Dragon Shop Concept
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.