[Rework Concept] Draven, the Glorious Executioner

SSmotzer··2 votes·1,596 views

https://cdn1.sixmorevodka.com/wp-content/uploads/2019/10/15153521/DRAVEN-L02.jpg?webp=0

Passive - Spinning Axes: When Draven attacks an enemy, he gains a stack of Strike. At 6 stacks Draven consumes the stacks of Strike and starts spinning one of his axes, causing his next basic attack to deal bonus damage. Killing a minion grants 2 stacks, and killing an enemy champion or tower instantly causes him to start spinning an axe.

The spinning axe ricochets off the target high up into the air, landing 2 seconds later at a location determined by Draven's current movement. If Draven catches an axe, Spinning Axe is reapplied instantly on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once.

**Q - Give Them a Show: **Draven points in a target direction, causing Draven and the closest enemy champion, who is looking toward Draven, to both be disarmed and Taunted to each other, forcing their taunt emote.

  • **Backstabbing Bladefabe - Targeting an Ally: **Draven throws a weak axe at an allied champion, causing them to feign death, becoming untargetable, but disarming, slowing, and silencing them for 1 second. If Draven had a Spinning Axe he would throw it, and be able to catch it after it bounces off his ally. Pretending to kill an ally grants Strike and Glory as if he killed an enemy champion.

W - League of Draven - Passive: Draven catching his spinning axes and killing units grants Draven Glory, which decays over time. Killing champions, towers, and large and epic monsters grants bonus Glory. The higher the Glory the fast it decays. As Draven collects Glory he will be judged by the crowed. Using Draven's taunt emote prevents Glory from Decaying and grants bonus Glory on Draven's next attack, the longer Draven taunted the more Glory gained. While under crowed control effects Draven's Glory decays faster.

  • All Hail Draven - Active: Draven gains bonuses based on his level of Glory. Each rank of Glory also activates all the ranks below it. Catching a Spinning Axe refreshes All Hail Draven's cooldown.

Casual: Draven becomes ghosted and gains bonus attack speed and movement speed which decays over 1 second.

Badass: Draven's next attack applies grievous wounds for 1 second and deals bonus damage.

Amazing: The duration of Draven's movement and attack speed bonuses, and the duration of the Grevious Wounds applied are doubled.

Draven!: The crowed begins chanting Draven. It begins to rain golden coins around Draven, that any champion can walk over and pick up, rewarding them bonus gold. Enemies are slowed when picking up gold. Killing an enemy champion causes all gold to be pulled to Draven.

DDraven!!: The chanting grows louder. Draven reveals the area around him, and revealed enemies take bonus true damage from the next source of damage they take.

DDDRAVEN!!!: The chanting becomes thunderous. Draven gains 99% tenacity and damage resistance for .5 seconds.

E - Stand Aside - First Cast: Draven throws his axes in a line, dealing physical damage to all enemies hit, knocking them aside and slowing them for 2 seconds. A set of Draven's axes remain at the end of their path for 1 second.

  • Draven Coming Through - Second Cast: Draven rolls to and picks up his axes, causing him to start spinning one of his axes.

R - Whirling Death: Draven hurls two massive axes in the target direction, dealing physical damage to all enemies struck. Upon reaching the edge of the map, striking an enemy champion, or upon reactivation, the axes slowly come to a stop before homing back to Draven, dealing the same damage to every enemy struck on the way back.

20 Comments

Lord Zeta 13135 votes

yeah, i dont think giving him 99% damage resistence is a good idea.

SSmotzer1 votes

[{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=bVYdhkXA,comment-id=0000,timestamp=2020-01-18T22:14:10.431+0000)

yeah, i dont think giving him 99% damage resistence is a good idea.

You do realize that it isn't simply just pressing W.

Most people who main Draven would probably never get to activate DDDraven!!! This would probably be one of the hardest achievements to get in the eternals system.

Also it's literally for half a second.

Lord Zeta 13134 votes

{quoted}

You do realize that it isn't simply just pressing W.

Most people who main Draven would probably never get to activate DDDraven!!! This would probably be one of the hardest achievements to get in the eternals system.

Also it's literally for half a second.

ok, fine. i overlooked that.

but this rework concept is simply overloaded. taunting is a gameplay ability? 6 different levels of reward for W? this is very obviously overloaded?

SSmotzer1 votes

[{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=bVYdhkXA,comment-id=000000000000,timestamp=2020-01-18T23:23:07.776+0000)

ok, fine. i overlooked that.

but this rework concept is simply overloaded. taunting is a gameplay ability? 6 different levels of reward for W? this is very obviously overloaded?

Define overloaded please.

Lord Zeta 13133 votes

{quoted}

Define overloaded please.

Overloaded: having so many mechanics that the complexity is in simply keeping track of everything. For example: Akali used to have: Heal, True stealth, 4 dashes, Massive damage, energy restoration, a stun, a slow, and 2 movement speed buffs. Sylas used to have: High damage, Massive healing, a shield, 3 dashes, a stun, a slow, 2 AOE damaging abilities, and Ultimate stealing.

This Concept has: 5 abilities (SInce his Taunt does something), High damage, Taunt, scilence ( which is redundent since they're taunted during the scilence), movment speed buff, attack speed buff, healing reduction, bonus gold, true vision, true damage, massive damage reduction and tenacity rarely (Which should not be even in there. its just adding another factor to keep track of), knockback, dash, global ult that deals massive damage.

also, the second cast of his E would be nearly useless, since it would put you RIGHT next to the enemy, which unless your are absurdly fed means they get to unload their entire combo on you.

SSmotzer1 votes

[{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=bVYdhkXA,comment-id=00000000000000000000,timestamp=2020-01-19T18:46:33.112+0000)

Overloaded: having so many mechanics that the complexity is in simply keeping track of everything. For example: Akali used to have: Heal, True stealth, 4 dashes, Massive damage, energy restoration, a stun, a slow, and 2 movement speed buffs. Sylas used to have: High damage, Massive healing, a shield, 3 dashes, a stun, a slow, 2 AOE damaging abilities, and Ultimate stealing.

This Concept has: 5 abilities (SInce his Taunt does something), High damage, Taunt, scilence ( which is redundent since they're taunted during the scilence), movment speed buff, attack speed buff, healing reduction, bonus gold, true vision, true damage, massive damage reduction and tenacity rarely (Which should not be even in there. its just adding another factor to keep track of), knockback, dash, global ult that deals massive damage.

also, the second cast of his E would be nearly useless, since it would put you RIGHT next to the enemy, which unless your are absurdly fed means they get to unload their entire combo on you.

The difference between this kit and relaunch Akali is Akali just had all those tools. Draven needs multiple kills, and enough skill to maintain his ever decreasing glory, which can be decreased even faster by any form of cc, from slows to stuns, they all take chunks out of his glory. Ashe, for instance, would be a hard counter to Draven's glory, not to mention her slow making it harder to juggle axes.

Eternal Torment2 votes

Gotta agree with the others, this is simply too overloaded and it is not in tune with what draven stands for.

You are so busy trying to be creative that you forget whether or not this creativity actually fits and whether or not it is balanced.

I do compliment you on the range of ideas you have, but you really gotta learn where to draw a line with them. Currently, your reworks, specially this one, walks past a line even CertainlyT didn't step over and that's bad in every aspect that one can think of.

And while I can see the raw idea have some value and functionality, it needs some heavy working and fine tuning in order to be balanced. You have to still consider that Draven is yes a showman but also an axe throwing executioner.

oh and on a more personal note, you don't have to change every champion's title that you try to rework. Even past reworks haven't experienced title changes except for those who also got a gigantic lore overhaul like warwick did. It often times comes off as edgy and adds that sprinkle that makes the unnecessary parts more highlighted, praying less attention on the things in your rework that are good.

SSmotzer1 votes

[{quoted}](name=Eternal Torment,realm=EUW,application-id=A8FQeEA8,discussion-id=bVYdhkXA,comment-id=0002,timestamp=2020-01-19T09:42:06.796+0000)

Gotta agree with the others, this is simply too overloaded and it is not in tune with what draven stands for.

Draven, the self centered style over substance brutal gladiator who secretly has a heart of gold. A DMC style meter that causes the crowed to start chanting his name doesn't fit on Draven, really?

Also, what's the broken part of this kit? The feign death for an ally to protect them? That, in my opinion, is probably the most broken part of this kit.

You are so busy trying to be creative that you forget whether or not this creativity actually fits and whether or not it is balanced.

I do compliment you on the range of ideas you have, but you really gotta learn where to draw a line with them. Currently, your reworks, specially this one, walks past a line even CertainlyT didn't step over and that's bad in every aspect that one can think of.

I'm just trying to add character and personality to abilities that previously only had single sentences describing their abilities, or are essentially a passives on an active abilities.

Like, let's compare Draven's Blood Rush to my All Hail Draven.

Blood Rush makes Draven ghosted for 1 second and gives him bonus attack and movement speed for 2 seconds.

All hail Draven cuts the attack and movement speed down to 1 second, until he gets his rank up to "Amazing." So it takes more effort to activate the same ability, but that's not all. Going beyond Amazing gives Draven his previous passive ability, allowing him to get the bonus gold he previously would have gotten for free, but now the player has to make a choice, either keep engaging and leave the gold behind, or stop engaging, collect the gold and risk losing your glory.

Just because there are a lot of words describing an ability does not make it overloaded.

And while I can see the raw idea have some value and functionality, it needs some heavy working and fine tuning in order to be balanced. You have to still consider that Draven is yes a showman but also an axe throwing executioner.

Have you read his new lore? Draven hardly ever actually kills anyone anymore. Before becoming famous in the arena, Draven could hardly bring himself to kill anyone, making Darius the one who had to end his fights, and since he became famous, he has been training the gladiators to miss their attacks, to act injured, to fake it.

The Reckoners quickly became entertainers as much as combatants, each with their own carefully constructed backstory, fighting style, and flamboyant personality. The fights were often bloody—this was still Noxus after all—but far less often ended in death. The rivalries, trash-talking, and intrigue between the best-known Reckoners became the stuff of legend throughout the empire, but none were talked about more than Draven.

The real question is, is Summoners Rift a battlefield, or a stage? Is it a place where countless men march to their deaths under the command of powerful figures who see it as a means to an end, or is it a place where larger than life personalities put on a show to entertain those watching?

oh and on a more personal note, you don't have to change every champion's title that you try to rework. Even past reworks haven't experienced title changes except for those who also got a gigantic lore overhaul like warwick did. It often times comes off as edgy and adds that sprinkle that makes the unnecessary parts more highlighted, praying less attention on the things in your rework that are good.

What are you talking about, I didn't change Draven's title or are you talking about changing Ashe from "the Frost Archer" to "the Archer Queen?"

...I don't know if you know this, but Ashe is a queen.

None of the titles I give really undermine a character, unless I need a reason to make the kit so different, like in the case I made for Nidalee, making the cougar a separate entity, or Tryndamere, where rage became the central focus of that kit.

BeatzBoyFTW2 votes

Sometimes you need to understand that lore didn't need to be taken this fking literal to be translated completely into a champions' ability kit, so please avoid overloading unnecessary stuffs like this hell of a W...

SSmotzer1 votes

{quoted}

Sometimes you need to understand that lore didn't need to be taken this fking literal to be translated completely into a champions' ability kit, so please avoid overloading unnecessary stuffs like this hell of a W...

I guess you're right. LoL players just don't want a champion with a DMC-esque style meter.

BeatzBoyFTW2 votes

{quoted}

I guess you're right. LoL players just don't want a champion with a DMC-esque style meter.

Current Draven alreaddy shows off how much of a DMC style he is already. I mean damn, back then you changed Ezreal from a poke carry into a literal tomb burglar with absolutely no close relations with each other.

SSmotzer1 votes

{quoted}

Current Draven alreaddy shows off how much of a DMC style he is already.

Exactly why I think he is the perfect champion to have a literal style meter. Honestly the style meter could have no effect on it once so ever, but I felt like it was a good replacement to Blood Rush, with it being a such a simple ability. That and I wanted to make room for Draven's new professional wrestling style arena he has created in the lore to be represented in his kit.

I mean damn, back then you changed Ezreal from a poke carry into a literal tomb burglar with absolutely no close relations with each other.

Because I was trying to show how a character's kit and story can be so foreign to one another, and that because Ezreal exists in the lore there isn't room to create a literal tomb diving champion.

At first my Ezreal rework kept his kit exactly the same but gave him a passive for knocking treasures off of champions he killed to be sold for bonus gold. Like with Pyke's ultimate gold, but then nay sayers voted me down because Ezreal "didn't need a rework" he was "fine as is" that "bonus gold is op." That's when, out of spite, I pushed Ezreal to his furthest possible extreme while still keeping his core kit in tact. I mashed as many abilities as I could into each other and gave him the ability to explore caves around the map and discover treasure and add dungeon traps he stasised with his gauntlet that would be like ammo for his blink, where it would then fire a trap that he rolls out of the way of.

The reason behind it is because in Ezreal's lore he is constantly in tombs, raiding them, and selling them to his university in Piltover. Did you not see the season 10 trailer with Ezreal burgling a literal tomb?

BeatzBoyFTW2 votes

{quoted}

Exactly why I think he is the perfect champion to have a literal style meter. Honestly the style meter could have no effect on it once so ever, but I felt like it was a good replacement to Blood Rush, with it being a such a simple ability. That and I wanted to make room for Draven's new professional wrestling style arena he has created in the lore to be represented in his kit.

Because I was trying to show how a character's kit and story can be so foreign to one another, and that because Ezreal exists in the lore there isn't room to create a literal tomb diving champion.

At first my Ezreal rework kept his kit exactly the same but gave him a passive for knocking treasures off of champions he killed to be sold for bonus gold. Like with Pyke's ultimate gold, but then nay sayers voted me down because Ezreal "didn't need a rework" he was "fine as is" that "bonus gold is op." That's when, out of spite, I pushed Ezreal to his furthest possible extreme while still keeping his core kit in tact. I mashed as many abilities as I could into each other and gave him the ability to explore caves around the map and discover treasure and add dungeon traps he stasised with his gauntlet that would be like ammo for his blink, where it would then fire a trap that he rolls out of the way of.

The reason behind it is because in Ezreal's lore he is constantly in tombs, raiding them, and selling them to his university in Piltover. Did you not see the season 10 trailer with Ezreal burgling a literal tomb?

Yes, we can see he's a tomb raider. No, you didn't have to literally apply that directly into his kit.

SSmotzer1 votes

{quoted}

Yes, we can see he's a tomb raider. No, you didn't have to literally apply that directly into his kit.

I think there should be something hinting to the fact. Ornn is a weapon smith, he makes items. Lissandra is a witch, she makes thralls. Galio absorbs magic, he has a magic shield.

Now I get some champion concepts are too abstract to properly be represented in their kit, but Ezreal's lore is all about exploring and getting treasure. The only reason, in my opinion, they didn't give Ezreal a treasure finding mechanic is because Ezreal is too popular to change. I'd say that's why I am getting so much hate from Draven mains.

And I don't think people actually read my concepts most of the time. I give Rumble a second passive where if he taunts for 60 seconds straight he deals 999% damage to everyone around him and people say it's unreasonable to give Rumble that much damage on an emote. Like did they not read the part where he has to stand still for a minute straight?

Yes 99% damage resist on a marksmen sounds insane, but so dose giving them 99% movement and attack speed, but Jinx seems to be fine with it, and she get's it for 6 seconds Draven would just get his damage resistance for half a second, and it takes him minutes of straight combat to get to that point. Either that or get a quick pentakill. Yeah, I should make the requirement to get the damage resistance a pentakill. I wanna hear someone justify how that is op.

BeatzBoyFTW2 votes

Now I get some champion concepts are too abstract to properly be represented in their kit, but Ezreal's lore is all about exploring and getting treasure. The only reason, in my opinion, they didn't give Ezreal a treasure finding mechanic is because Ezreal is too popular to change. I'd say that's why I am getting so much hate from Draven mains.

It's because it is absolutely unnecessary to have for him since his current kit has nothing lacking about it. You gave him extra stuff because of his lore, not because of the balancing problem. And everyone here literally said that Draven's W is just simply overloaded & not needed. It's not like his current W is in any way a huge problem.

And I don't think people actually read my concepts most of the time. I give Rumble a second passive where if he taunts for 60 seconds straight he deals 999% damage to everyone around him and people say it's unreasonable to give Rumble that much damage on an emote. Like did they not read the part where he has to stand still for a minute straight?

Biggest question of this kit: Why?

What's the point of this kit being ever implemented into his current kit at all. This sort of kit will simply lead to troll problems & AFK-cases, and most of all, people won't even bother using this kit at all. No one wants to waste an entire minute of standing still while being at risk of being either poked to death, or losing a full minute chances of roaming.

Yes 99% damage resist on a marksmen sounds insane, but so dose giving them 99% movement and attack speed, but Jinx seems to be fine with it, and she get's it for 6 seconds Draven would just get his damage resistance for half a second, and it takes him minutes of straight combat to get to that point. Either that or get a quick pentakill. Yeah, I should make the requirement to get the damage resistance a pentakill. I wanna hear someone justify how that is op.

Jinx does not have Stealth mechanic, a dash or blink in her kit, and the movement speed requires her to kill something to be able to use it. Draven on the other hand has a refreshable cooldown on his W for every time he catches his axe, so basically his kit, in your dictionary, is more broken than Jinx's highly conditional passive.

Second, you're comparing Damage Reduction to bonuses that can still be restricted off by Slows & Attack Speed slow items. It's not just about the unnecessary 0.5 DR, why on earth would an AD carry have the capability to become a Pyke 2.0 by providing everyone free gold & having half of a supportive kit in him? And if it's only 0.5, does he even need the Damage Reduction AT ALL?

As everyone said, it is simply overloaded & not needed at all. His current W is still great for him.

SSmotzer1 votes

{quoted}

It's because it is absolutely unnecessary to have for him since his current kit has nothing lacking about it. You gave him extra stuff because of his lore, not because of the balancing problem. And everyone here literally said that Draven's W is just simply overloaded & not needed. It's not like his current W is in any way a huge problem.

What about Lissandra? Before her rework she has a balanced kit, it was just uninteresting and didn't really have much of her lore in it, beside all of the ice. Then they took from the lore of her being a witch, replaced her balanced but boring passive and gave her a super interesting and unique passive that lines up perfectly with her archetype. The frozen thralls.

That is what I want to inspire people to want from their champion, instead of safe, balance mundanity, I want them to want weird out there and unique abilities.

Biggest question of this kit: Why?

What's the point of this kit being ever implemented into his current kit at all. This sort of kit will simply lead to troll problems & AFK-cases, and most of all, people won't even bother using this kit at all. No one wants to waste an entire minute of standing still while being at risk of being either poked to death, or losing a full minute chances of roaming.

Because it's fun, because it fits with his theme. He's in a robot, every robot in fiction has a self destruct countdown. Of course no one is really intended to actually use his self destruct in an actual game, but it still adds so much to his character. And those rare set ups where a team manages to get it to work is just funny. A lane duo of Poppy and Rumble, and Rumble starts his countdown in their tri bush, and then at the last second of his countdown Poppy lands her ultimate and sends their adc and support flying into their tri bush. Hilarious.

That is what I want from champions. Jank, hilarious jank.

Jinx does not have Stealth mechanic, a dash or blink in her kit, and the movement speed requires her to kill something to be able to use it. Draven on the other hand has a refreshable cooldown on his W for every time he catches his axe, so basically his kit, in your dictionary, is more broken than Jinx's highly conditional passive.

And it still takes Draven time and effort to get to that point, usually needing at least 2 kills to get to that point, or spend several minutes catching his axes.

Second, you're comparing Damage Reduction to bonuses that can still be restricted off by Slows & Attack Speed slow items. It's not just about the unnecessary 0.5 DR, why on earth would an AD carry have the capability to become a Pyke 2.0 by providing everyone free gold & having half of a supportive kit in him? And if it's only 0.5, does he even need the Damage Reduction AT ALL?

What are you talking about? This kit's damage reduction goes away when you hit Draven with a slow or a stun. Fighting Ashe alone would make Draven's style meter shrink in the cold, and yes that is a metaphor.

No, he doesn't need the damage reduction, realistically speaking a champion doesn't need any bells or whistles on any of their abilities. The game would actually be a lot more balanced if they just got rid of flavor text, gimmicks, and just gave everyone different numbers. Like if every champion had abilities like Blood Rush, the game would be a lot more approachable to new players, a lot easier to play, and a lot easier to balance.

But then every champion would be more or less the same, and I don't want to play Raid Shadow Legends. I wanna play my gimmick unkillable Lissandra support build, get myself in the middle of a fight, ult myself, then zhonyas, then pop guardians all while summoning a horde of zombies.

As everyone said, it is simply overloaded & not needed at all. His current W is still great for him.

Well, they can go to hell for all I care. I wanna see every champion live up to their potential.

And on a side note I put this same build on a new champion concept and people seem happy with it. Must not be the style system they are having a problem with.

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/o1BNOG3f-champion-concept-kato-and-shiraza-the-tag-team-showmen

BeatzBoyFTW1 votes

{quoted}

What about Lissandra? Before her rework she has a balanced kit, it was just uninteresting and didn't really have much of her lore in it, beside all of the ice. Then they took from the lore of her being a witch, replaced her balanced but boring passive and gave her a super interesting and unique passive that lines up perfectly with her archetype. The frozen thralls.

That is what I want to inspire people to want from their champion, instead of safe, balance mundanity, I want them to want weird out there and unique abilities.

Her passive feels basically nothing, of which does not promote any sort of improved gameplay in her kit, hence why it got reworked. Her new passive solidify her as a zoning mage champion when she gets ahead, while your reworks are purely gimmicks that is just plain unnecessary, such as Draven's W & Rumble's new passive.

Because it's fun, because it fits with his theme. He's in a robot, every robot in fiction has a self destruct countdown. Of course no one is really intended to actually use his self destruct in an actual game, but it still adds so much to his character. And those rare set ups where a team manages to get it to work is just funny. A lane duo of Poppy and Rumble, and Rumble starts his countdown in their tri bush, and then at the last second of his countdown Poppy lands her ultimate and sends their adc and support flying into their tri bush. Hilarious.

That is what I want from champions. Jank, hilarious jank.

Sorry, this is League of Legends. Not Dexter's Laboratory. Maybe focus a little bit more to actual balancing than adding functions that does not benefit his team at all or rather waste his team's time by Nubrac-ing around.

And it still takes Draven time and effort to get to that point, usually needing at least 2 kills to get to that point, or spend several minutes catching his axes.

...do you even play Draven? I'm literally talking about the conditions between who gets his movement passive the fastest, as that was your main argument.

What are you talking about? This kit's damage reduction goes away when you hit Draven with a slow or a stun. Fighting Ashe alone would make Draven's style meter shrink in the cold, and yes that is a metaphor.

Then it's not needed. Simple as that. No hard-carries should have such a defensive stance as this.

No, he doesn't need the damage reduction, realistically speaking a champion doesn't need any bells or whistles on any of their abilities. The game would actually be a lot more balanced if they just got rid of flavor text, gimmicks, and just gave everyone different numbers. Like if every champion had abilities like Blood Rush, the game would be a lot more approachable to new players, a lot easier to play, and a lot easier to balance.

Your meaning of "balance" goes way beyond of what it actually means in the world of Esport. This is to cater those who actually commits to the game & being able to carry themselves up to the top. If they can't do that, either take the time to actually learn it, or go back to Minecraft.

Well, they can go to hell for all I care. I wanna see every champion live up to their potential.

And on a side note I put this same build on a new champion concept and people seem happy with it. Must not be the style system they are having a problem with.

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/o1BNOG3f-champion-concept-kato-and-shiraza-the-tag-team-showmen

Define "people", cz I see absolutely 0 response in it.

SSmotzer1 votes

{quoted}

Her passive feels basically nothing, of which does not promote any sort of improved gameplay in her kit, hence why it got reworked. Her new passive solidify her as a zoning mage champion when she gets ahead, while your reworks are purely gimmicks that is just plain unnecessary, such as Draven's W & Rumble's new passive.

I don't think increasing the power of Blood Rush by catching more axes is all that gimmicky.

Sorry, this is League of Legends. Not Dexter's Laboratory. Maybe focus a little bit more to actual balancing than adding functions that does not benefit his team at all or rather waste his team's time by Nubrac-ing around.

You can do what Nubrac did with any champion really, to varying success. Like when river support Shen was in the meta. Shen going support and just walking up and down river. The problem with Nubrac isn't him not going bot lane, it was that he wasn't focused on securing objectives or going from lane to lane, he just sat sponging off the xp of mid.

...do you even play Draven? I'm literally talking about the conditions between who gets his movement passive the fastest, as that was your main argument.

Wait, Draven already gets his movement speed passive from just pressing W, and it refreshes whenever he catches an axe. What are we talking about?

Then it's not needed. Simple as that. No hard-carries should have such a defensive stance as this.

...You mean like Kayle? The late game hyper carry with a full 3 seconds of complete invincibility.

Your meaning of "balance" goes way beyond of what it actually means in the world of Esport. This is to cater those who actually commits to the game & being able to carry themselves up to the top. If they can't do that, either take the time to actually learn it, or go back to Minecraft.

Screw catering to the esports community. If a champion's mechanics are fun but imbalanced for 1% of the community, then the mechanic should stay.

If a Draven player manages to catch every axe, dodge all skill shots, prevent himself from being touched by any CC, but dealing so little damage that he can get to DDDraven!!! without getting a penta kill, then yeah, they deserve to become a glorious golden Draven god.

hRnrBbWoTr1 votes

Tyler 1 wont be happy

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