Fixing Drake RNG and it's impact on games

asdfghjkl 7·8/12/2016, 5:03:13 AM·5 votes·984 views

It has by now been established that despite different drakes being stronger or weaker in different compositions, there are some that are simply stronger than others across the board. And simply changing numbers in an attempt to fix this is unlikely to result in satisfactory balance across the board while also keeping the advantage gained by taking drake at a reasonable level.

I think it can be agreed by the majority of people that having games decided by random drake spawns is not good for the game whether it's in normals or at the highest levels of competitive play. And I don't think it can be denied that it currently has a significant impact on a large percentage of games. So I hope we can agree that a change to eliminate or at least drastically reduce the randomness in drake spawns is desirable.

So here's what I'm proposing:

Currently there is a wall in the dragon pit that shows the icon of the next drake that is spawning. Once the drake spawns, the wall displays the same icon until it is killed, at which point the icon for the drake that will spawn next is shown. Instead of continuing to show the same icon after the drake spawns, I would have it cycle through the icons of all the drakes that would be eligible to spawn next. The icon would cycle every 10 seconds or so (subject to testing). Once the dragon enters combat, the icon would stop cycling. If the drake is slain, the next drake to spawn would be whichever one was displayed on the wall. In this way, teams could select which drake they wanted to have spawn next through the timing of the dragon takes. Teams could pick the next drake based on what would be best for them if they thought they were likely to get the next one or whichever would be worse for their opponents if they didn't want to fight for the next drake. Or they could just play it safe and pick a drake that their team would be able to use better than their opponents.

If certain dragons are shown too be too powerful with this system in place, they could be adjusted accordingly. But at least their spawns would be determined by strategy, rather than by rng.

This still leaves the issue of which drake would spawn first. You could designate a certain drake to be the "starting drake" in every game, but I would suggest a new drake for that. This "dragon whelp" (working name) would spawn earlier than the first drake currently does and be much easier to kill, say somewhere between current red or blue buff and current dragons. The elemental drake icons would then cycle and allow the junglers or teams to decide on the first drake that they want early in the game. The dragon whelp could grant some smaller buff, perhaps similar to rift herald but shorter and less powerful when it is taken, or could simply reward gold.

I believe this system would add a new strategic element to the game and eliminate games that can be swayed through the influence of random drake spawns. As an added bonus, it would make it fairly easy to identify which drakes may need some rebalancing.

tl:dr Change the wall in the dragon pit to cycle through the various drake icons and allow teams to choose the next drake based on the timing of the kill.

1 Comments

Mistress Shyvana8/12/2016, 5:09:02 AM2 votes

I will keep suggesting this.

Since dragons are different and RNG in every game. For Draft pick and Ranked Draft only. Have the dragons that will spawn but not the order they will spawn in a counter on the champ select screen. That way people can make comps depending on the dragons.

Example the counter shows 2 fire, 1 air and 2 oceans. you don't know what order they will spawn but you know that if time is alotted those will spawn