[Gameplay Discussion] - Dragon Changes on PBE

Decrit··1 votes·1,168 views

First of all, let me clarify that this is not a discussion about PBE strictly; this is a discussion of a proposed change to the dragon that is going to be valued on PBE, and i want to discuss only Design wise and not in the more pratical one There it is also an opinion of mine: if you like the thread but dislike my opinion upvote, then comment how much S@#&%y was my proposal to even out ^^


Copypaste of the change

Dragon Dragon bonuses adjusted to be more 'back-loaded' so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game

Slaying Dragon now grants you a stack of 'Dragonslayer' which grants different permanent bonuses depending on how many Dragons you've slain.
Stack 1: Increased Regeneration
Stack 2: Increased AD / AP
Stack 3: Increased Movement Speed
Stack 4: Increased Health
Stack 5: Triples all other bonuses
Dragon gives 50% reduced XP, compared to live.
Dragon no longer grants global gold.
Dragon deals 20% increased damage to units for every Dragon their team has slain.
Dragon takes 7% reduced damage from units for every Dragon their team has slain.

The dragon, compared to live, still gives bonuses globally but instead of gold gives stats ( that are comparable value in gold ); the main difference then it' s on the desiderability of dragon, where when in endgame no one wants him anymore because don' t need gold or xp while with these changes the teams are compelled to reach 5 stacks, and to not allow the enemy team to reach theirs. Keep in mind this is only a prototype of idea, so what do you think about it?


My proposal Since i like to talk about this i also drop in my proposal: keep in mind i am not the messiah of gameplay, and that this proposal is centered more on "what kind of stuff and concepts i would like more to see" rather "perfect execution on my mind". So, the biggest thing i don' t like it' s how much unflexible, cluttered and disuniform are the buffs. For every stacks each champion reacts differently, and while i agree that a global buff should not have too much complexity behind it the live one it' s harmonius and elegant, where everyone gets what he desires and only that, with the grave defect that it becomes useless in late game that needs to be fixed.

So, for me the dragon must give a simple, linear and design wise elegant benefit to the whole team.

My proposal is to leave a global effect on dragon as a global reward ( gold or xp, pick one ) and a buff, like the proposal on PBE, but with a very different function: it works on the altered elixirs proposed on PBE, increasing their duration up to permanent. Before throwing tomatoes at me let me say that elixirs got an overhaul on PBE, a thing that i will copypaste but in the comment section, where in short they are 4, they have different buffs than raw stats, can be picked only after 9 and can be only active one at once.

The reasoning behind this is that while before end game picking an elixir is more of a tactical choice, where you value spike power instead of building power, when you reach end game the elixir becomes something that you can allow yourself to have up all time, making it a full part of your build; this is also accentuated by the broader choice of elixirs and that you can get only one active at any moment. Thing is, elixirs are unreliable: they can easily expire while roaming and doing pressure and you can' t afford yourself to go back to base everytime one expires, neither you can activate it when you want because you are full slotted. This solves some trouble with the consumation-slotting system, it gives incentive about getting it and negating it to the enemy team, it' s hard to cap because you can hardly get 5 dragons in a match but does not enhance too much early power benefits, stuff that however can be benefitted in some other ways and was not incentivated either by this proposal. It' s not perfect, but if in scope you want the dragon to be a tool for better endgame construction then here it is.

Edit: Also, the damage modification based on your stacks still apply: making the dragon more a threat for the tanker is a cool effect with his own thinking and danger so i support it

This is it! Feel free to criticize and share your opinions! :D

5 Comments

Decrit1 votes

Also, here the changes proposed for elixirs, for reference

Thread with Rundown: http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/9dG0ndq0-rough-notes-pbe?show=rundown

Elixirs Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game

Elixir of Fortitude and Brilliance have been removed.
You may only benefit from one elixir at a time.
Elixirs may only be bought when your champion is level 9 or above.
Elixir price increased to 400 gold.
New Elixirs added:
Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.
Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10%
Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower.
Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.
Variks the Loyal1 votes

I think these dragon changes are for the better. While it's true different stacks will react differently with different champions, I think it's a good way to keep Dragon a relevant and important objective throughout the whole of the game, rather than just early and mid game.

I also like how Dragon will increase in difficulty. Yes, you can kill Dragon the first time, but can you still kill it after winning that costly team fight for the second one? It'll make dragon a much hotter objective and much more difficult to take. There may even be strats that revolve around stealing dragon rather than securing it, since you won't need to actually tank it.

it'll also make tank characters more desirable. If you have 3 Dragonslayer stacks, you're taking 60% increased damage from it. A squishy damage champion or a wimpy support wouldn't be able to tank that sort of damage, which means, unless you have a tank support, it'll be a lot more difficult for bot lane to secure the dragons.

Decrit2 votes

Except the stat thing, thing that i don' t dethest but neither i feel like the right one, i completely agree. You also made me realize that i did not wanted to abandon the damage changes O_O better fix it up!

Variks the Loyal2 votes

I just realized it's also an indirect buff to Yasuo, since he'll be able to Wind Wall the Dragon.

Whoo boy.

Decrit1 votes

Well, guess he can still take a little little nerf or two :D or even three or four.

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