Dragon's 1-4 [Changes/My Ideas]

Stacona··2 votes·543 views

I cannot emphasize this more, but these are just base ideas!

Problems with the current buffs (excluding the 5th+ Dragon 180 seconds buff):

Stack 1: 6% AD and AP is not so much a problem, but a problem for being the first stack since this buff is snowballing for the team ahead, and does not contribute to the team behind much "the rich get richer".

Stack 2: Turrets do not need to die faster, they already die fast enough- I hated this mastery which they eventually removed because of how it broke the game and the buff needs to be gone too. Again this is also just a snowballing buff for the team that is already ahead in which case does not need this buff in the first place. I am fine with Dragon helping the team increase their lead or grant a different approach to how you look at the game to end the game out, but when a buff does nothing but have the lead team win harder (which creates boring one-sided stomps) creates problems; plus the point to dragon control or pushing turrets is suppose to be a trade-off, so it makes ZERO sense to kill a dragon a lose a turret for it to grant a buff to kill turrets faster, it is the most counter-productive buff ever.

Stack 3: Movement speed promotes passive play, accumulating Dragon buffs should encourage a way for the team with all those Dragons to help them win for constantly going for this objective with aggressive plays, not being passive. Plus the aid to run away is again snowbally and creates one-sided play since the team slightly behind or even cannot make aggressive plays, in terms of LCS this would create more dull games to watch.

Stack 4: If you can accumulate 4 dragons YOU DEFINITELY DO NOT NEED TO KILL MINIONS AND MONSTERS FASTER! You should be able to kills minions and monsters just fine without this buff- it is fine as a jungle item, but not fine as a buff since Dragon is suppose to be one way of getting more powerful with every buff and then eventually end the game with a multiple dragon up'd team.


Below I shall post my ideas (again excluding 5th+ Dragon stack, the 180 seconds super buff is fine as "the doom dragon of doom!!!"). I pretty much want Dragon to be the stat investment Dragon while having Dragon not feel like you have to be the team with the gold lead in order for the buffs to actually do anything as well as make sure the stacks increase the lead or help grant a lead in a different way rather than getting a lead through gold and exp; while trying to make sure that Dragon does not end up being super snowballing for the team ahead (a multiple dragon lead over the opponent is different especially if that team is also ahead in gold with multiple dragons):

Stack 1 "Attack Power": Grant 2(+1 per level) [20@level 18] Attack Damage and Ability Power.

Whether you are ahead or behind in gold this investment aids for either team equally that wants to invest in Dragons. In short, this means that if a team is going to give up gold and exp from minions because they left lane to control dragon they then get an advantage from raw stats while the other team decided to opt out of dragon for the gold and exp grant a very unique alternative and path of victory of whether you win through direct power from dragons or immediate power from pushing the empty lane's tower and/or continue farming minons/monsters. A unique aspect is that the team that already has this buff also takes increased damage from every dragon afterwards.

Stack 2 "Tough Skin": Grant +20 Armor and +10 Magic Resist.

This is when things start getting more interesting because this is where the team ahead can tower dive the enemy with the increase defense or the team behind can withstand the onslaught of the enemy. This is the 3rd Dragon investment because by this time decisive actions will start to be made and you need to be tough when charging at the enemy or with standing their blows if you happen to be on the back-foot at the time. Armor helps reduce against tower damage, magic resist helps reduce against most poke. A unique aspect would be every dragon afterwards will take less damage from the team that has this buff on them.

Stack 3 "Dragon's Fury": Grant +10% Cooldown Reduction and +15% Attack Speed.

Changing this slot once more! The sustain was something people did not like, while the offensive movement speed is something that does not make you feel more powerful just like the mighty and powerful Dragon even though it would have you close out games by running at the enemy! So CDR and Attack Speed are pretty powerful since they increase everyone's DPS, which something I want to address with my ideas is make Dragon good for everyone on the team and not just the damage dealers and those with A LOT of gold; so with Dragon giving actual stats will benefit everyone especially those that have little end up getting a lot from Dragon. This will end up meaning that Dragon can grant a lead to a team without the team even having a gold lead to create a very interesting game for League of Legends. A unique aspect would be every dragon afterwards will gain increase attack speed when attacking the team with the Dragon's Fury buff on them.

Stack 4 "Glory of the Dragon": Gain 5% increased Attack Damage, Ability Power, Armor, and Magic Resist.

This is where the team that invested in all those dragons just called "worth" because 4 dragons in should scream "I will find you, I will come for you, and I will kill you!" or "I will huff, and I will puff, and I will blow your base down!" This is where the % gains belong, 4 dragons into the game, so whether you were trying to win through gold or dragons by 4 dragons in this will be equal to either team (equally as powerful). The reason to why I gave armour and magic resist (this kind of goes for stack 3 too) is because tanks do not benefit much from anything else, and again regen encourages passive play and/or slowly suffocating the enemy out which isn't very interesting gameplay and damage dealt does not help tanks out so a % armour and mr allows tanks to have a buff of their own (flat gains helps everyone) while the % AD and AP gains helps the damage dealers allowing everyone to benefit from this buff on the team. This buff is the most snowbally, but it is different 4/5 dragons for one team in the game suppose to every dragon, plus snowballing after investing into many dragons is the better approach- suppose to snowballing with any dragon stacks and having to have a gold lead, this allows a team to actually win with a gold deficit opening up a whole new realm to play and win in League of Legends. A unique aspect would be that the team with this buff takes further increased damage from dragons and dragons take even less damage from the team with this buff already; with all these buffs making dragon super strong for the team with them will have that 5th dragon match his buff's power with the dragon himself creating this epic battle of your team fighting for that super powerful duration based 5th dragon buff against dragon with possibly the enemy team harassing you as well.

Stack 5 "Aspect of the Dragon": Double all previous Dragon stacks and deal 150 True Damage over 3 seconds on-hit for the next 180 seconds.

Exactly the same thing, minus the fact that it is technically giving different stats since the stacks all changed.


Hope you appreciate the ideas, I do take in feedback since these are base ideas. So properly convey your thoughts in a civilized fashion please and thank-you; there is no need for aggressive or passive-aggressiveness here.

Have a nice day everyone! ^.^ ~ Stacona

EDIT: Stack 3: Removing Fast Flier which is +6% movement speed towards enemy champions. This is because despite the movement speed being good to make plays and close out games, movement speed is not a stat that feels impactful when obtained, I just think Dragons should feel powerful and movement speed does not feel powerful ever because it is a utility stat and never a combat stat.

6 Comments

Toru Itai2 votes

you! >:| go work for rito!

Bresn1 votes

Yah.

There's obviously some kind of lack of communication in PBE that turrets are weak as fucking crap and that extremely bothers me. Turret damage gotta go for sure.

Stacona1 votes

They had increase damage to turrets for a mastery in season 3 and decrease damage from turrets as well in the defense and offense pages respectively--- these masteries were EXTREMELY broken and made turrets a complete joke they needed to be remove and the increase damage to turrets from dragon needs to go to --- but the stacks 2-3-4 all need to go

i personally feel that dragon stacks should directly buff champions in some fashion for every stack and every stack should make you feel stronger--- there is one stack that is still weird (sustain granted power, but no one liked it so i changed it offensive movement speed, but movement speed does not feel like it makes you stronger even though offensive movement speed is good for making plays on the enemy team to go for objectives afterwards and win the game)


on a turret defense note--- turrets need to get defensively stronger as well as remove (and never add again) effects that help kill turrets faster- the turrets that die WAY too fast right now are inhib turrets (nexus turrets die even faster which is dumb too)


my changes help out supports and jungler with the flat gains for dragons one and two and 4th dragon helps tanks as well as the carries since it buffs armour and mr as well as the ad and ap so my dragon changes are a lot better as a team objective --- besides for 5+ dragons it is hard to give a good 4th stack for Dragon 3 currently for my ideas- offensive sustain / sustain in general people didnt like, offensive movement speed is okay to make plays but for me it doesn't feel like you get stronger with movement speed, but it makes sense in terms of help make plays to end the game with aggressive mobility...


anyways, turrets need buffs / do not need to die faster by any means, they die too fast even without the dragon turret damage buff

Stacona1 votes

bump

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