Themecrafting: Shen + Draven

Logjam··3 votes·967 views

Some ideas to improve playability related to champion theme and balance.

Shen While quite strong in some ranked teams I feel like this guy could be a bit more fun and is a bit weak still at the moment. Proposed change:

**Stand united now stealths shen upon arrival the the target allied champion for up to 4 seconds or until an action is used. **

This would make shen much more fun to play by furthering the sneaky ninja aspect. It would also allow him to make more use of his taunt after using his ultimate and make him slightly stronger and without making him OP.

Draven Draven is in a good spot now in regards to balance but has a very steep learning curve and a kit that feels a bit too spam intensive. Proposed change:

Draven's blood surge is now a toggle effect. While on, it activates and consumes mana every time draven catches an axe.

This would make Draven much more fluid and fun to play. It would allow people to concentrate on positioning and catching axes without having to constantly spam blood rush. It also goes with his theme of an adrenaline rush when catching axes quite well

11 Comments

warwiller1 votes

About Draven, maybe, but it would have to consume every three to five catches? :D

Logjam1 votes

Why? he already gets the CD refreshed every time he catches an axe now. The toggle just means you dont have to spam it every time you want to use it after you catch each axe. It is just too many things to do at once for him to be fluid to play.

warwiller1 votes

Maybe. But maybe it makes him too simple.

UberAffe1 votes

I like the shen idea!

But for draven adding a straight cost per use would be too much of a hit to his mana use. If catching x# of axes in a row or within a timelimit returned mana or reduced the cost I could see it working well.

Logjam1 votes

If you want it to stop costing mana, you just toggle it off. It already has a straight mana cost per use, nothing would change.

It would just make Draven easier to play if it was a toggle instead of requiring you to push W every single time you want to use it.

UberAffe1 votes

the point of the axes that you catch them to not have to activate it again. If they just straight added mana cost to every auto with the spinning axe it would significantly hurt any of the good dravens while only slightly helping the not as good dravens.

That said I wouldn't mind seeing a small draven nerf, which is what this would be.

Logjam1 votes

I think you are still missing how it would work.

Currently: Draven has an axe spinning and pushes W for a boost, catches another axe, pushes W for a boost, repeat. If he wants to stop using mana, he stops pushing W

With a toggle effect: Draven has an axe spinning pushes W for it to be toggled on, gets a boost, catches an axe, gets an automatic boost, catches an axe gets an automatic boost. If he wants to stop using mana he pushes W to toggle it off.

The difference:

Currently: If I want to use W 5 times I need to push it 5 times in a fight while catching axes and positioning. Toggle: If i want to use W 5 times, I push it 1 time turn on and 1 more time to turn off after 4 axe catches.

Logjam1 votes

To make it even more interesting, because mana costs could get high with 2 axes, you could reduce the cost of the consume to half when he is holding two axes.

This would reward catching and holding 2 axes for as long as possible without having to push W like a machine gun.

UberAffe1 votes

I guess I was more tired last night than I thought ... I was thinking about his q being a toggle not his w, I had the abilities switched in my head. I retract my entire argument.

HailFire Dragon1 votes

i like the draven changesi tried to play draven a while ago and everytime i died i cant help but wonder would i have lived i had consistantly pressed W after axe catch because i know i didntAmumu

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