Changes to Dragon Slayer Buff...
I've been playing League since season 4, and I like that killing a drake has progressed from giving gold to a Dragon Slayer buff. I've never felt like Riot got the Dragon Slayer buff quite right though. At the beginning of season 6, the elemental drake changes were meant to make every drake more impactful to encourage fighting over every drake and not only certain ones. Do you feel that's the current state of the game? Instead, the elemental drake changes have just randomized which times are important to fight over drake. You might not mind giving up a cloud or ocean if it means you get advantages elsewhere, but a mountain or especially an infernal needs to be contested if viable. Instead of having one drake give 8% AD/AP, another give 10% bonus damage to objectives, and so on, why not give a smaller percentage of those advantages across all drakes?
For instance, each stack of Dragon Slayer buff could offer 4% extra AD/AP, 4% bonus damage to objectives, and +10 out of combat movement speed. If you run the math, that's actually higher than the average power of a dragon buff as it is now. None of the buffs are overly powerful though. But if allowed to stack up can quickly turn into a big advantage. That's what I always thought the purpose of the buff was supposed to be. Riot would obviously decide where they wanted the numbers to be.
With these changes, each drake really would be important. You can no longer concede a drake because it's only passive regen or move speed, or get one infernal and your team now has a power advantage over the other team despite them having 3 drakes which unfortunately for them were all cloud/ocean drakes. I understand that each drake gives certain advantages that can be played around, but I don't think my team's playstyle should be dictated by a randomized Dragon Slayer buff. Am I alone here?
This would be a big change, so not something I'd expect in a normal patch. For me, it'd be a welcomed mid-season change though. What do you think?