Zaltenos (EUW)
: Unfair Club Name and Club Tag Reset
It turns out the club tag that Zaltenos is not allowed to have has been poached by somebody else. With the club name "Lolicon" which is far worse than Loli https://imgur.com/a/mObvX70
Zaltenos (EUW)
: Unfair Club Name and Club Tag Reset
I think banning the club for "Loli" being sexual is just wrong, It's the same thing as banning "Cat" because of some people being into beastiality. Edit: It turns out the club tag that Zaltenos is not allowed to have has been poached by somebody else. With the club name "Lolicon" which is far worse than Loli https://imgur.com/a/mObvX70
: What champions do you normally play? Are you a top lane main?
> [{quoted}](name=FullMetalPeasant,realm=NA,application-id=3ErqAdtq,discussion-id=E7JFQVKB,comment-id=0015,timestamp=2019-01-24T22:35:41.335+0000) > > What champions do you normally play? Are you a top lane main? He mains Jax and Nasus, so he should not have big problems
: I'm on mobile (out of office this week), so please don't take the brevity/choppiness/typos of this response as me trying to overly simplify or gloss over any of the issues here. As some of you may already know, I did the gameplay design on Rengar's assassin update, so this is indeed an important issue to me. I don't respond to many Rengar threads (because many seem to be trying to say the same things and it tends to feel like a dead horse is being beaten), but I do try and read all of them here and on places like rengarmains regardless. That said, the effort put in here is, at the very least, admirable and collaborative, so it seems like a decent place to speak up. Rengar is far from perfect in his current state. I'll be the first to admit that. I do remember feeling more nervous (than other updates I've been a part of) than usual prior to his release, because it felt like we took some pretty drastic steps to try to accomplish difficult gameplay goals. Some of these worked out well. Others did not. Outside any individual item, to me, the single biggest shortcoming of the update is that he feels too different too play to really feel like the same champion, which I suppose tends to feel quite bad as some kind of confirmation of my pre-release nerves. The experience has been valuable to me as we hone in on the ingredients of a great update and the risks we may feel comfortable taking, but that should be of little consolation to players that may be feeling betrayed by this update (or any other, really). I've read many ideas for what we could do or ought to have done for Rengar, and still, I'm not sure what would be best. It is easy to know what doesn't work. It can be difficult to know what will. In the spirit of thus thread, below will be my thoughts on Rengar's kit. Keep in mind that this isn't a commitment to any type of incoming change. P I do think the changes to Ferocity generation were a great improvement to Rengar's gameplay, and I believe that this bonetooth is an improvement over the previous one, even if its progression and rewards are not as good as they could be. I'm unsure about the leap elements of the passive that get don't complaints, as I tried to set the range/speed/frequency as high as I could without being unfair to opponents, and I think that some of the complaints about these things mostly come from no longer being able to do some of the same exact jumping behaviors. I agree thus feels bad if you've learned all of them, but I still think the changes made here were generally acceptable. Q If I were to do it again, I would take more of an approach of "keep Q the same at all costs." The spell is mostly good in isolation mechanically (could be a decent spell on a different kit), but just feels bland, rushed, and uninspired here, primarily if you were attached to the previous Q. This said, reverting to the previous Q would result in the kit being back in a state where all of its damage could be applied instantly, and we were trying to move away from that for his update (which, at a goals level, I still do think is correct). W I don't think this spell is perfect, but I stand by it being mechanically better than the previous version. Whether that's true or not, honestly neither version is amazing. It's possible this should have been a new spell entirely, or that it should have part of a more extensive effort to make all of Rengar's instant cast spells not just stackable in the same instant. There is something to be said for the familiarity and simplicity of the spell, I suppose. E Bola is mostly fine. I was shocked by how many players complained that they couldn't instant cast it during leap, but I do think it having a cast time at all times was the right call. R After the Ferocity changes, I think the gains made to R's play for opponents was a definitive step in the right direction for Rengar's kit. I think there some merit to the spell having TOO much counterplay for opponents in the approach and not enough once he's there, but the spell seems far, far better for the game than the previous version, and with some tweaks, could be really great. I also know people tend to complain about the "free" crit on it, but I think rewarding jumping to the right target is appropriate, and damage seems appropriate as well. Perhaps it's the word crit? Maybe it should just be some kind of bonus damage. I'm not entirely sure, but that seems tunable. Pattern I'm not really concerned about whether people think Rengar is an assassin, diver, bruiser, fighter, skirmisher, or whatever. There seems to be enough division there that satisfying a singe singular majority doesn't seem possible. Closing Despite tending to think we made mostly good calls and took mostly good risks with Rengar's update, I think it's pretty clear that the changes to Q primarily tend to overshadow these. In my opinion, Rengar would have been best served by keeping the mechanics of pre-rework Q at all costs, though the way to accomplish that and still hit game health and counterplay goals we aimed for are still unclear, and are unlikely as simple as some passionate players may make it out to be. I'm thankful that League is a constantly changing game where we may get to circle back and revisit changes like these in the future. Thanks for taking the time and effort to put this post together. I know that sometimes it may feel like we aren't listening or don't care when something like this posted and maybe there's no response from a Rioter, but I do think it's rare that we're just turning a blind eye to something players care about. I apologize that it sometimes feels otherwise, and that we (I personally, on this case) don't always make the right calls, but I am thankful for feedback like this that keeps us in touch with player sentiment and helps us to improve moving forward.
> P > I do think the changes to Ferocity generation were a great improvement to Rengar's gameplay, and I believe that this bonetooth is an improvement over the previous one, even if its progression and rewards are not as good as they could be. I'm unsure about the leap elements of the passive that get don't complaints, as I tried to set the range/speed/frequency as high as I could without being unfair to opponents, and I think that some of the complaints about these things mostly come from no longer being able to do some of the same exact jumping behaviors. I agree thus feels bad if you've learned all of them, but I still think the changes made here were generally acceptable. I completely disagree with this statement. His old ferocity system added more depth and a higher skill ceiling to his kit. Something I like to call "Ferocity management" where you would needed to plan to stack up your ferocity correctly before a fight would happen or know how to fight in a less optimal way with less ferocity. Some times if you were not ahead or if it is early in the game you would almost always want to snare the enemies with your E making it easy for your team mates help you getting the enemy killed. Some times you would engage with Q for burst if you were fed to kill or if the enemies were low to execute. Some times you would even jump inn and W to heal if your team were fighting and you were low on health just do burst someone down and escape. And that just doesn't feel like a thing with his current kit. Also the old bonetooth necklace had a better feel to it, it felt like your progressed further and evolved furter the more kills and assist you got instead of this % ad mess. > Q > If I were to do it again, I would take more of an approach of "keep Q the same at all costs." The spell is mostly good in isolation mechanically (could be a decent spell on a different kit), but just feels bland, rushed, and uninspired here, primarily if you were attached to the previous Q. This said, reverting to the previous Q would result in the kit being back in a state where all of its damage could be applied instantly, and we were trying to move away from that for his update (which, at a goals level, I still do think is correct). Even tho the old Q insta damage was not super healty it felt really smooth and it was fun to use. I felt like the 6.2 nerfs kind of "balanced it out" nerfing it's scaling and snowball potentional. His new Q felt awful and super clunky skillshot that you had to gutt down to basicly no damage lvl 1 since aoe clawing was too strong. > W > I don't think this spell is perfect, but I stand by it being mechanically better than the previous version. Whether that's true or not, honestly neither version is amazing. It's possible this should have been a new spell entirely, or that it should have part of a more extensive effort to make all of Rengar's instant cast spells not just stackable in the same instant. There is something to be said for the familiarity and simplicity of the spell, I suppose. Here is another statement I completely disagree with. With his new passive you need to use your W to get empowered attack. But with the new W your potentionally "lose" the ability to heal since you use it when you engage making it kind of pointless. You need empowered attacks for burst, but you want to save it til when you've lost hp so you want to hold onto your burst? This kind of doesn't make sence with his kit and playstyle and it just feels wierd. Meanwhile the old one would give you resistances for jumping inn and trying to burst someone making it feel like "I am supposed to use this spell before I take any damage". And the new empowered W feels like more of a panic button if anything which doesn't seem like healthy gamedesign at all to me. "Oh shit I jumped into 3 enemies, better click my fuck up button". > E > Bola is mostly fine. I was shocked by how many players complained that they couldn't instant cast it during leap, but I do think it having a cast time at all times was the right call. I think cast time on bola is a good design choise adding more depth in his kit predicting where the enmies will be compared to you after you land if it's thrown mid air. Examples of this can be throwing behind you, to the sides etc. > R > After the Ferocity changes, I think the gains made to R's play for opponents was a definitive step in the right direction for Rengar's kit. I think there some merit to the spell having TOO much counterplay for opponents in the approach and not enough once he's there, but the spell seems far, far better for the game than the previous version, and with some tweaks, could be really great. I also know people tend to complain about the "free" crit on it, but I think rewarding jumping to the right target is appropriate, and damage seems appropriate as well. Perhaps it's the word crit? Maybe it should just be some kind of bonus damage. I'm not entirely sure, but that seems tunable. I kind of disagree with this again. After the 6.2 changes i felt like players would have a lot of time to react tom his ultimate since they increased the "!" radius of his ultimate. Making it harder for him to snowball since when he went to gank the enemies could react by running away before he got there making it harder for him to snowball and becoming a snowballing monster. And yet people would still be able to react lategame if the enemy players focused. The new ultimate makes it too easy to see what direction he comes from and it will warn them from waaay too far away. The 100% crit leap is also super bad game design wise kind of in multiple ways. Building crit is now super bad since it's "wasted stats". You you are forced into a linear build path basicly "raw damage and lethality or tanky". Meanwhile old Rengar could go crit, lethality, tanky and even ap since his old W had some ap scaling. I also think that the detection range for his current "camuflage" is way too big, I would like seeing a sneaky assassin sneak passt enemies and it feels more like his identity. Rengar is and has always been relying on his ultimate and I think that is Ok. Rengar can't do a whole lot without his ultimate since he loses his potentional to pick off kills but when his ult is up people need to be be on their toes and dont get caught. I think assassins sould be able to solo kill squishies. And at the same time if he has ulti up if the enemy team groups he literally cant do a thing (or at least old rengar) 1 cc ability and you're a dead cat. Also pretty popular items like Zhonyas and Gaurdian Angel literally shits on Rengar. Zhonyas has always been popular and Gaurdian Angel has become more and more popular especially after the changes where it gives AD. My Opinion basicly "TL;DR" I think the 6.2 Changes(including the bug fixes in 6.9) is the "healthiest" state rengar has even been. Nerfing the base damage for his Q made oneshotting hard unless you snowball super hard or being full build vs squishies and I do think assassins are supposed to be able to burst squishies. Adding cast time to his E made mid air combos pretty hard and risky. So It felt like you had some "high risk high reward" by predicting where the enemies would be after you land you could throw the bola in that direction to slow/snare and deal some damage. Or you could miss horribly and lost burst and slow/snare. There was rly nothing wrong with his W in my opinion since it felt like you got some tankiness while jumping into enemies dealing a minimal amount of damage. I think his ult was fine after the 6.2 nerfs since the enemies had more time to react, making it hard to burst an enemy knowing that rengar was coming and them having more time to react to his ganks earlygame and escape preventing "snowballs". And with the combination of less damage from Q and hard to hit bola oneshotting became hard. And would basicly now happen unless you were far ahead or lategame vs 0 defensive item squishes. Champions with small dashes,cc, knockbacks etc could easily screw over rengar. Example of this can be lucian dashing away kiting kha'zix around, vayne tumble E and stealthing back and forth killing rengar. I overall think the 6.2 changes brought him into a balanced spot making the entire rework unnecessary Sorry for being Late to the party, didn't know there would be a "rengar thread"

Teerno

Level 70 (EUW)
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