Das Dragon

Stacona··1 votes·618 views

I do not know about low elo or casual play, but for high elo and competitive play people are finally realizing that the new Dragon sucks. Not with the concept of the Dragon giving buffs, but what the buffs currently give since they only benefit the roles with gold and team with gold which if you have the gold lead you don't need Dragons; overall supports, tanks, and junglers do not benefit from Dragon at all. If you are behind you cannot use Dragon, and barely use the first Dragon- while ahead you don't even need Dragon. Most of Dragon involves buffing yourself to take the objective which you just traded to get the Dragon where you should have killed the turret or saved the turret instead of doing Dragon; not to mention it is currently a noob trap.

Also something I really hate even when this was a mastery and had to be taken out of the game because of how broken it was is the increased damage to turrets buff, this (and the 2 Dragons) do not make you or your team stronger at all, but turrets do not need to die faster than they already do, they die fast enough as is.


I am going to post my ideas of some things I like to see for the Dragon buffs. REMEMBER that these are just ideas and my ideas, you may post your own ideas of things you would like to see. Keep in mind they should be things to make team fighting and skirmishing stronger, with Dragon 4 and 5+ more on buffs that will help end the game is some fashion since they just makes sense to achieve Dragon control, get Dragons, get more powerful, and win the game with the power of many Dragons!


Dragon (1) - Sharp Claws: Dealing damage deals 10-100 [based on champion level] bonus damage (Dragon, Baron Nashor, and structures are immune to this effect) (enemy champions have a 2 seconds global cooldown for this effect).

Dragon (2) - Tough Scales: When taking damage take 5-30% [based on champion level] less damage from enemy champions for 1 second (15 seconds cooldown).

Dragon (3) - Mighty Tail: Gain 10 armor and magic penetration.

Dragon (4) - Fiery Breath: Dealing damage deals 3-90 [based on champion level] true damage over 3 seconds.

Dragon (5) - Dragon's Honour: A small dragon is summoned to follow you around to attack units around you at random prioritizing structures and champions for the next 180 seconds.

Summoned Dragon Statistics: Basic Attack Range: 800 units Attack Speed: 0.800 attacks per second Attack Damage: equal to 0.2% of your team's total gold earned


AFTER NOTES: Sharp Claws' bonus damage changes based on the sources type of damage i.e. basic attacks make the damage physical damage, while magic damage nukes makes the damage magic. Tough Scales is not very effective against damage over time effects, but more effective against poke or burst, just to help teams siege or team fight better by with standing hard hitting poke that would force teams to back preventing them from dealing any damage to turrets from one spell or slightly weaken the blow of a devastating death ball comp, if cooldown is too low it will be increased; assassins are also weakened if a team has this. Fiery Breath, just to confirm, does not stack, if a different burn from another champion attacks the same unit then that burn takes over and resets the duration with a different burn damage if there is a differing of levels. Dragon's Honour, besides using Canadian spelling, is created to be a devastating buff that each player has a Dragon that follows them around for the next 180 seconds or unless the user dies then the Dragon flies away until you kill the big Dragon again. So having the summoned dragons' damage based on your team's gold not only allows the dragons to scale appropriately for how the pace of the game is going, but allows for every member of your team to have equal powerful Dragons to each other so even supports have a valuable dragon! (I based the values of an average of 60,000 gold) The dragons values are either to end the game through a final push/siege or a final teamfight.


Overall I want every Dragon buff to make you and your team stronger and have each Dragon to be that how many Dragons you are ahead of your opposition is how much stronger you are in the game and Dragon can give a team a lead while being behind in gold giving a unique (I hate this term so much) strategic diversity to which path you want to take to end the game. As well as have each Dragon buff equal in power to whether you are behind in gold or not as a team or whether you are the marksman, mage or support, jungler the buffs make you just as powerful to each other among the team.

Hope you enjoy the post and have a nice day! ~ Stacona

2 Comments

balbraaksel1 votes

Taking turrets early isn't a good idea either, doing things like that can cost you a lot of CS and might even gets you killed. I think you generally should not try not to take a turret down before level 9 (on the exception of mid) because they might freeze and if you go to CS the jungler might gank you. You need tier 1 boots and wards to be able to safely go past the first turret early.

So the next best thing early is Dragon.

Stacona1 votes

I am not saying take early turrets, the point is that Dragon right now does not do anything- there is the mystical 5 dragons, sure, but by that point the game is already over or you lost because you fixated on the 5 dragons instead of the game- it is very much a noob trap and even higher skilled players fall under this, i just want a Dragon worth something - granted not too powerful, but powerful another and buffs that make you stronger for each dragon taken that you can accumulate a lead without having the gold lead over the opponent (the gold will still be close obviously, i am not talking about like a 10k gold lead, more like 2k or 1k or less behind in gold but ahead in dragons and can be ahead in the game with a minour gold deficit)

The point being Dragon does the thing to push and take turrets which to get the Dragon you surrender the turrets which make dragons useless since it is better to defend or take the turret rather than waste time and effort on Dragon

Right keeps mentioning strategic diversity - but taking two different objectives that do exactly the same thing but the other path both ends the game and makes you stronger in fights makes dragons stupid to take--- a strategic option would have dragon make you more powerful to teamfight and skirmish which will make sense for the team that is pushing down for turrets so that there are pushing strats and then there is taking dragons to get your team stronger to teamfight better, win the fights, and then obviously push for the win sure the ultimate goal of killing the nexus is the same (duh) but how you achieve the two paths of victory are very different and viable ways of dealing with the game- right now there is ZERO diversity because dragons only achieve a weaker version of pushing turrets since dragon no longer grants gold or exp and do not grant map control unlike turret killing or minion farming for gold

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