Dragon [Advanced Concept]

Stacona··5 votes·1,048 views

Now this concept is a big and long term ideas so if you are not willing to work together to polish and refine rough ideas and make something good together then I recommend for you to stop read, stay neutral, and just leave. For everyone else who is not lazy and willing to put in work with proper feedback and working together as a team then keep reading on. This post needs to stay in a positive atmosphere other wise things will get stupid and have pointless bickering and flaming. So again if you are going to be negative then please don't and just be neutral and just leave and let people willing to work together to work together. This has been your public service announcement!


So the idea is a Dragon Shop, where it will have a clickable Dragon Shop icon and possible icon to open up the window and look basically the same as the actual shop. The idea involves Dragon being entirely an investment objective and in a fashion where a team cannot have eternal control by lowering the respawn timer greatly, for ease on players either seeing the Dragon die or seeing an empty Dragon pit will reveal the Dragon's remaining respawn timer so either team can play around Dragon. The tiny respawn Dragon timer means Dragon gets a lot weaker, but still gets stronger with more Dragons that team kills (since Dragon shows himself a lot more frequently this means Dragon can potentially become an uber Monster epic boss fight if a team has 50 Dragons [50 minutes minimum] for example). A tiny respawn timer means that a team can never prepetually camp Dragon meaning the team behind is guaranteed Dragons no matter what unless they already lost being so far behind then very unlikely, but even in this scenario can achieve the mighty Dragon.

So what Dragons will give now are Dragon Coins which can be traded in at the Dragon Shop consuming the coins, 1 Dragon Coin per teammate per Dragon and Dragon Coins are consumed upon purchase. All Dragon purchases are investment values, even more immediate gains like gold and exp, meaning they get stronger based on total Dragon obtained for your team; a small catch is that your first purchase has to be a 6 (or 8; originally it was 6) Dragon Coin purchase and you cannot obtain more than one 6 (or 8; originally it was 6) Dragon Coin purchase per game, and all purchases can only be achieved once except for 1 Dragon Coin purchases which are either duration based or one time usages.

Dragon respawn timer will be decreased to 60 seconds from 360 seconds. Do not worry about whether or not you think a team will have eternal control because it is literally impossible unless they completely surrender the top side of the map which will mean top, mid, and jungle will snowball out of control since you decided to camp Dragon on respawn. Not to mention 60 seconds respawn timer means even if you got Dragon you have to back eventually so the opposing team can take the next Dragon; only in insanely rare insane snowball cases will a team ever be able to shut out a team from every Dragon and even here it is highly unlikely a team can be completely starved of Dragons.


40 Seconds for Dragon Respawns: (See edit 2 for the 60 seconds respawn values)

Dragon Shop:

8 Coin Purchases: Must purchase one of these first, and only one available per champion.

Cost 8 Dragon Coins: Gain +0.3% Attack Damage and Ability Power per Dragon slain.

Cost 8 Dragon Coins: Gain +0.4% Armor and Magic Resist per Dragon slain.

Cost 8 Dragon Coins: Gain +25 Gold and Experience per Dragon slain.

Cost 8 Dragon Coins: Gain +0.5 unique Physical and Magical Penetration per Dragon slain (this penetration cannot ignore more than 20% of the target's armor or magic resist).

Cost 8 Dragon Coins: Gain +0.4% Movement Speed per Dragon slain.

Cost 8 Dragon Coins: Gain +0.4% Mana and +2% Mana Regen per Dragon slain.

Cost 8 Dragon Coins: Gain +0.2% Health and +4% Health Regen per Dragon slain.


7 Coin Purchases:

Cost 7 Dragon Coins: Spells and basic attacks grant vision on struck units for 2.5 seconds.

Cost 7 Dragon Coins: Increase your Stealth Ward limit to 5 instead of 4 and Vision Ward limit to 2 instead of 1 (requires "Increased Ward Limit" to purchase).


6 Coin Purchases:

Cost 6 Dragon Coins - "Increased Ward Limit": Increase your Stealth Ward limit to 4 instead of 3.


5 Coin Purchases:

Cost 5 Dragon Coins: Gain +0.75 Attack Damage per Dragon slain.

Cost 5 Dragon Coins: Gain +1.5 Ability Power per Dragon slain.

Cost 5 Dragon Coins: Gain +1.5 Armor per Dragon slain.

Cost 5 Dragon Coins: Gain +0.75 Magic Resist per Dragon slain.

Cost 5 Dragon Coins: Gain +20 Health per Dragon slain.

Cost 5 Dragon Coins: Gain +35 Mana per Dragon slain.


4 Coin Purchases:

Cost 4 Dragon Coins: Deal +1% increased damage to minions and monsters per Dragon slain.

Cost 4 Dragon Coins: Deal +2 bonus physical damage to structures per Dragon slain.


3 Coin Purchases:

Cost 3 Dragon Coins: Gain +0.4% out of combat movement speed when out of combat for 10 seconds per Dragon slain.

Cost 3 Dragon Coins: Gain +10 units of range to the cast range of Stealth Wards and Vision Wards per Dragon slain.

Cost 3 Dragon Coins: Permanently reduce your Trinket's cooldown by -1 second per Dragon slain (cannot exceed 40% of the Trinket's original cooldown for this cooldown reduction).

Cost 3 Dragon Coins: Stealth Wards require 4 hits to kill instead of 3.

Cost 3 Dragon Coins: Vision Wards require 6 hits to kill instead of 5.


2 Coin Purchases:

Cost 2 Dragon Coins: Stealth Wards last +2 seconds longer per Dragon slain.

Cost 2 Dragon Coins: Stealth Wards and Vision Wards gain +1% increased vision radius per Dragon slain.


1 Coin Purchases: These purchases may be obtain an infinite amount of times.

Cost 1 Dragon Coin: Refresh the charges on Sightstone and Ruby Sightstone.

Cost 1 Dragon Coin: Your next recall is enhanced causing the recall time to be 4 seconds; after a successful recall instantly recover all your health and mana, and gain +200% out of combat movement speed for the next 8 seconds (casting any kind of spells will instantly remove this movement speed bonus).

Cost 1 Dragon Coin: Restore 40% health and 40% mana; must be out of combat for 12 seconds to purchase.

Cost 1 Dragon Coin: Your next basic attack against turrets deals 100 bonus true damage and disables it for 2 seconds (does not work against Nexus turrets) (5 seconds global cooldown against the same turret).

Cost 1 Dragon Coin: Gain +20 Gold; gain an additional bonus +20 Gold if you possess a Sightstone or Ruby Sightstone.

Cost 1 Dragon Coin: Gain True Vision around you for the next 10 seconds.


So a key point with these are ideas is not only is emphasizing Dragon as a late game investment, but to make Dragon useful for everyone. And I tried to make support effects a lot more tempting to purchase so that Dragon is not necessarily about getting stats, but also making your objective and vision control stronger - or you can go for gold and EXP - the options are limitless with this Dragon Shop concept! Do not worry if you think this system may be complex it will honestly be really simple to learn especially since you will know what to do since it works just like the real shop; the only thing that takes time is learning everything that is in the Dragon Shop!

Hope you appreciate the thoughts and ideas! Have a nice day everyone! ~ Stacona [slayer-jinx-unamused]

50 Comments

GaleWinUnleashed2 votes

It's quite a huge leap, but it's much more balanced and thought out than your other concepts. Good job on refining your ideas.

A few numbers are a little high in my opinion (I feel like the options for AD and armor pen are a bit too strong, and might benefit assassins far more than other classes), but number tweaks aren't a big issue.

I'm most interested in the idea of a very short dragon respawn timer as a balance mechanism. It's an interesting idea, and it might be worth going even further and making the respawn shorter, in order to make it extremely difficult to go back to base between dragons. The obvious idea is to make it so a team that tries to simply camp on dragon is going to get whittled down eventually, and would be forced to leave.

My biggest single concern about the overall design is that it places an ENORMOUS amount of emphasis on Dragon, such that it might eclipse other objectives and drag out games for long periods. Some of this is related to numbers, but the main contributor to this issue is that Dragon would offer potentially extreme benefits that add on to any team composition and strategy. I think it may be better if it was more refined into a particular couple of niches, with more power given to non-combat stats, rather than just granting power across the board given enough time.

Stacona1 votes

The 6 coin purchases are first and only one - so you cannot have penetration and % ad/ap

So you think a shorter respawn than 60 seconds be good? 60 Seconds felt good since it is smite cooldown so there is a high chance that a team with the previous dragon cannot control the next dragon because of no smite so almost in a way teams get a 1 for 1 dragon or take a turret and give the other team 2 dragons since 1 Dragon does not actually do anything unless you want mini immediate values like getting sightstone charges without basing --- but an even shorter cooldown could be worth a thought, but i am treating Dragon here more like a monster camp in the bot river

I feel i added a lot of vision and objective control onto Dragon, the offensive and defensive combat gains do not have incredible power to like 15-20+ dragons (which seems like a lot, but with a tiny cooldown it isn't, but is gauranteed for late game investment at over 30+mins in the game)

GaleWinUnleashed1 votes

I think I'm mostly concerned with how effective the 6-coin armor and magic pen would be when also combined with the 5-coin flat AD and AP. Champions like Zed, who already build very large amounts of both, seem as though they would benefit hugely from this combination. Aside from that the majority of the power budget is loaded into vision upgrades and a bit of other utility mainly focused on efficient trips to base.

I love the overall idea, and I'm pretty sure the majority of concerns (aside from the fact that it's a massive change) can be fixed with numbers.

Stacona1 votes

i will lower the value on the penetration - but there is also a trade off since the % boosts increases the value flat values but again the pen does go with flat values too ---

something i think would be most unique are the one time consumables of the one coin purchases, because you can get a boost of health and mana to continue the siege but cannot top off your health, recharge your sightstone without basing so you dont lose position and get vision out, get chunk out get supreme dragon recall to quicly base and back into the action, use the bonus true damage and turret disabling with baron buff as a marksman or ranged mage to help break the inhib wall against that ziggs--- while every other purchase is options to enhance your specific role for your team the one coin options grant the most diversity since they are not investment values but instead immediate decision making

also 10 coins for more wards, 10 coins because i think increasing the ward limits is massive power by increasing your team's vision that much more granting your team more map control

GaleWinUnleashed1 votes

I personally would love the ability to increase the ward limit. I'm a support main, and I prefer to run both Sightstone and Greater Stealth Totem, so I don't have to run back to base all the time. The problem is I'm almost always crippled by the 3-ward limit; I just want to keep placing wards, but I can't.

Stacona1 votes

Well buy your recharges with one Dragon Coin i think could be good to get more wards without basing and losing your pressure at the time

M0RDEKA1SER1 votes

I like it, but my only concern is that this will draw too much attention to the dragon and away from your true objective. The Nexus.

Stacona1 votes

nexus destruction happens between 30-50 mins average - the quicker respawns can ramp up power for picks for the vision buffs dragons potentially can give or just raw power with more defensive or offensive traits--- also Dragon's advance recall can be a great way to stop split pushing at the cost of a coin - so i feel there is so much strategic diversity within this concept

and unless you are the killer for 25g, Dragon does not grant any bonuses until multiple dragons have been taken [with a 60 seconds respawn timer, there can be like 20-30 more/less dragons average killed between the two teams] but because Dragon does not grant any immediate benefits until Dragon 6 the early game snowballing is not there but the investment to what you want to do for the game is there--- plus if games do feel dragged out and taking too long or one team can perpetually keep getting dragons over and over again then the respawn timer can be reduced even further than 60 seconds to like 50 or 40 seconds; but i am making Dragon not only something to continually contest and constantly make decision between kill turret or fight over/take dragon, but also have Dragon almost as another shared monster camp between the two teams- except more powerful than the monster camps and a lot less powerful than the current dragon so that most junglers can easily solo dragon for the most part Basically it creates something for the two junglers to bash heads over and decide between ganking, farming, or the team play of warding, holding lanes, or killing dragons for the late game investment- even though there are immediate powers like granting the options for gold and exp

My eeeeel1 votes

This game should be called League of Dragon Hunters or Dragons of Legends then.

Stacona1 votes

I hope you get banned for posting these kinds of comments, and you know exactly your motives for doing so and that you are not at all innocent

Stacona1 votes

EDITS BELOW:

EDIT (1): Made the 6 Coin Purchase for penetration an unique penetration so it will not show up in character stats, but made it so that this unique penetration cannot ignore more than 25% of your target's armor or magic resist; this is mainly to fix exploit cases mainly with assassins so that taking this as your 6 Coin buff means you are getting it to deal with high armor / magic resist targets like tanks and not to kill squishies faster.

Also added increase health and health regen, and mana and mana regen to 6 coin purchases.

5 Cost Health reduced to 30 from 40 per Dragon slain


EDIT (2): Lowering the Dragon's respawn timer to 40 seconds for this concept from 60 seconds; the list below is the 60 seconds dragon respawn timer values. An even lower Dragon respawn timer will actually ensure both teams can get Dragons in most games to also help prevent snowballs; plus it can speed up games so games do not have consistent 45+ minutes and games can end between 25 to 50 minutes average; something I want to avoid is Dragon being really snowballing, avoid Dragons not really be worth taking (I want them to be worth taking), and want Dragons to be focused more on an investment value even though you do have the option to take gold and exp.

Dragon Shop:

6 Coin Purchases: Must purchase one of these first, and only one available per champion.

Cost 6 Dragon Coins: Gain +0.5% Attack Damage and Ability Power per Dragon slain.

Cost 6 Dragon Coins: Gain +0.5% Armor and Magic Resist per Dragon slain.

Cost 6 Dragon Coins: Gain +40 Gold and Experience per Dragon slain.

Cost 6 Dragon Coins: Gain +0.5 unique Physical and Magical Penetration per Dragon slain (this penetration cannot ignore more than 25% of the target's armor or magic resist).

Cost 6 Dragon Coins: Gain +0.5% Movement Speed per Dragon slain.

Cost 6 Dragon Coins: Gain +0.5% Mana and +2.5% Mana Regen per Dragon slain.

Cost 6 Dragon Coins: Gain +0.25% Health and +5% Health Regen per Dragon slain.


10 Coin Purchase:

Cost 10 Dragon Coins: Increase your Stealth Ward limit to 4 instead of 3 and Vision Ward limit to 2 instead of 1.


5 Coin Purchases:

Cost 5 Dragon Coins: Gain +2 Attack Damage per Dragon slain.

Cost 5 Dragon Coins: Gain +3 Ability Power per Dragon slain.

Cost 5 Dragon Coins: Gain +3 Armor per Dragon slain.

Cost 5 Dragon Coins: Gain +1.5 Magic Resist per Dragon slain.

Cost 5 Dragon Coins: Gain +30 Health per Dragon slain.


4 Coin Purchases:

Cost 4 Dragon Coins: Deal +1% increased damage to minions and monsters per Dragon slain.

Cost 4 Dragon Coins: Deal +2 bonus physical damage to structures per Dragon slain.


3 Coin Purchases:

Cost 3 Dragon Coins: Gain +0.5% out of combat movement speed when out of combat for 10 seconds per Dragon slain.

Cost 3 Dragon Coins: Gain +10 units of range to the cast range of Stealth Wards and Vision Wards per Dragon slain.

Cost 3 Dragon Coins: Permanently reduce your Trinket's cooldown by -1 second per Dragon slain (cannot exceed 40% of the Trinket's original cooldown for this cooldown reduction).

Cost 3 Dragon Coins: Stealth Wards last +2 seconds longer per Dragon slain.


2 Coin Purchases:

Cost 2 Dragon Coins: Stealth Wards require 4 hits to kill instead of 3.

Cost 2 Dragon Coins: Vision Wards require 6 hits to kill instead of 5.

Cost 2 Dragon Coins: Stealth Wards and Vision Wards gain +1% increased vision radius per Dragon slain.


1 Coin Purchases: These purchases may be obtain an infinite amount of times.

Cost 1 Dragon Coin: Refresh the charges on Sightstone and Ruby Sightstone.

Cost 1 Dragon Coin: Your next successful recall is enhanced causing the recall time to be 2 seconds, instantly recover all your health and mana, and gain +200% out of combat movement speed for the next 10 seconds (casting any kind of spells will instantly remove this movement speed bonus).

Cost 1 Dragon Coin: Restore 50% missing health and 25% missing mana; must be out of combat for 15 seconds to purchase.

Cost 1 Dragon Coin: Your next basic attack against turrets deals 150 bonus true damage and disables it for 1.5 seconds (does not work against Nexus turrets).

Cost 1 Dragon Coin: Gain +40 Gold; gain a bonus +35 Gold if you obtain a Sightstone or Ruby Sightstone.


EDIT (3): NEW* 1 Coin purchase of granting True Vision around you for the next 8 seconds.

Added a new 6 Coin tier that is just increasing your Stealth Ward limit to 4 instead of 3 and is named "Increased Ward Limit"

10 Coin Purchases have been removed and is now 7 Coin Purchases

7 Coin Purchase is now increasing your Stealth Ward limit to 5 instead of 4 [from 4 instead of 3] and Vision Ward limit to 2 instead of 1 [same], but now requires the purchase of "Increased Ward Limit" first to purchase this buff.

NEW* 7 Coin Purchase which is all your spells and basic attacks apply vision on your target(s) for 2.5 seconds if you obtain this Dragon Buff.

Overall, adding more vision and objective control buffs I think is cool. Also more ideas for 1 Coin purchases would be cool too since this is a very unique thing have consumable Dragon buffs as an option to choose from for 'on the fly' decision making and immediate temporary benefits. But I still want Dragon to feel more powerful for both gold and exp as well as combat stats, but adding a bunch of options and customization I think will be cool for the game overall.

Stacona1 votes

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