Can we talk about infernal drake ?
Before you claim _"He had a bad game, now he's taking out his frustrations !" _No, I just won a game when the enemy team had 3 infernal drakes. But it was only because of a massive skill gap between the ADCs in the late game, and the enemy jungler getting frustrated.
Let's be honest here for a moment, nobody cares about the ocean & wind drake in the same capacity that people yearn over getting infernal. I always see people doing mental gymnastics when defending the infernal drake, exclaiming the importance of the ocean and wind drakes, but I guarantee you that even these players would rather lose 2 ocean or 2 wind drakes than a single infernal. "Wind gives assassins more mobility thus making them more capable of killing others !" Makes sense, but doesn't infernal ? Their damage output is increased, and it actually benefits assassins the most, because if they're ahead - infernal will only solidify it. When people defend the Ocean drake they say the following: "It makes champions stay in lane longer, and gives them sustain." Wouldn't that also be Infernal drake's benefit ? It makes sustain champions sustain more and champions who have lifesteal can heal more. THUS staying longer in lane.
Losing infernal has a psychological effect on people, it's just extremely frustrating. You become an underdog from losing two of them. If your team is already losing and the enemy team gets an infernal - that's just a massive blow to your motivation. From my experience it's gotten so bad that I contemplate leaving the game each time I consistently lose an infernal and I hate myself for thinking this way - but I legitimately can't describe in words how frustrating it is to fight a Riven/Yasuo/Darius/Draven with a lead whilst being gifted infernal.
It doesn't even make sense from a balance perspective, because a lot of champion kits are carefully tested and the numbers toned accordingly. Drake throws all that out the window with the excuse of it being a randomly occuring buff that e****
, since your win condition is surviving lane phase not gaining map control during it, it also could provide a way for early game centric teams to try and invest in late game scaling if they think that they can overide the scaling advantage through raw stats