The current state of dragon, an impractical chore rather than an advantageous objective.

TheSingularity··3 votes·1,099 views

The current state of dragon, as the title suggests, is impractical in its goal as well as it's existence as an objective on summoners rift. When the new dragon was announced as a concept, there was hints at multiple attacks like Baron Nashor, however what we got was an impressive VU with damage boosts and a knock back, and near meaningless buffs for slaying the beast. The old drag, was a loosing teams key to a come back. You could sneak a drag and time its re-spawn, then continue taking it if your team is too weak to take bigger objectives like towers. Eventually coming back from the gold reward of dragon. And the enemy team is awarded a free dragon timer when you slay the beast? So much for sneaking a dragon [slayer-jinx-unamused] Currently, dragon has little to no influence on a game. Taking 5 dragons will not win you a team-fight, and while taking those 5 dragons, how many towers did you lose, how many could you have taken? and how many of your team died in securing the dragon. The 4 primary buffs have a minuscule impact on the pace and tides of a game.

Take the first and easiest buff to secure, 6% damage increase in AP/AD

Darius, one of the highest base AD champs at lvl 18 in the game, with a close to normal build consisting of item 3742 item 1316 item 3156 item 3053 item 3071 item 3074 . With these items, ignoring runes and masteries. Darius will get a special ad bonus of 21.625 WOOOOO HOOOO( I can math XD)which of course is doubled with 5 dragons. Now even with the doubled AD bonus, this damage boost will not win you a team fight in most cases. As CC, positioning and the state of gold income of both teams excluding Darius all influences a fights outcome. Not to mention the time it took for a Darius to reach this full build if not fed, the fights lost due to 4v5, and the towers lost/not taken in place of a dragon. Now lets say the optimal occurs and a team fight is about to initiate, in a perfect world he'd flash pull a carry and start the ult spam but with this build, he'd likely get CC locked by tanks/supports if fed and popped by a carry. So maybe he built tankyer, a item 3065 instead of item 3156 and item 3068 over item 3053 . There's a whole lota dmg lost. And again, I emphasize the gold lead the enemy team may have with a tower advantage. To add, this is late-game, lvl 18, full build. And the damage boost is negligible. The boost early game? isn't worth the sacrificed objectives you could've taken/lost or the CS wave you missed.

That's not to say some of the buffs are not useful. I personally loved the speed boost on Naut at 3 stacks, but that's at 3 stacks and likely too far into the game to use it in ganks. The tower damage buff is also welcome in a team that lacks tower shred and one with too much of it, however this buff is useless if a team is unable to siege effectively. The 4th buff, seems thrown in there as a last resort when riot ran out of ideas, minion dmg? 24+min into a game? great it can help you last hit super minions that will still take 4eva to kill.

However this whole thing would be pointless if I were to not offer a solution so: Gold, I am highly in favour of re-adding a gold reward for slaying the beast equivalent to maybe 100-300(45min+) gold per player and having the gold value scale based on the games duration/amount of times its been killed, perhaps on top of the dragon buffs. To balance it they could make the gold go to those only who assist in killing the dragon. BUT! they could simply buff the dragons buffs, why not do that instead of this? Buffing any of the first 3 dragon buffs has a decent risk of being abused by different champions if they were to be buffed. Buff one. +6% ad/ap. For champs who have crappy scaling on their abilities (vel'koz, elise, other high BASE DMG mages) or are on-hit item reliant (kog, corki, jax, ect), who gives a dam? but on champs like veigar, syndra, annie and lux more AP means Fck tonnes of more dmg later in the game. Combine that with crit based marksman and melee carries like yi/tryndaqueer/(yas anyone?) and you've got a real sht hole dominated by pure ad/ap builds rather than MR/armour shred.

Buff 2: +15% dmg to towers. In the hands of most champs, this is meh. But as a split pushing shaco, yi or tryndaqueer this is a blessing. However they're merely frosting, the cakes are champs like azir, tristana, jinx and kog. 2 of which have tower shred built into their kits. A buff to this would be like running a chainsaw through the clouds.

Buff 3: +5% movespeed. Not really abusable by many like above, however exceptions include rammus, hecarim, olaf, vayne, garen, mundo and just about every assassin in the game. In a game where immobile slow mages, tanks and marksman exist, it would be pretty sad if the tanky peeling support, couldn't do the job because he/she was out run by a mundo.

What can an enemy of any champ category do with gold, that an ally cannot? NOTHING!, ZIP!, ZILCH! For example with my proposal, take Lux vs vel koz mid. Lux's team gets drag, she completes her mana item first, while vel stays in lane a lil longer and waits a little in fountain for his mana item. If the situation was reversed, the same would occur but in vel'koz's favour. A gold reward also offers an instant and visually clear incentive to take more dragons, even if the buffs are mediocre. You see that gold go up, you'll barely see your damage go up, and if so you'd assume it's mostly items. The move-speed increase is only half-decent if you've dedicated runes,boots and masteries to it. And no one even considers the 4th dragon when they start smacking towers. Most people love the satisfaction of completing an item or catching up in items with their fed carry. So what's not to love about sneaky gold boosts to get your team back in the game?

A final QOL change is to revert the addition of timers on the major beasts, drag and baron. They remove a vital job of a jungler, timing the major objectives and feels cheap for those who've dedicated brain space to the jungle spawn timers, and instead rewards the enemy team control through a timer, for the effort and risk undertaken by the executing team.

Just my 2 cents. Do you agree? if so fan-fuken-tastic, if not, plz post below your thoughts on the current state of dragon and perhaps you've thought of better solutions to dragons lack of value. GLHF everybody [slayer-pantheon-thumbs]

8 Comments

ZephyrDrake2 votes

dragon is in the state it currently is because turrets are way easier to take down and offer way too much gold. Games are also ending sooner than before so making it to the 5th buff is unrealistic in most cases (unless you start stacking it really early)

TheSingularity1 votes

I can't tell whether you agree or disagree, I'm getten a vibe of both.

Blazing Tenshi1 votes

5th drag is the reward.

TheSingularity1 votes

If you last long enough to take it, accounting for lost dragons as you generally don't get a straight 5 drag game. Even then, the stats it grants are near irrelevant late-game. And offers nothing to a loosing team who lack control over the objective due to the shared timer and position of a loosing team

Blazing Tenshi1 votes

The 5th drag stats are not nearly irrelevant late game. +12% ad/ap, +30% damage to structures, +10%ms, +30% damage to minions, 150 true damage burn over 5s.

Those are insane stats for closing out games between the pushing power, rotation power, and damage. It is not a come back mechanic and wasn't before the changes.

TheSingularity1 votes

Here is the issue of those decent stacks, they're mid-game if at all accomplished in a game. In this current meta one team dominates over the other, very rarely is their a low kill and incredibly even game. The loosing team will generally have ZERO control over dragon. If they contest, they die, loose drag and possibly another objective in most cases. +30% dmg to minions: are you going to farm for the short time you have this buff? after working towards it for 24+ minutes you're gonna farm with it? Super minions? the team with super minions in their base is the loosing team, chances are they won't be able to get this buff, hell they'd be lucky to get 2 stacks from drag. As I said, move speed is nice however unless you can either siege or split, the tower damage is virtually useless.

Which brings up the pressing issue. There are no objectives for a loosing team to fall back on. They can't secure dragons without significant risk, and even if they hit 3 stacks the only vaguely useful one is dmg. Tower dmg is wasted as the map is dominated by the enemy team. Towers other than outer turrets are out of the question unless something like a banner is used. Assuming the enemy has been taking drag also, they'll merely be evening out the playing field, offering no advantage due to gold deficit.

Which in turn leads to my proposed solution. If a loosing team steals or secures drag, a gold boost +buff will not only even thing out a lil bit, but provide more vital stats in the form of items. And this will add a need to actually take drag as you don't have to wait 24+ minutes to get your Christmas present -_- as gold has a far more obvious impact on a game than the buffs dragon offers.

The flip side obviously is, a winning team can surpass their absurd gold lead with more drags which is why shared timers SHOULD be removed, then dragons can be taken discretely, allowing consecutive dragons to be taken by a loosing team.

AsphodelNext1 votes

Disagree with timer removal, people will just go back to using 3rd party tools and typing in chat. The skill of adding 6 to the current game time and typing it in chat seems much less important than other skills a jungler could have, and the game is more fun when you dedicate your brain space to more interesting things instead.

It'd be like if they removed death timers for the enemy team and just told us the formula instead; while people who could calculate that on the spot and figure out when people were coming back would have an advantage, it wouldn't be much fun to do.

TheSingularity1 votes

I guess. Perhaps just removal of the shared timer. I dislike the fact that I'm telling the enemy team where 1-2 or more of my team is allowing them to take towers in top or maybe sneak a baron, while also receiving the timer for it's next spawn.

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