User blog:GutsyTick/(Champion Rework) Rengar, the Pridestalker

{{User:Emptylord/Template:PageWithBackground|bg-image=Rengar OriginalSkin.jpg|bg-color= rgba(6, 30, 54, 0.8)|content=

{{champion info
 * disp_name   = {{{disp_name|Rengar}}}
 * image       = {{{image|Rengar OriginalLoading.jpg}}}
 * title       = {{{title|the Pridestalker}}}
 * herotype    = {{{herotype|Fighter}}}
 * alttype     = {{{alttype|}}}
 * resource    = {{{resource|Ferocity}}}
 * ip          = {{{ip|6300}}}
 * rp          = {{{rp|975}}}


 * attack      = {{{attack|6}}}
 * health      = {{{health|5}}}
 * spells      = {{{spells|3}}}
 * difficulty  = {{{difficulty|8}}}

}}
 * hp_base     = {{{hp_base|595}}}
 * hp_lvl      = {{{hp_lvl|95}}}
 * hp5_base    = {{{hp5_base|7.5}}}
 * hp5_lvl     = {{{hp5_lvl|0.75}}}
 * rangetype   = {{{rangetype|Melee}}}
 * range       = {{{range|150}}}
 * dam_base    = {{{dam_base|55}}}
 * dam_lvl     = {{{dam_lvl|3.25}}}
 * as_base     = {{{as_base|0.675}}}
 * as_lvl      = {{{as_lvl|2.75}}}
 * attack_delay = {{{attack_delay|}}}
 * mp_base     = {{{mp_base|}}}
 * mp_lvl      = {{{mp_lvl|}}}
 * mp5_base    = {{{hp5_base|}}}
 * mp5_lvl     = {{{hp5_lvl|}}}
 * arm_base    = {{{arm_base|25}}}
 * arm_lvl     = {{{arm_lvl|2.75}}}
 * mr_base     = {{{mr_base|32.1}}}
 * mr_lvl      = {{{mr_lvl|1.25}}}
 * ms          = {{{ms|345}}}

Prelude
This is a custom rework for .

', we ' him, but we also  him. On one side of the coin we often sort of find comfort in the fact that as a fully offensive , one can only do so much other than one-shotting isolated people. And yet, on the other side of the coin, most of us get super freakin' salty when it actually happens to us in person.

Now thematically speaking, the idea of ' as a hunter chewing up isolated squishies might sound a bit if not moderately reasonable, but in actuality, assassination attempts made by fully offensive ' more often than not only ends in one of the two following ways; one, ' successfully assassinates the isolated target, but the target itself is not given a reasonable amount of time required to even attempt at counterplaying, or two, ' fails the assassination and then either gets kited to death or forced to retreat, hence causing the  player to feel useless (and often actually be useless).

Bluntly speaking now, the only way to resolve this would be to change  into someone who goes into the heart of the battle and thrives on the presence of multiple enemies, instead of an unfun ball of fur which either eats enemies in < 1 second or gets eaten up by his enemies after failing an assassination in < 2 seconds.

So, how would you change  into a Fighter, one may ask. Now obviously the answer isn't restricted to one line of some golden prophecy, but it would be wise to say that the stealth aspect of  needs to be removed. Well that, and some if not all of the following.


 * Make Ferocity into a more interesting and interactive mechanic which dynamically changes to reward the player for being able to adapt to different situations.
 * Increase Ferocity gain when enemy champions are present to increase presence in teamfights.
 * Reduce Ferocity gain when enemy champions are not present to decrease sustain in lane.
 * Remove  double-casting so that his burst is now a foreign concept to him.
 * Increase significance to ' so that it is once again actually meaningful to ' game-play instead of just being a thematic placeholder.
 * Give ' a meaningful mechanic so that players actually think before using it and are restricted from making absurd plays that makes ' look more like a frog than a hunter.
 * Increase  overall sustained damage.
 * Increase  overall utility.
 * Increase the amount of decision making  overall kit requires.

Well then, here it is. My take on turning  into a real manly man.

Abilities
abilities have no cost related to them and their uses are limited only by their respective cooldowns. Instead, he uses his secondary resource bar to display his unique mechanic: Ferocity.

 generates Ferocity whenever he damages enemies with his abilities. Upon accumulating 5 Ferocity,  gains access to an alternate set of basic abilities, which are modified versions of his basic abilities. The two ability-sets however share cooldowns and activating an empowered ability will consume 5 Ferocity.  cannot have more than 5 Ferocity and his Ferocity will decay at a rate of 1 Ferocity per 2 seconds if he has not gained any in the last 5 seconds.

Rengar may purchase different trinkets to enchant with different effects. Blue=

Red=

Yellow=

Green=

Postlude
This rework took quite a while to do (began writing it up since 7th of Feb), so any ideas, recommendations or opinions on it would be appreciated. If you have any inquiries on how or why some certain mechanics were implemented (such as the restriction on passive or removal of stealth from ), please read the Prelude before asking such questions, as the answer you're seeking for might just very well be there.

As for the new ability , just keep in mind that it's mostly there for flavor. Rarely does a game go on for so long that The Hunt is On! event occurs anyway (plus all the requirements that must be met for it to occur). }}