- Captains now see a spinner animation when friends in the group are still determining their spec
- Captains can now invite friends to their group before determining their own spec
- Friend invite statuses are now properly updating
Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.
- Gold gain text is now indicated by a gold coin, rather than the letter 'g'
- Critical strike text is now indicated by a bursty icon, rather than the symbol '!'
Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.
Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!
Passive - Unseen Predator
Q - Savagery
Q - Empowered Savagery
W - Battle Roar
W - Empowered Battle Roar
E - Bola Strike
E - Empowered Bola Strike
R - Thrill of the Hunt
Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?
When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.
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