The problem with first three dragon reward

Keikai··1 votes·370 views

Disclaimer: This is my personal opinion of the state of the first 3 dragon buff stacks.

After a few games on the new patch, I found that aside from the first buff and fifth buff, it does not compel a team to take dragon unless it's threaten to be taken by the other team or is the only objective you can take. In its current state, the second buff is absolutely terrible. Usually, it would hit around 14 min if a team is actively looking to take the dragon, but after you have the first buff which is lackluster at first and goes on to be fantastic as the game progress, it doesn't feel worth the effort to actively look for windows to get the buff because if you can get 5 stacks, you would likely be able to end the game without it anyways given the control over the map you must have to take 5 dragons. Therefore, other than denying the first buff to the other team, dragon does not feel all that rewarding beyond the first buff stack.

Furthermore, I feel it negatively impacts top lane choice of summoner. It's already an issue where top laners will take tp more often than not. With the importance of the first dragon buff, it cries for more tp summoners top lane. Being there for the first dragon will be considerably important to a top laner because of its impact later on in the game in teamfights. It's pretty much take tp, or risk losing the first dragon due to 4v5 at dragon. The value of the that first dragon goes up as the time passes as well making it a decent investment. Its initial stack increase at 7 to 10 mins can be equate roughly to around the same gold value as an outer tower and it continues to increase as people get more gold. The choice then becomes taking this outer turret or something of maybe slightly lesser value but jumps in value as damage items are brought. This limits the strategic diversity of top lane by further promoting the value of tp as a summoner as oppose to other options.

As such, this is what I propose the ordering to be if the type of stat and the numbers does not change:

  • The first stack should be the damage increase on minions and monsters. This way it would compel junglers to actively seek out this buff while it's still early and the damage increase have some impact over jungle clear. In addition, it would let laners in their laning phase cs and waveclear more effectively; therefore, a laner would welcome the chance to obtain that buff while they are still laning.

  • The second stack should be the MS boost. This is here because it's not as rewarding as % ad/ap boost while being more rewarding than minion and monster damage around the time period of the second dragon.

  • The third stack should be the % total ad/ap increase. This compels teams to fight over dragon as it has more impact due to the time frame. Around the time of the third dragon, carries would have been able to built up enough ap/ad to take full advantage of the buff. Furthermore, it would feel more rewarding than the previous rewards in the virtue of being actual combat stats.

By having the buff order as such, it builds up the reward from lesser to more and bring into play the idea of making dragon more and more impactful as more dragon has been slain by a team.

2 Comments

disregardable1 votes

I actually played a game where my team did not get even the first buff. The enemy team took it immediately every time it spawned, even after they hit the 5th buff and didn't have map control. I still agree with changing the buff order though.

IwfiKe3qjM1 votes

well, i agree with you in the order...

maybe the stacks should be like this:

  1. 15% more damage to minion and monsters
  2. 5% MS boost
  3. 5% AD and AP boosts (i think 8% is too many... especially AP... 8% can be more than Baron (gets 40 for both AD and AP)... even when doubled... AD maybe when it's doubled... 8% breaks even at 500 and the double breaks even at 250)
  4. 15% damage to buildings
  5. Double all the previous buffs and your attacks burn 100 true damage over 5 seconds... stack lasts for 150 seconds... (i think 150 true damage is little bit too many, and 180 seconds is little bit too long...)

and maybe add more the gold reward since it's not global anymore...

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