Rift Herald thoughts and suggestion
Rift herald issue imho comes from: -it is almost impossible to get it in early game (tradeoff is too big) -it mostly taken as a bonus when you're ahead (no contesting available) -it is hard to comprehend its effect -it doesn't generate a threat (it gives more dueling power rather then pushing) -it is basically a toplane treat (which makes it less interesting overall) -it brings very little for team and teamfights
Make RH generate different effect. Make RH easier to take early. Or even possible for soloing. Make RH distinct from dragon.
Few ideas: -buff effect should be visible/noticeable and significant -example 1: when champion with RH buff enters a lane - its closest turret starts producing unique sieging monsters (like weaker version of siege minion - having more health and be harder to kill) -example 2: champion starts uncontrollably producing siege void spawns; they spawn at champion, enter closest lane and go down the lane, they have limited lifespan but don't loose health like voidlings and are actually harder to kill then regular minions -example 3: after being killed pit starts spawning void monsters that go towards top or mid enemy lane (at random) and have sieging potential... another level of interaction can be added: they grow health while travelling so some unusual things can happen: jungler can intersect them, they will grow a lot of health if there is no level 1 turret -when RH drops below 50% health he issues a global notification (a scream plus vision of RH and its current health) and his resistances grow (to let enemy team contest it) -let the relic be contested in similar way to Ascension (no enemies should be inside pit to be able to take it, anyone can take it, killing blow only kills RH and gives gold and XP relic can still be picked by enemy) -current mechanic: single time buff, stays long time is really interesting and unique
P.S.: Big issue with first version of RH (weaker version of baron buff) was that it gave no health to minions. That made the buff useless since at mid-game (when you can actually take RH) opponent can easily kill buffed minions before then come close to turret.