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
Try to at least make the flat heal scale with something like bonus AD to compensate for the severe nerfs, it will make him have to build damage to be the "hunter" you originally wanted him to be.


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Rossingol

Senior Member

12-17-2012

You use an interesting example because apparently Riven has some of the most ridiculous base HP Regen in the game


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Zuphlas

Senior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
we know we took a faulty approach to Rengar's balance for the past few patches.
The sad part is that it's not like this stuff hadn't been brought up multiple times in the forums before the last patch went out. You guys had plenty of time to rethink the last set of changes with this stuff in mind, but you guys either completely ignored it or didn't bother to check the feedback on it.


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BananaSniper

Senior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
Glad to hear, I predicted this when I saw the nerfs this patch. He's quite terrible right now and feels extremely weak glad to see changes on the way.


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Arguably Perfect

Senior Member

12-17-2012

Maybe its because I enjoyed Rengar a lot and loved him since the moment he was released, but I'm simply not in the forgiving mood.

Next time could we learn from past mistakes and do it in moderation? please? for once?


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CooLTanG

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Master Recruiter

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
How about u work on Tryndamere too while ur at it too please, u hit his sustain pretty hard with nerfs and his fury decay, then recently armorpen runes nerf and lifesteal more expensive. He's still mediocre in jungle but top lanes pretty much not an option anymore, and he's still restricted by being all AD based, where his spin would be nice for it to be magic damage again, so not fully wrecked by armor/atk speed slows.


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Reality Bytez

Senior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
Thank god... He lacks sustain AND proper gank potential. You're fixing at least the ganking part; so that makes me feel is is viable now.


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hi im Kurisu

Junior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
Now pla talk about Diana, are you guys planning on leaving her as is right now? imo you should nerf damage maybe but increase her ult range, her q being longer then her ult makes 0 sense to me


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SeigneurLemieux

Senior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
Rengar has a very difficult kit to balance, like Jarvan's or Irelia's, for example.

With respect, I think greatly nerfing base stats is not the approach to take to balance such champions. If you guys think you need to buff some of Rengar's aspects (this might mean buffing some areas, nerfing some areas), consider balancing W in a way that makes it possible for him to have a more suitable hp/5 stats.


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Zelanor

Senior Member

12-17-2012

Quote:
Originally Posted by Statikk View Post
Rengar has been a complicated situation.

Our initial approach to the champion was to chip at him until we put him in a good spot. Unfortunately, it turns out there are core mechanics on the kit (ie: % Health based heal, a huge Armor / MR buff, instant stealth) that simply don't fit the gameplay patterns we were trying to create for Rengar...thus we began to gut / remove them.

For example, his stealth duration was nerfed due to the fact that it was instant, but we have now made it non-instant. This leaves his ult feeling more lackluster than ever. The end result is a huge mistake on our part where Rengar is both weak and unsatisfying to play.

Classick and I are currently working on buffing Rengar back into a state where we feel more comfortable with his gameplay. Some of the changes include re-increasing the stealth duration back to create the prowling feel again and adjusting the W heal to be a flat heal based on champion level. We're still working out all of the specifics but we know we took a faulty approach to Rengar's balance for the past few patches.
Please don't mess this up by making the heal really weak when you first buff him!