Dragon Shop Concept

Stacona··4 votes·789 views

I always hated season 5's Dragon, but not the premise it was under. I am fine with having it more late game focused with stacking Dragons making Dragon into an investment decision; but the values should be decision making for each role and play style can get what they want and/or need, since right now Dragon is strong for some roles and useless on others. Another thing I will do is make Dragons have very tiny respawns and then they ramp up in power against the team that has slain a bunch of Dragons already, removing game time scaling. This will both allow for Dragon stacking to be a realistic win objective over the alternatives of fast pushing and such, but one strategy will not be better than another, it will also prevent snowballing and eternal Dragon control because when a Dragon is on low respawns it allows for the other team to kill Dragons every now and then.

Dragon will gain its own tab in the shop window that allows you to browse and purchase special effects with an unique currency called Dragon Coins where you get one Dragon Coin for every member of your team per Dragon slain. When you purchase something that purchase consumes the amount of Dragon Coins required and then most of the purchases stack infinitely for every Dragon your team has slain, others are permanent bonuses but do not stack, and the cheapest purchases are one time 'consumables' for on the whim decision making. Also Dragons in the early game will be easily solo able for any jungler and then as the game progresses it becomes a team objective when you have a bunch of Dragons slain (by slain it is more like Dragon admits defeat and gives each player of your team a Dragon Coin, but he will be back to get his revenge, Dragon does not like losing).


NEW Dragon Statistics:

Health: 10,000 Attack Damage: 120 [as physical damage of course] Team Based Dragon "Buff": Deal 1500% damage to Dragon from all damage types and sources which decreases by -50% per Dragon your team has defeated down to a minimum of -50% and take 80% reduced damage from Dragon which decreases by -5% per Dragon your team has defeated which can go into the negative values which increases Dragon's damage even further.

Dragon Spawn Timer: 3:00 [the minute mark] Dragon Respawn Timer: 0:30 seconds, starts after the Dragon has been defeated

Dragon grants 25 gold to the killer and 0 experience (meant for late game and being team focused)


DRAGON SHOP:

The Dragon Shop's purchase can be made anywhere on the map, some purchases are restricted to when you can purchase them. Forced requirement of purchasing a 10 Dragon Coin purchase first and only one 10 Dragon Coin purchase per player per game, no refunds or undo's are allowed so choose wisely!

All purchases not indicated as "Consumable" are one time purchases, where as the "Consumable" purchases can be bought an infinite amount of times.


10 Dragon Coin Puchases: 10 Dragon Coins - Power: Gain +0.2% increase Ability Power and Attack Damage per Dragon defeated.

10 Dragon Coins - Strong Will: Gain +0.3% increase Armor and Magic Resist per Dragon defeated.

10 Dragon Coins - Toughness: Gain +0.2% increase Health and +5% increase base health regen per Dragon defeated.

10 Dragon Coins - Resourceful: Gain +0.5% increase Mana and +2.5% increase mana regen per Dragon defeated.

10 Dragon Coins - Strengthened Wings: Gain +0.3% increase movement speed per Dragon defeated.

10 Dragon Coins - Wealth and Knowledge: Gain +20 bonus Gold and Experience per Dragon defeated.

10 Dragon Coins - Sharp Claws: Gain +0.5 physical and magical penetration per Dragon defeated, this penetration cannot ignore more than 20% of the target's total armor and magic resistance.


9 Dragon Coin Purchases: 9 Dragon Coins - Dragon Sight: Increase your own vision radius by +1% per Dragon defeated.

9 Dragon Coins - Dragon Sense: Detect the motion of all units 500 units around you increasing by +50 units per Dragon defeated.

9 Dragon Coins - Dragon Vision: Gain full vision of stealth champions 400 units around you increasing by +25 units per Dragon defeated, must have normal vision of the area to function.

9 Dragon Coins - Awareness: Your basic attacks and damaging abilities apply vision to struck enemies for the next 10 seconds, does not grant vision of stealth units.

9 Dragon Coins - Objective Murderer: Deal +1% increased damage against structures and Epic Monsters per Dragon defeated.


8 Dragon Coin Purchases: 8 Dragon Coins - Claws: Gain +0.5 Attack Damage per Dragon defeated.

8 Dragon Coins - Intelligence: Gain +0.75 Ability Power per Dragon defeated.

8 Dragon Coins - Thick Scales: Gain +8 Health per Dragon defeated.

8 Dragon Coins - Strong Mind: Gain +15 Mana per Dragon defeated.

8 Dragon Coins - Tough: Gain +1 Armor per Dragon defeated.

8 Dragon Coins - Reflective: Gain +0.5 Magic Resist per Dragon defeated.

8 Dragon Coins - Wealth: Gain +5 Gold per Dragon defeated, doubles to +10 Gold if you possess a Sightstone item or Tracker's Knife.

8 Dragon Coins - Knowledge: Gain +10 Experience per Dragon defeated.


7 Dragon Coin Purchases: 7 Dragon Coins - Destruction: Your basic attacks deal +5 bonus physical damage to structures per Dragon defeated.

7 Dragon Coins - Fortify: Consumable, permanently strengthen your structures causing them to take 20 less damage from all enemy units and champions, minimum damage units or champions can deal is 60, 30 for minions.

7 Dragon Coins - Exterminate: Deal +1% increased damage to minions and monsters per Dragon defeated, does not increase damage against Epic Monsters.


6 Dragon Coin Purchases: 6 Dragon Coins - Journeyer: Gain +0.3% increase movement speed per Dragon defeated when out of combat for 8 seconds.

6 Dragon Coins - Traveler: Gain +2 bonus movement speed per Dragon defeated when out of combat for 8 seconds.

6 Dragon Coins - Safe Awareness: Increase the cast range of all types of Stealth Wards and Vision Wards by +2% per Dragon defeated.

6 Dragon Coins - Denying Awareness: All your wards grant true vision around them for the first 8 seconds upon being placed.

6 Dragon Coins - Longer Awareness: All your wards with a duration last +2 seconds longer per Dragon defeated.

6 Dragon Coins - Stronger Awareness: All your visible wards gain an additional +2 hit points and invisible wards gain an additional +1 hit point.

6 Dragon Coins - Invincible Awareness: All your wards are immune to taking damage for the first 10 seconds upon being placed.


5 Dragon Coin Purchases: 5 Dragon Coins - Superior Dragon Ward: Consumable, gain a temporary bonus item slot that appears near your items holding one Superior Dragon Ward that does not count towards your ward limit. Superior Dragon Ward has a cast range of 1000 units and once placed is visible, has an infinite duration and is double a normal Stealth Ward's vision radius, requires 15 hits to kill and grants 80 gold to the killer. Only one Superior Dragon Ward can be in play at a time per team.

5 Dragon Coins - Trinket Cooldown: Lower your Trinket's cooldown by 0.5% per Dragon defeated, maximum 25% cooldown reduction from this effect.


4 Dragon Coin Purchases: 4 Dragon Coins - Greater Refreshed Awareness: Consumable, refresh the duration of your entire team's wards to their full duration once again and any enhanced effects they might have had are renewed as if they were just placed.

4 Dragon Coins - Greater Scout: Consumable, be able to see into brush and over terrain and increase your vision radius by +30 per Dragon defeated for the next 10 seconds.

4 Dragon Coins - Repairing Elixir: Consumable, gain a temporary bonus item slot that appears near your items holding one Repairing Elixir that restores 40% health on the target structure within 800 units when consumed, cannot be used if the structure is currently taking damage.


3 Dragon Coin Purchases: 3 Dragon Coins - Refreshed Awareness: Consumable, refresh the duration of your wards to their full duration once again.

3 Dragon Coins - Scout: Consumable, be able to see into brush and increase your vision radius by +30 per Dragon defeated for the next 10 seconds.

3 Dragon Coins - Lesser Repairing Elixir: Consumable, gain a temporary bonus item slot that appears near your items holding one Lesser Repairing Elixir that restores 30% health on the target structure within 800 units when consumed, cannot be used if the structure is currently taking damage.


2 Dragon Coin Purchases: 2 Dragon Coins - Dragon Ward: Consumable, gain a temporary bonus item slot that appears near your items holding one Dragon Ward that does not count towards your ward limit. Dragon Ward has a cast range of 1000 units and once placed it turns invisible, remains at the location for 210 seconds and having the same vision radius of a normal Stealth Ward, requires 3 hits to kill and grants 30 gold to the killer. Only one Dragon Ward can be in play at a time per each individual player.

2 Dragon Coins - Dragon Elixir: Consumable, gain a temporary bonus item slot that appears near your items holding one Dragon Elixir that grants true vision 800 units around you for the next 10 seconds when consumed.

2 Dragon Coins - Healthy Awareness: Consumable, heal all wards on your team restoring their health by up to 5 hit points.

2 Dragon Coins - Weak Repairing Elixir: Consumable, gain a temporary bonus item slot that appears near your items holding one Weak Repairing Elixir that restores 20% health on the target structure within 800 units when consumed, cannot be used if the structure is currently taking damage.


1 Dragon Coin Purchases: 1 Dragon Coin - Denial: Consumable, gain an aura 800 units around you for 10 seconds that reveals invisible wards and traps allowing you to destroy them.

1 Dragon Coin - Refresh: Consumable, restore 40% of your maximum health and mana, must be out of combat for 12 seconds to purchase.

1 Dragon Coin - Dragon Recall: Consumable, enhance your next recall lowering the channel duration to 4 seconds, upon a successful recall instantly recover all your health and mana and gain +200% out of combat movement speed for 8 seconds which is instantly removed upon casting any kind of spell.

1 Dragon Coin - Refill: Consumable, refill all the charges on your Sightstone item or Tracker's Knife.

1 Dragon Coin - Pathetic Repairing Elixir: Consumable, gain a temporary bonus item slot that appears near your items holding one Pathetic Repairing Elixir that restores 10% health on the target structure within 800 units when consumed, cannot be used if the structure is currently taking damage.

16 Comments

HoodRatTingz1 votes

good idea but........ too op

Stacona1 votes

"OP" anything is not feedback, and this concept can easily be balanced and be added on new effects later - think of it like items with a most of it being objective and vision focused

More useful to specifically stat what aspect you think is too strong or too weak

Stacona1 votes

I completely forgot to specify that Superior Dragon Ward is visible which is why it has so much health- it is meant to be one super ward for each team; the idea is have everyone contribute to vision and not just the supports (support and jungle)

Dragon Ward is just a slightly better normal Stealth Ward, so it is invisible; basically it makes it so you can have 4 wards at a time per player instead of 3 if you spend some of your Dragon Coins on it

Valexfor1 votes

I quite like the concept, but I would change one thing: dragon should give coins only to those who fought him, not the entire team. Why? Becasue if a top laner doesn't participate, he would still get the coin, and he would still get an advantage over his enemy while simply doing nothing. And that isn't fair for the enemy top laner that maybe was there contesting the drake (not that the actual dragon is fair in that sense). That said, I think number would have to be tweaked somwhere and maybe some effect replaced/removed.

Stacona1 votes

Dragon is meant to be a team objective, and is meant to gauge how much stronger the other team is over one team by X and Y values

And its not doing nothing, because the jungler might only be able to take Dragon because top lane is applying pressure so the enemy jungler cannot be by Dragon; its meant to be a team focused objective, even though there are selfish gains other players need to participate in team orientated roles like vision since I implemented a lot of vision buffing things, like top can get trinket cooldown for more yellow wards and increase their duration as well; or mid lane can invest a lot into denying vision from the enemy

Besides it will also make the game super weird if everyone did not get a Dragon Coin - i tried to set it up so the early game has no Dragon benefits and its something that starts to pay off in the mid to late game


For number balancing, that is something that only be decided on gameplay testing, but I set up the system so everything can be individually balanced easily ; so if something is too strong then it can be toned down, something too weak it can be buffed up, if something is being too powerful too early then its Dragon Coin cost can be increased, if something feels too expensive then its cost can be lowered, etc, etc...

The 10 Coin first purchase and being mostly % values is to force Dragon into mid to late game power so it cannot snowball the early game, so by the time Dragon turns online laning phase will be roughly over at that point so there will not be unfair top vs top match ups. And clarify again, 10 coin purchases are first and one time only per game. But I should have set it up properly that unfair early game match ups cannot occur so it ends up being a late game investment force and team focused.

Valexfor2 votes

Oh, then I misunderstood, forgive me ^^. Anyway, like I said, I like the idea, dragon it's kind of "static" right now, you take it, get the buff, wait untill you can take the other buff, and that's it. This way, you can actually make dragon buffs benefit your playstile a lot better.

Stacona1 votes

This is definitely infinitely times more dynamic than current Dragon and offers more customization for strategy and every role can benefit

I tried to focus on strategy rather than stats, to see how things turn out needs gameplay testing over a month or two to see how things pan out, but as I said everything is set up to be individually balanced like items so things can be buffed or nerfed appropriately which is the biggest pro to this system are the dynamic aspects, ease of balance, and endless amounts of strategy that can occur because of this concept

and the big thing I hate is the stress of 5th dragon, so I wanted to remove that aspect and instead if the game is close in gold and exp then the power difference will be dragon difference making the difference between "12 and 18" meaningful rather than the current system where "1 and 4" is a joke (example numbers)

Valexfor2 votes

Yeah, I know what you mean. Actually only 1st and 5th dragon are really useful, the others are good too, but not as good as those two, and when you don't really feel like you want more damage (maybe because you're a tank) dragon feels pretty useless for you, it's just some extra stat you won't really use... this way you can at least buy some stats you can use to do your job better.

Stacona1 votes

Not even just stats; even though 10 Coins will give you either stats or gold/exp (which leads to stats), be able to make on the whim decision making and vision and objective control values I think will the coolest part-- plus it is a system easily able to change, balance, and add on to in the middle of a season because of how it will be set up

Valexfor2 votes

That's why I liked the idea, it is pretty flexible on everything, anyone can benefit from it in one way or another, it feels cool since it uses special currency, it benefits both whims and planned out decisions, it doesn't give a burst of power but builds power over time so one dragon won't make a difference most of the times, but 8 dragons will and, since it's so flxible, it can adapt to whatever you need at that moment as long as you have the tokens rewarding a better understanding of the game and the champions.

Stacona1 votes

10 Dragons will be roughly 1 Dragon of power now and Dragons in past seasons; but having tiny respawns for Dragon will prevent the mid game lo (a lot more important for spectating competitive games) to allow teams something to take instead of running around in circles with nothing happening, and since the Dragon ramps up in difficulty based on how many THAT team has defeated Dragons means it can allow for comebacks if the ahead team is currently fighting Dragon they take longer to kill it and take a lot more damage so it can potentially allow the team behind to win a fight to try to get back into the game - on top of the low respawns allows for both teams to get Dragons

I am also a very supportive player and when you are support or jungle 6% ad/ap does nothing for you, and 10 Dragons purchase this will be 30 Dragons (roughly worth 3 current Dragons of time) to get the same value deprioritizing Dragons from being a ball of stats and a lot more strategic (Dragon Recall is like an amplified Baron Recall with its homeguard effect [I tried to remove teleport exploits by making spells like teleport to remove the effect] so you can use it to stop a split pusher or go back to base to heal up and run out - and if you think you need to stay on the map then you can use the 40% health/mana restore to get healthy again to contest that Baron)


I really want this Dragon removed because it is both useless and 5th dragon adds stress, even if you are getting it, and if you have it just feels cheap because "I have a super overpowered buff that the other team can never have nana nana booboo"

vivjan301 votes

Wait, can everyone buy the upgrades or is it only the team 'captain' (draft). Even if that is the case, how will this be implemented in blind?

Stacona1 votes

Its a tab in the in-game shop - it will work just like the shop but in a completely different area; so everyone can get their own individual values just like items that they want and based on how the game is turning out so it is something that you want to keep Dragon Coins in storage because you never know when you need to get something, like Dragon Recall, certain situation buffs, or Dragon Wards.

It has nothing to do with outside the game, it can only be accessed in-game and is its own shop just like the item shop

Sire Hippington1 votes

I like the idea of theshop, giving everyone a boon that he actually wants rather than benefiting some champs more than others. however, i do not think it is a good idea to reduce both power, value and respawntimer of a single dragon, especially that drastic. it would be prettymuch clear wave, take dragon, go back and do it all again. Dragon should be a strategic objective, you should have to plan around it, not coassionaly taky it once you have a push advantage. it also lacks the window of power that 5 dragons currently give. to much raw permanent power would feel really bad to play against it, to little would be hard to notice. So haveing rather little permanent power and then some window in which it gets amplifyed is statisfying fo those with dragonbuff, but can be overcome by the opoonents if they survive through the window of power.

Stacona1 votes

I did it to make Dragon feel relevant with low respawns, and I hate the stress of 5th dragon so I wanted to remove it entirely (stress is not fun, its just stressful) by I am moving it into small increments of power for the mid to late game, its something to constantly take during that mid game lo when nothing happens and that is the main reason for the small respawns; I rather have a clear power of "20 dragon lead" rather than an overpowered buff that only adds stress to the game, but the thing is the power is dragon difference so every dragon is meaningful except for the first 9 for each team

I made Dragon feel better on a team support end rather than stat and gold based - I gave stats and gold for options to take, but I tried to make those feel the weakest compared to the team focused areas of vision, vision denile, objective taking, defending objective, etc so rather than having a million stats and brute forcing a victory you win through strategy which entails through a first decision of dragon control or lane control - can branch out to more dragon control or fast pushing - but both strategies will most likely lead to dragon taking later on since the mid game lo says the only left to do is beat up dragon, just one strat can give gold and exp through pushing and lane control while the other grants you a lead in dragons

From there the dragon buffs will allow for strategic gameplay to how you want to win, if you are a late game team you might want to fortify structures to help you turtle; if you want to end the game and prevent turtles take vision, vision denile, and be able to push lanes faster and take objectives faster-- this is more so the direction I am trying to go with for Dragon, but not feel like it is forced into this direction which is why there is stats, gold, and exp values as well

Stacona1 votes

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