Does the new dragon need a fix?
I'm not pretending to be an expert on game balance these are just my impressions and opinions, Im mostly curious to see where the community is at on this topic since I haven't seen any threads about it.
After playing a few games in the new SR I've noticed a disturbing trend. The team that gets the first dragon typically gets all the dragons. This is partially indicative of the games flow. The team that is dominating early game will naturally get the first dragon and the second one. However after that second dragon it feels like it becomes very hard for the losing team to secure any dragons. The team that is dominating eventually receive more dragon buffs in the mid game where they are most effective. The cumulative permanent buffs and that early/mid game advantage provide a frustrating barrier determined by the first 10 min of the match. Not to mention it doesn't seem to be any stronger than the old dragon.
Now I imagine that the current dragon was made exclusively with pro/ranked teams in mind, and I'm sure it will work fine in that environment. But playing in low elo solo queue it is a nightmare. Without the early game advantage it is impossible to control the dragon without teamwork. I hate it atm and feel that it can be quite unfair in solo q. My question to the community is: Does the dragon need to be change? Why or why not?



attacking not only with both claws in front (or aoe) but if a champion is behind dragon, it can simultaneously whack and displace champions with its tail. 
-like ability that pulses and deals damage to characters within range or even a
-like reflective scales. Give dragon the ability to spit %life fire damage in a cone like
or shoot a pillar of fire like
. Have the fire damage inflict grievous wounds
to further discourage soloing. When the beast is about to be slain and the last hit (or smite) is struck, dragon should explode dealing further damage to champions in a radius.