Baron is too easy and need a buff
Hey guys,
I just want to raise my concern that baron is too easy to kill. I mean, its bulking size and meancing appearance should actually mean something when one fast sword boi decide to solo the beast. It just does'nt feel right when the three headed beast that spits acid and summon spikes, is KO'ed by 3 people or less. Afterall, its the second most important objective in the game, is it not? I don't want baron to get overbuffed to a point where League turns into a PvE. I still want people to be able to fight baron and still make a plan for the aftermath but at the same time, I think many would agree that the baron really lacks the respect it deserves for being the symbol of Summoner's Rift due to how weak it is in contrast to its appearance.
Edit: Just thought of a buff that could potentially make baron fights more exciting and less about 'who is going to get the killing smite'.
Maybe make it that Baron has a passive which allows it to gain buffs depending on the lacking of champions within its vicinity. This buff would try to deter people from solo/duoing baron. Baron will refresh this passive every x seconds in order to make sure people don't cheat the system like starting the baron with five people in pit then leaving it for that fed swordy boi. Baron will also switch between targets to deal his 'more damaging' (dodgeable? Like the knock-up baron currently has) attacks which will make the baron fight more engaging and not just jinx stand outside while snapchatting and let your nautilus get tickled around next to baron, also snapchatting. This damaging attack is not a channel like his current knock up move or acid spitting, which cuts out the side-step the attack and easy damage for the next 3 seconds due to baron channeling and unable to act.
Less than or equal to 2: Baron applies grevious wound and attacks much faster and also do more damage due to lower amount of target, which makes sense. Players in or around the pit are constantly de-buffed with lower damage output to baron, scaling overtime to a limit of 60ish% less damage to baron while the baron does increasingly more damage per refresh. Players engaged in the fight will receive the de-buff 'Disadvantaged' with the above statement as the text. The one closest to Baron will receive a special de-buff 'Centre of attention', which causes him/her to recieve x% more damage from baron to a point where the final straw causes him/her to receive true damage from baron. This is to deter a Vayne/Rammus from basically 'soloing' baron.
Less than or equal to 3: Baron attack speed is reduced slightly due to more targets selectable which again makes sense. Damage is also more spread out but the person face to face with the baron should still knotice he/she is receiving damage.
Less than or equal to 4: Baron attack speed is drastically lowered and very knoticeable (similar to the current attack speed but lower). Baron will use more AoE attacks rather than single target attacks to compensate for the outnumbering. AoE will do drastically less damage and does more status harming than health harming i.e. reduced attack speed. People face tanking the baron is more cc'ed than damaged.
6 or more: Baron realises the threat he is under and basically panics, doing more cc than attacks (knock backs, knock ups, slows etc.). This will make the fight more chaotic since 6 around the baron is normally 4 from one team and 2 from another which calls for a fight over baron. Also it cuts out the smiting challenge as the only way and opens up room for other strategies such as sending your tank in and cause the baron to panic, cc'ing people and allowing more techniques of baron stealing/securing.
This will make a 3-4 man baron fight, the most suitable due to AoE damage rather than single targeting nukes and de-buffing while the top laner zones the enemy on the other side of the pit and support peel beside your adc.
need reworked.