User blog comment:Draven, the Glorious Executioner/Slenderman, the Forest's Shadow/@comment-8003359-20130430155749

Interesting idea. Some question and comments:

--> Overall: I think you should change around some of his abilities. I like the idea of 'tentacle remnant' affecting his other abilities and such, making for some strategic plays. Since I have an overall different feel for the guy, i'll provide comments for the current skills, and then with"-->" ill provide my own thoughts on what they should be. It's a pretty cool idea. Just may need some rearrangement. --> also provide cooldowns and costs for each ability!

Pass: If you keep this, you gotta make the CD much bigger (maybe every 15 secs) and make it NOT affected by CDR. the reason why i'm saying that is cause it's a passive, a free ability. It isnt like fiddle's fear that requires mana etc and is a single target ability. In the current state, Slenderman's fear can affect all "damaged" enemies. Also, make the fear only apply for enemies affected by abilities.

--> Remake: Make this his R. Make it like a 1.5|2.5|3.5 sec fear with 150|300|450 (+50%AP) damage in an amumu range aoe ult. It could make for a crazy good initiate. He W's in and ults everyone. boom. insta teamfight with upper hand.

Q: the flat armor pen is way too high. I'd reduce it by half. Make it 5|10|15|20|25. The damage looks fine. The 150% increased damage looks iffy. I'd actually want to change it to be kinda like khazix just to fit with the slenderman theme. So if the target champ can "see" any ally he gets normal damage. But if he cannot "see" any allies, then 150% increased damage. This would jive with the E debuff and create some cool strategies. Also, don't make it apply on-hit. That would be rediculous. 50% is ok i guess.

--> remake: Keep it as the same Q (except with the changes I described above)

W: Very interesting. Obviously reduce the damage (seems like you wanted that to be an ult?). Take away the snare. Leave the slience.

--> remake: Make this his passive as so: Slenderman receives 5% move speed when inside brush. And whenever he leaves the brush he becomes invisible for .25|.50|.75 secs. This would affectively make him a crazy ass ganker and give him some sort of juking power without making it over powered.

E: Eh. Reduce the damage obviously. Everything else can stay.

--> remake: Make this his W as so: Slenderman reduces the sigh range of enemy champion based on Slenderman's distance from said enemy. The radius of sight would be the actual distance for Slenderman and enemy. The ability also slow based on the amount of reduced sight (or slenderman's distance from enemy). at the ability's max range the W slows 0% and melee range (basically 0 sight for the enemy) the ability slows up to a cap of 15%|25%|35%|45%|55% for the duration of W, which last 2.5|3|3.5|4|4.5 secs.

R: Interesting. I'd remove the AD scaling. And if at all, when would the tentacle debuff be removed?

--> remake: I agree with your idea that it should be a linear skillshot. Make this his E as so: Slenderman whips out a tentacle in a line hitting the first enemy it encounters and in a small (very small) aoe it damages them for 50|125|200|275|350 and slows 20% for 1 sec. The ability also applies a debuff to champions called "tentacle remnant" for 3 secs. Whenever Slenderman uses another ability against a debuffed enemy that ability consumes the debuff and gains a bonus effect:

---> Q: Claws of Death cleaves in small radius (tiamat size) and Slenderman heals for 50% of the damage on the debuffed enemy. If Slenderman cleaves multiple debuffed enemies (due to the small aoe of the E) he heals for 50% of those debuffed enemies as well.

---> W: If Slenderman W's a debuffed target, he instantly teleports behind them and silences them for .75 seconds.

---> E: Uh..can't happen.

---> R: Slenderman deals 10% more damage for 5 secs.

Anywho, I rambled for a bit. But I'd be happy to discuss any ideas further.

Cheers,

Simon