@Riot, How to make Dragon more Appealing

CrazedPorcupine··5 votes·583 views

Riot, in your latest "State of the Preseason" Dev blog, you stated that Dragon isn't appealing enough for you guys.

Try swapping fourth and 2nd dragon buffs. This is the Tower damage and minion damage buffs. If you make it so 2nd Dragon buffs damage against minions, you make it so that the team that has dragon is better able to counter sieges and better able to farm. This means an overall increase in gold for that team in the long run.

Either that or change the 2nd buff to something along the lines of X% more gold income from all non-champion sources This would include towers, jungle camps, lane minions and the gold generation items. This would mean that the dragon buffs are more desirable, and make dragon a mroe contested objective. However this would lead to easy snowballing.

I personally think that to make dragon more desirable, you just need to swap some of the buffs around, not necessarily change them.

7 Comments

Erockandroll2 votes

That sounds like a revert of of a fix to the problems with Drag Last pre season.

People found that the extra Minion damage made the game even snowballier because you can clear wave that much quicker, and counterjungle that much quicker as well. Which is why they made that effect the 4th buff instead of the second.

One thing though. If the game is going to be shorter still (after fixing the headache that was 5.22) Perhaps they should consider making the dragon spawns shorter. Otherwise, having a shorter average game length would just make it harder to even reach a point where 5 dragons becomes a threat.

kaellidor1 votes

oh I just made a similar post not 5 min ago! I should have looked for a few min to see if anyone else had done something similar. I came up with a few similar things and a few you didn't :P

LaoBushido1 votes

wait they swapped them already if i remember correctly , when the minion was at 2 it gave the winning jungler too much power

Sire Hippington1 votes

I think a good idea would be to add a temporal buff, doubling all current dragon-effects for some time( maybe 120sec), so dragons are more valuable befor 5th and give some actuall power window. Mostly, it would give more meaning to dragons later in the game if you don't have a real chance to get 5. Right now, if your opponents had dragon controll so far, the main reason to contest it is to delay their 5th dragon, but you gained very little from it. Since all dragon buffs are %based, getting they are rather potent later on if doubled, giving even on the first dragon a meaningfull power-window later on. 5th dragon probably will sill be meaningfull enough, as the truedamage dot is really powerfull.

KirbyCake1 votes

dragon is just useless. if you push turrets instead of ever getting dragon, the game is going to practically end before 4th dragon.

Spoofghoul1 votes

Drake 1 is really good just a boost to your stats. Drake 3 movespeed boost is also very nice.

So these two are good

Damage vs towers is ok, but the longer the game goes the more useless it gets.

And the drake 4 is really useless bonus damage vs minions early game makes you snowball too hard and lategame nobody even need extra damage vs minions anyway so this one is complete grabage and just filler.

The changes i would suggest are very simple. Swap drake 1 & 2 buffs

So first buff is bonus damage vs towers, keep the damage reasonable. This way it serves a similar purpose to riftherald al be it in a different way and makes it compete better with rift herald

Everyone wants the 6% increase buff eventually but you would now need 2 drake buffs to get it making dragon 1 and 2 more contested.

Drake 3 can stay as it is.

Drake 4 i have not figured this one out yet but it could have something different then bonus dmg on minions.

Partholonian1 votes

Turrets are weak enough now that bonus damage against them really doesn't seem that good. Bonus damage to minions is even worse, especially coming so late; minions are already pathetic at that point.

Buffing turrets might make second dragon more desirable though - as well as making it more risky to try to give up dragon and take a turret in exchange, if you might wind up giving up dragon for nothing then you might decide to contest it instead. Alternatively, if turrets are going to be so damn weak maybe they should be worth less gold? That would allow the map to be opened up for the midgame, but without creating as large a gold differential if one side can't take down turrets as fast.

Seems to me the most logical sequence for buffs is minion damage, then tower damage, then move speed, then overall damage (particularly in a game where sieges are serious business). A waveclear/push buff makes the most difference early when minions still take some time to die otherwise, but the trailing team can still defend turrets as long as you deny the turret-wrecking buff. Once you have the power to take objectives then you need the speed to control them before the enemy does, and finally the raw stats, the most impactful despite its lower numbers because it's good for everything. Putting the vs. champion damage later would also make tanks more survivable in the midgame.

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