When is it fine to lose jungle objectives.
Currently in the game there are 5 different jungle objectives that you can obtain. The rift herald, ocean drake, infernal drake, mountain drake, and cloud drake. After playing a game with warwick and getting 3 ocean drakes after completely neglecting dragons before I realized how little I care about some dragons.
For example arguably the worst dragon is the mountain drake. This drake only gives 10-30% extra damage to turrets and monsters. However if you get the elder dragon this skyrockets to up to 60%. Is it possible that in a meta like back in season 3 where split pushing is a strategy that this dragon could become a good dragon? Or is it still rather weak even know you are trying to pick off turrets rather then flat out killing them from an ace. An example of a good team for this would be:

The other arguably worst dragon is cloud dragon. It gives 15-45 extra movement speed when you are out of combat. Is this one even usable? I understand that Monte Crisco is probably thinking I'm insane because of the rotations but I'm pretty sure that even people that are rotating alot are willing to give up this drake. Unless of course you have a pick composition then it might be alright to get but its still only 15-45 movement speed where you could be getting alot more stuff. An example of a good team for this would be:

Infernal drake gives 8-24% ap and ad. This one is arguably one of the best. I cant really find many situations where this one is really bad but in a game where there are 3-4 tanks it is possible that this one you can give up. Very much likely it doesn't matter how much damage the back line is dealing since if you cant get past the tank line the game is over anyway. An example of a bad team would be:

Then there is the most debatable dragon the ocean drake. ocean drake gives 10% mana and health every 18-6 seconds. This drake is the hardest one to measure the power of since it is so very situation. Meanwhile it makes compositions where 3-4 tanks are present completely overpowered and unstoppable it also makes squishier compositions pretty useless. Unfortunately even then there are exceptions as a composition of tanks that are wombo combo oriented are generally not going to be tanky enough to survive for 6 or more seconds but chances are you aren't going to take much damage anyway since the enemy team is stunned for half the fight. As well as poke compositions being generally very squishy can completely dominate the game with this buff. I honestly have no idea what a perfect team to highlight this dragons strengths is.
The rift herald is a very situation objective as it really just matters on who you give it to. For a champion has to be able to use the 5% reduced damage and the extra damage on hit after a set amount of time. Since it is not shortened by extra auto attacks like static shiv its not as good on champions that like to attack quite frequently. It also comes up throughout the duration of a fight so being able to stay alive throughout the fight makes it alot better.
Graves for example uses it because it allows him to survive longer as well as the fact that he has very limited attackspeed means the rift herald extra burst isn't going to waste. Graves is probably the best champion with rift herald buff.
Irelia is a good champion with rift herald for a completely different reason then the stated ones since while reduced damage is amazing on her, the best part about it is how bursty it makes her. Suddenly you go from almost killing a target before the stun ends to flat out killing the target before the stun begins.
Amumu is surprisingly amazing with it as he is generally in the middle of the fight trying to hit people as well as his passive means he wants to be auto attacking a target. The extra damage on auto attacks makes it feel useful to constantly attack throughout fights for more then just the magic penetration.