Of Scuttlebugs and Dragons

Togekiss24·11/21/2014, 9:22:33 PM·1 votes·751 views

To start off, before anyone goes on the "LOLOL UR A DUMBF*** GTFO SCRUB" train (as this community is notorious for), I just wanted to let you know that these are my opinions on some of the changes to a few of the jungle monsters, and I may be completely and utterly wrong about my judgements. I'm certainly not the best player on League, but I've played quite enough games to at least have an opinion. The following suggestions are mainly just tweaks, anyway, and you are free to discuss either for or against them. My opinion can be swayed by a good argument.

So anyway:

The Rift Scuttler:

Does anyone find this guy to be just a teensy bit annoying? The cool thing about every other camp monster is that they are stationary. You could easily control them and stay in a safe position of your choice. The Scuttler moves about instead, and it moves at a speed that is only a few points under the base movement speed of most champions.

What ends up happening is that unless you are far into your item builds, which you can then nuke the thing with your abilities, you have to go on a "chasing" game that can potentially put you at risk of being out of position, and for the reward it gives you, is it really worth that kind of trouble? On the flipside, you can easily catch it if you stutter-step throughout the chase, but why should an advanced tactic like that be the only reliable way to get the monster's buff?

The New Dragon:

I like how every camp has a purpose in the preseason, don't get me wrong, and the buffs to this guy actually gives players an incentive to seek him out other than just bonus gold. However, at least with the non-ranked matches I've played so far, I'm getting the sense that the dragon is way too over-centralizing. A team that is already ahead and has significant control over their lanes can pretty much have nearly uncontested control over the dragon, which is really how it's always been. The fact that the dragon now gives a damage buff, however, means that you really don't have many options besides surrendering if your team is behind.

To elaborate, the previous dragon model gave team-wide gold to whomever killed it. It then provided the opportunity for that team to become stronger. The keyword being "opportunity", because you could spend that gold on whatever you wished, and the item you pick for one particular situation during the match could potentially make it or break it for your team. This leaves an opening to the opposing side: they could possibly take advantage of a less-than stellar choice made by other players and turn the game to their favor. The new dragon model makes this difficult to do so, because it gives power directly, and even more of it depending on who kills the most dragons. Turtling strategies and other means to turn around a one-sided battle is not a bad thing, it keeps the game spontaneous and lively. One-sided matches are just predictable and boring, and in a game as long as League, it's a chore to play through them.

Another concern I have for the new dragon is that it kind of undermines the core objective of the game. Originally, the main point was to get the towers and destroy that nexus, and the other objectives in between only served to slightly improve your chances; You really didn't need to bother with Baron or Dragon if it only distracts you from getting to that tower, and that's okay! Recently, however, I feel as if the game has shifted into "must get that dragon as much as possible" and it kind of creates a confusing shift of focus that should be primarily directed towards other players, but again, that's my point of view on the matter.

I think at this point, perhaps making the stat bonus not stack and give merely situational advantages, like every other buff in the game, might tone this new camp down a bit, but I'm open to anything.

What are your thoughts?

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