Embracing wrote:
rengar just has a toxic anti-fun kit.
i think these nerfs are just temporary measures for a future rework to come
i think these nerfs are just temporary measures for a future rework to come
I am not too sure; Rengar doesn't promote player interaction whatsoever, but then again, they recently made Tahm Kench.
nah rengar has an awful first clear and needs to build squishy to kill people. he also can't engage through pink wards and has trouble killing tanks and people with zhonyas.
tahm kench on the other hand needs to be cclocked as soon as he hits 20-30% so he can't pop his gray life shield, and if he is tanky, good luck. not to mention his laning is oppressive as ****, his damage is really high with 0 damage items, and of course, he can save people who are cc'd instantly.
tahm kench on the other hand needs to be cclocked as soon as he hits 20-30% so he can't pop his gray life shield, and if he is tanky, good luck. not to mention his laning is oppressive as ****, his damage is really high with 0 damage items, and of course, he can save people who are cc'd instantly.
H4xDefender wrote:
nah rengar has an awful first clear and needs to build squishy to kill people. he also can't engage through pink wards and has trouble killing tanks and people with zhonyas.
tahm kench on the other hand needs to be cclocked as soon as he hits 20-30% so he can't pop his gray life shield, and if he is tanky, good luck. not to mention his laning is oppressive as ****, his damage is really high with 0 damage items, and of course, he can save people who are cc'd instantly.
tahm kench on the other hand needs to be cclocked as soon as he hits 20-30% so he can't pop his gray life shield, and if he is tanky, good luck. not to mention his laning is oppressive as ****, his damage is really high with 0 damage items, and of course, he can save people who are cc'd instantly.
My point was; the nature of either kit does not promote player interaction really. Rengar wants to instantly eliminate opponents from stealth, and Tahm Kench just avoids interaction by saving people and well, he just does not die.
I don't really see the point of these nerfs. I think that Rengar wasn't unmanageable to begin with - it's just that people don't know how to play against him.
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utopus wrote:
I don't really see the point of these nerfs. I think that Rengar wasn't unmanageable to begin with - it's just that people don't know how to play against him.
I agree, but understand that the bulk of the people plays at Silver or lower; how fun is Rengar? Not very, and we can all stand tall and be like “git gud son” but that doesn't help; it also breeds players that rely on gimmicks and gimmick-like champions rather than actual skill and game knowledge.
Actually, I think the key change is this one:
Range for exclamation mark to appear increased from 1250 to 1450
The problem I have with Rengar on live is that the exclamation mark appears only a fraction of a second before he pounces on you. If you have a little longer time to react, then I as a support can throw down a vision ward and maybe save my adc before Rengar pounces.
Range for exclamation mark to appear increased from 1250 to 1450
The problem I have with Rengar on live is that the exclamation mark appears only a fraction of a second before he pounces on you. If you have a little longer time to react, then I as a support can throw down a vision ward and maybe save my adc before Rengar pounces.
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Like I said, the issue is basically his kit, if you move too much he'll either end up OP or UP
Yep.