A Nuanced Look at Dragons, Randomness, and Competitiveness

Aqua Dragon··399 votes·39,800 views

There have been a number of comments critiquing the change to the random dragon spawning. For those unaware, in patch 6.9, every time a dragon spawns, it will randomly be a fire, air, water, or earth dragon each granting a different bonus to the team. I want to go over a bit about the nature of random and what place it can serve in a competitive game, both good and bad.


#Why not Just Give Gold Again?

As someone who primarily plays an objective controller, I can tell firsthand that team gold is not an appreciable stat, even though it is an extremely strong stat. Despite its strength, the sheer value given is just so difficult to appreciate because of how spread out the effect is. Back in Season 3, it was not uncommon to have grabbed six dragons yet the team feeling like nothing meaningful had happened, despite this being in excess of 4,500 gold.

Note that just because an effect is extremely strong doesn't mean it feels strong. This is why several auras (Fiddles, Sona, Taric) have been extremely tuned or even removed, even though aura effects could easily be giving in excess of 1,500 gold worth of stats for a teamfight. The issue is not one of strength, but allowing a player to appreciate that strength.

Consider too that Rift Herald gives 250 team gold when it's killed, but you don't exactly see it as a super amazing point of team contention. This is almost as much gold as the previous dragons used to give. REDACTED. My memory was wrong; the dragon gave far more than that.

The other issue, and one that Riot has more specifically alluded to, is that when two objectives grant the same thing, tradeoffs feel unimpactful. Trading a tower for a dragon used to feel like a zero sum game with no particular change for either team. At that point, the dragon may as well have not existed at all.

The current Dragon system was trying to make the tradeoff meaningful, and it is a success compared to the previous season, but it's not good enough. The concerns about competitive play revolving too heavily around lane swaps shows that trading dragon for towers still feels too zero-sum. Yet, if you simply increase the strength of every dragon, snowballing becomes a significant concern.

The question then becomes: how do you make the tradeoff between a dragon and a tower meaningful without giving too much power to snowballing compositions? Riot has decided to address this with random dragons. Is this good? bad? Let's discuss.


#What Makes Random Problematic? What Makes it Good?

There are many critiques about competitive games having random elements. The biggest critique is that competitive games should not have random elements. But that answer is insufficient; why shouldn't competitive games have random elements? To simply say "Because it decreases competitiveness" is a redundant answer that tells us nothing, so we must dig further. By exploring this question, a number of points emerge.

Random is unfair because it provides one team an advantage that they don't have control over. If we're playing Rock Paper Scissors, and I get Dynamite every tenth time, that feels unfair because there is nothing the other player can do except 'git gud'.

Random is unskillful because it allows a path to victory that didn't require mechanical or strategic thought. You'll see this all the time on Hearthstone if you're familiar with esports, where losses often feel attributed to RNGesus rather than clever planning.

Random is inconsistent because it makes it difficult to plan a strategy. The update to Brand helps address a lot of the lottery involved with Pyroclasm, but until recently, whether it obliterated a teammate often just came down to how lucky they were.

This isn't all the concerns about random, but it's a large chunk of them. But there are a lot of good things about Random too!

Random promotes adaptation because it prevents all games from being decided wholly based on things set up before a game. Fundamentally, this is what makes card games interesting. Imagine if Magic allowed players to pre-sort their drawing order when playing; the meta would revolve around a more macro-level play about setting up the perfect deck orders in advance. Strategic? Probably. Fun to watch? Probably not as much.

Random prevents monotony because it allows games to play out differently each time. Imagine how boring games like Bejeweled would be if the order of the gems was the same each time. There's probably a speed-running market for that, but it would get monotonous pretty fast.

Random displays quick thinking because working with random elements often requires split-second evaluations. Being chased down a river in Dota 2 right as a River Rune spawns and grabbing the Invisibility Rune to turn around on the attacker and kill them feels pretty cool for the killer, and a ton of fun to watch too (even if the chaser feels salty). Note that I don't really like the River Rune system for reasons that will be clear soon, but there's no denying that randomness can reward being quick on your feet.


#Are there Good Randoms?

So our next question should be: are there ways to make Random maximize its good while minimizing its bad? This leads us to discussing aspects of Random.

##Good Random has Equal Distribution for Players

Good Random attempts to be fair by allowing all players the same chance of accessing the random element. Me getting dynamite every tenth rock-paper-scissors isn't nearly as unfair if you have the same chance of getting it as well. If we're playing Munchkins and drawing from the same deck, there's nothing strictly unfair about me getting a Loaded Die card and messing up your plans (Screw you, Luis).

But just because something is fair, doesn't mean it feels fair. It will still feel unfair when I land Dynamite regardless of whether you have the same chance or not. This leads to our next point:

##Good Random Does Not Have Too High or Too Low Variance

Variance refers to how extreme the difference is between potential options. If there was a dragon that spawned that had the effect of "You Win the Game" by killing it, it wouldn't matter that both teams could take the dragon; it would simply not feel very fair due to how extreme it is compared to all the other dragons. This is because high variance feels unfair even if it technically is fair.

The larger the variance, the more unfair a random element feels. But lower variance isn't truly ideal either. If each dragon provided the exact same benefit, but gave a permanent +1 bonus to some random stat between AP, AD, AS, and CDR, it would feel like a fairly insignificant random element. This random element would pretty much just be needlessly complicating the game without adding anything meaningful.

A balance must be struck between these two extremes. The variance of the possibilities must be low enough to feel fair, but high enough to be meaningful. That last word there is meaningful, both semantically and for our next point.

##Good Random Promotes Adaptation

Part of what makes high variance feel so terrible is that it feels like there was nothing that could have been done. There's usually no choice that could have been made to stop the random element from completely screwing everything up. There's a few things that can make it feel this way.

If something is not telegraphed, it's extremely difficult to adapt play around it. Going back to Brand's Pyroclasm, we see that in the past, there was an extremely small window between when it hit and when it looked like it was going to switch targets. The telegraph window was simply too small to play around.

Similarly, Blitzcrank's passive thunder from their ultimate and Kennen's random champion targeting during Maelstrom don't feel like they can be played around because they just sort of happen. Luck is still involved but it doesn't feel like it can be meaningfully outplayed outside of outpraying.

This is also one of the big concerns with the existence of Critical Chance. While crits allow laning phases to have some variance to avoid being the same each time a particular matchup happens, it still feels really bad to get killed by a lucky crit both because the variance is so high and because the window of avoiding the outcome was basically zero.

Compare this to Starcraft 2, where each player starts off in a random base. Because the location of the enemy is different each time, it incentivices different strategies. What happens if you find the opponent earlier? Did you arrive in time to discover a wall being built or are they going with an early expand because the map is bigger and they won't be discovered as quickly? Would it be risky to focus on pumping out voidlings before knowing their exact location? Am I mixing up my games? Here we see an example of random fostering adaptation.


#Conclusions

With all this, we can discuss whether the extent of dragon randomness is too much.

The dragons are accessible by both sides, helping provide fairness. As many other commentators have noted, each dragon serves as both an extreme benefit but also extreme detriment to the same composition.

The Aqua Dragon's regeneration helps poke compositions with sieging, but if the other team gets it, makes it difficult to siege past the regeneration.

The Air Dragon's out of combat MS benefits rotating compositions, but makes it much harder to out rotate enemies that have gotten the Air Dragon instead.

The Earth Dragon's objective damage enhancer benefits diving compositions, but makes it much harder if enemies use that same buff to grab other objectives faster (baron).

The Fire Dragon. Yeah.

This means the relative benefit the dragon provides will be roughly the same for each team, so the impact it provides is more fair.

Additionally, concerns about dragons leading to less skill and more reliance on luck are likely ill founded. Because each dragon is heavily telegraphed (you know which dragon is spawning next), there is plenty of time to adapt play around it and make meaningful strategic tradeoffs. If dragons still feel too luck-based and players feel it's too inconsistent to play around, Riot can use this telegraphing as a balancing lever by increasing the window of knowledge (maybe even to champion select).

How big is the variance between each choice? This is perhaps the area where there will be the most disagreement. I personally feel the variance seems to be in an alright spot, but others may see the variance as being too large, and this is largely what determines whether it feels fair or not for most people.

So ultimately, randomness does not necessarily mean less skillful or less competitive. With enough telegraphing and variance tuning, random can be made to promote skill and adaptation rather than remove it, but it must be done carefully.


I hope you will have found this useful, or at the very least, help to clarify the discussions going forward about the dragons.

191 Comments

ModWulf Helhammer114 votes

Name checks out.

Very well written and thought out. An enjoyable read

RiotMeddler225 votes

+1, really enjoyed reading through that, particularly seeing someone else's take on a bunch of the principles we've been talking about a lot internally recently.

Aqua Dragon111 votes

It's very flattering to hear that from such a prominent Rioter; thank you!

ModWulf Helhammer33 votes

Ok who the hell downvoted all these comments? Meddler's at +7, -5. you're at +/-3, and my comment below is at +/-4

IcyPepper27 votes

People just have different opinions, dude. There's not really much else to it.

LoquaciousKumqat12 votes

{quoted}

People just have different opinions, dude. There's not really much else to it.

Opinions can be wrong though.

bunnysniffer46 votes

By definition an opinion cannot be wrong.. because you know.. it is an opinion.

However, an opinion can be based on misconceptions. This still does not make the opinion wrong, it just makes the opinion holder missinformed. One tries to form an opinion based on the information available to that person.

Daen16 votes

{quoted}

By definition an opinion cannot be wrong.. because you know.. it is an opinion.

If my opinion is that the sky is black and made of the souls of unborn children, my opinion is wrong. :P

Sinlaire28 votes

It just means you're blind and people have been feeding lies to you about what colors are and how the world is painted.

remember, not all people can see the sky, so not all people truly know what color it is beyond what they've been told and can assume.

IAmWoralo5 votes

Also if you convey an opinion you do not believe in yourself, like the sky being made out of unborn children, then you're just trolling and it's not even really your opinion but just what you're making people think your opinion is.

So either you believe in it and you are missinformed Or You don't and it's not relevant because it's no longer a real opinion.

Also an opinion can be wrong, but then your opinion should look something like "Hitler was a great man" Now that opinion can be thought of as wrong, not because it is correct or incorrect, but wrong in they way of that it is conceived as a very unpopular opinion.

KANYE OBAMA GOD10 votes

But you see, that's the thing. "Hitler was a great man" isn't wrong. It may be seen as a, uh. Not good thing? But it's still an opinion. An opinion cannot be wrong, and if someone's opinion is wrong, they probably just stated a fact that was wrong but said "In my opinion," before it. (See: If my opinion is that the sky is black and made of the souls of unborn children). "If my opinion is that the sky is black and made of the souls of unborn children" that's not an opinion because they're just stating a fact. That fact is wrong, but it's not an opinion.

kile1478 votes

I mean the sky is kinda made of unborn children, since the atoms that the sky consists of could someday be inside a person... Still stupid though.

billxx7 votes

Then that wouldn't be an opinion. You can't just state something that is wrong and say it's an opinion. Saying 2+2=5 isn't an opinion, for example.

Crokinole Ace9 votes

stating a fact like it's an opinion doesn't make it an opinion. Stating an incorrect piece of information such as the sky is black STILL is not an opinion - it's a lie.

HotSus7 votes

But that's not an opinion. Those are statements of facts, which can be wrong. The Sky is nearly objectively blue. No matter how much science was thrown at your comment, it couldn't be proven good or bad. Good and bad are opinions.

Marshbouy5 votes

Wait, this wasn't written by a rioter?

KrugLyfe2 votes

Do you think you'll be playing malz jungle still after the rework?

Aqua Dragon1 votes

Absolutely. Going to get to Master again with it.

KrugLyfe2 votes

Cool gl with it man I know you can do it

Blackquill1 votes

Are you going to look at the RNG behind dragon spawns? In one of the games on the PBE i had the very frustrating case of 3 earth dragons spawning in a row when i wanted at least 1 fire and water dragon. I think it would be better to adjust it so that the same dragon type can not spawn consecutively.

kile1475 votes

The goal is that some games three consecutive dragons will spawn. If the stats that dragon gives is not highly beneficial to either team then dragon won't be as important objective that game. Since part of the goal is to make the importance of objectives a more dynamic thing, I'd say mission accomplished.

To be clear if you wanted a water dragon for your poke comp, the other team also wanted water dragon to counter your poke comp and not getting that dragon meant both teams were equally less interested in dragon, which is why it's fair.

Blackquill1 votes

I am not saying it isnt fair or that it should be not randomized at all but having the situation that they same dragons spawns 3 times is imho not beneficial for the competitive side of the game since it could shut down certain comps that demand a specific execution. I could be wrong, i could be right. I am just writing down my concern here.

kile1474 votes

How would it shut down a specific comp? If your team comp is designed around sieging then you will still be able to siege without getting a single blue dragon. Team comps will not be dependent on the dragons, they will just be boosted or not based on synergy.

KilljoyX2 votes

{quoted}

+1, really enjoyed reading through that, particularly seeing someone else's take on a bunch of the principles we've been talking about a lot internally recently.

There is nothing inherently wrong with randomness. I actually really like the possible suggestion above where you get a little icon that tells both teams which dragon will spawn first. Could make champion select interesting again instead of just "Pick the OP's" if you see water dragon spawning and want to run a poke comp.

Woook3r6 votes

what is this "name checks out" comment?

ModWulf Helhammer12 votes

The OPs name is Aqua Dragon, and he's talking about dragons

JerulEon26 votes

Awesome explanation. Made me realize how good the new system is.

The new dragon system looks fantastic. In the current dragon system, each additional dragon loses value because each subsequent dragon becomes harder/less likely to attain until the fifth dragon, which in many games is never gained.

The new system makes every buff = every other buff at any time w/ some randomness. And the Elder dragon makes it so every game people are going to contest dragon late game.

KesslerCOIL3 votes

{quoted}

The new dragon system looks fantastic. In the current dragon system, each additional dragon loses value because each subsequent dragon becomes harder/less likely to attain until the fifth dragon, which in many games is never gained.

But at the same time, this can be used against the dragon changes.
Because every dragon has more value and the different dragon buffs stack onto themselves, it adds the RNG of if the first dragon provides a favourable buff to the 1 teams team comp and they manage to obtain it, they will end up snowballing immensely.

So the new rule of dragon will be about the first dragon in relation to your team comp and who manages to obtain it.
e.g. Siege comp gets gets Earth or Water dragon first, they are now able to take objectives at an even faster rate or are able to much more easily continue sieging.

If the team that gets first dragon gains a lead, it is now significantly more likely that they will snowball much harder and retain their lead due to how powerful the new dragon buffs are and how hard they stack. The new buffs are just far too impactful for specific team comps, providing excessive power to some team comps and an average or below average amount of power to others, meaning a team that is focused around taking towers gains a much larger benefit than the enemy team and leaving the enemy team with the option of getting the negligible buff in order to prevent the buff getting into the hands of their enemy or allowing the enemy team to obtain it and end up being at a significantly great differential in power than if they obtained it themselves.
The current dragon increases snowball potential on the first dragon alone, not every consecutive dragon.

TL;DR: new dragons are poor random design that add far too much RNG to the game. Some buffs favour certain team comps more than others, giving them much greater power than if the enemy team obtained it.

Odinakos4 votes

Your example is not right. If the enemy of the siege comp gets water dragon they are harder to poke down so strengthening their game against them. Similar case for the earth dragon as now the splitpusher will be a major threat to get objectives while the siege is going. Similar for air and rotating teams. They get it, they rotate better, while if the enemy gets it, they respond better.

New dragons do indeed affect different matchups on different scales but not just the one team comp. It just gives more strategic importance on certain dragons and that is great. Eg if one team is siege then water dragon becomes a major objective that will be fought over as it benefits both teams while air a minor as rotation is not that important on that matchup. Moreso for water both teams may send duo bot so they can contest better while there might be a swap in case of an air dragon.

Saixos13 votes

This is pretty much exactly what I've been thinking recently, so I agree with you for the most part.

The biggest part where I have issue with the new dragons is actually just the last part - from my experience, some dragons help some comps far more than others. Earth is the biggest violator of this, it only benefits teams when they're actually taking objectives. It benefits early game teams far more than late game teams when picked up early, it helps them snowball immensely. When playing defensively earth doesn't benefit you at all.

Air is in my experience the most balanced of them, it benefits pretty much every team regardless of anything and everything.

Water is decent, but it has an incredible "win lane" effect which is far more potent than the siege/anti-siege effect that it has. I've rarely noticed its value as a siege/anti-siege tool, but as a lane sustain tool and an instant regen tool in teamfights it's been far more potent. Benefiting teams that want to snowball through lane or teamfighting teams more.

Fire is second most balanced since everyone wants it, but it's still significantly more useful on teams that run 3 or more damage dealers than teams that run 2 and the rest are tanks. It's also a lot more valuable to teams with Jhin or Veigar and similar, but there's not much that can be done about that.

I know it's annoying to have someone comment about specifics and the nitpicky stuff. The new dragons are my favorite part of 6.9, it's been so fun to play with them, but I have to admit they're not as balanced as one might think originally. I agree that the randomness would be perfect and I would have no issue with it if it being valuable to one team meant it was equally valuable to the other, but that's usually not the case.

While contesting the dragons may become common to deny buffs, if one team has an advantage when they actually GET the buff in the end, then the buff isn't really balanced enough for the competitive scene imo.

The added randomness has caused each and every game with elemental dragons to feel significantly different in a positive way, something that Riot has often claimed as a goal and I feel this is their biggest success so far. Just wanted to comment on that as well.

Atanchan10 votes

A minor thing, but while the earth dragon may not benefit a defending team at the current moment, they've already lost if they can't make use of it - after all, if they can't get into a situation where they can destroy buildings, then there's no chance of them winning because you win by destroying a building.

On the flipside, however, if the defending team does manage to get the momentum into their favor, the earth dragon allows them to capitalize harder than they previously could.

Aqua Dragon7 votes

I think this is a fair critique. One of the principles outlined was that both teams have access to the random element. But if a dragon isn't serving it's job of providing that access, because it's so much better suited for a team composition than against it, then it's no longer providing sufficient access.

As a more extreme example: if there was a dragon that boosted all magical damage by 30%. This would be totally awesome to get as a magic composition, and totally worthless if a physical enemy composition got it instead. This bonus isn't fair access to the random element.

ProfDrDeath8 votes

My upvote button just broke. Nice read.

Partholonian8 votes

I agree with most of this post, except the point about the earth dragon, which I feel is too one-sided. It helps a team that wants to trade objectives and accelerate the game, but doesn't help a team that needs to defend. It seems like a "win more" dragon -- if you're ahead and can put pressure on enemy buildings it helps you a lot, and if the other team is putting pressure on YOUR buildings it only has denial value.

Accordingly I would suggest adding a defensive buff -- your turrets take X% less damage per stack when at least one friendly champion is near them (multiple champions don't increase the bonus). Requiring champion presence means that splitpushing and Zzrot/Banner can still be effective against it, if you find an undefended turret.

Stained Spear8 votes

How can we be certain he isn't in on this, I mean he is a AD malzahar jungle main named aqua dragon, now he gets ad malzahar buffed and an aqua dragon? Seems suspicious. xD

Aqua Dragon9 votes

Sweats profusely

Woook3r6 votes

[{quoted}](name=Aqua Dragon,realm=NA,application-id=3ErqAdtq,discussion-id=kjKRU2mk,comment-id=,timestamp=2016-04-26T05:43:35.696+0000)

There have been a number of comments critiquing the change to the random dragon spawning. For those unaware, in patch 6.9, every time a dragon spawns, it will randomly be a fire, air, water, or earth dragon each granting a different bonus to the team. I want to go over a bit about the nature of random and what place it can serve in a competitive game, both good and bad.

I'm going to add to your post in a way that I believe is consistent with the way you are talking about this concept and then I am going to suggest a slightly "better"? way. I think assigning human values to the gameplay mechanics based on their qualities is important, but its also important to assign less subjective values and its important not to mix those in one discussion. But I digress.

There are a lot of types of decisions you can make based on random events:

A) Theres a type where you think "ok this can happen or this can happen and so Ill sort of want to be prepared for both and then deal with it when it gets decided". That displays creativity and problem solving and games should have that.

B) Theres also a type of decision that displays decisiveness as opposed to creativity. So, "i dont know which of A or B will happen, but acting AS IF I did know A was going to happen is BETTER than not acting at all. Even if I am wrong and B happens then I will be better off if I act confidently and decisively". Its different from the first in that you CANT prepare for both, but you can prepare.

C) There are also decisions where you cant prepare. It tests your reactions.

D) There are decisions where you have to plan A LOT to really map everything out. It can even be an exponential type task. Those have certain characteristics, btw. There tends to be a hard ceiling where you no one can really do much better than the group of ppl who do it best. The next discrete improvement on the decision making process costs too much. These not only test your planning, but they also test your confidence. I.E. "Ive made this plan and I know that my opponent knows this plan because its obvious to anyone as good as we are, but I also know that he doesn't have the mental power to take it one step further. Im one of the best and he might be a little better, but not enough better to hit that next level".

Thats not a complete list...this is part of the list which is why its not good to start off by talking about your human values that you associate with the game mechanics. Too much human.

Ok so I tried to go about it in the way that you do, which is classifying decisions-based-on-random-processes according to what they promote. This is the ok approach, but its not complete and I think its got problems. This is a good statement of what purpose it serves and it is a noble purpose: It give human semantics, which we need to base our artistic design decisions. The problem is that you cant divide things cleanly like this, except in intellectual abstraction, and abstraction is a really loose and foggy tool which ppl like to uselessly disagree around.

If you want any practical discussion, you need a "game space" where you can talk about where different gameplay mechanics fit on a continuous field. The truth is, there is no bad random. There is maybe/probably/i believe in "better" random and "worse" random. The "game space" ive been talking about is important to help you talk about MOVING mechanics from one area of the board/continuous field to another area. You justify those movements by attaching the semantics weve been talking about.

The first task is to understand this field and its dimensions and then test if you can fit gameplay mechanics onto it and talk about moving them around in it by varying parameters.

THEN you try and fit the semantics in based on your understanding of art. Once you reach that point, you can no longer "be wrong" and that is why you do it last. You've left the realm of objectivity.

*Edits did occur. Appologies if you saw a line or two that did not make sense. Try to reload or read again.

ArxMessor5 votes

Your post is almost the opposite of the OP's. It is mostly fluff with very little content.

This is highlighted by the fact that you do not include a practical example for the concepts you lay out in the paragraph that starts with, "If you want any practical discussion..."

You say, "The first task is to understand this field and its dimensions and then test if you can fit gameplay mechanics onto it and talk about moving them around in it by varying parameters."

You set up the concept of "this field" and tell us that we need to understand it but you provide no explaination of it or any examples.

Same with your concept of "moving mechanics" and the "parameters" that "move" them. Plenty of concept but no application or examples.

"...intellectual abstraction, and abstraction is a really loose and foggy tool...".

Your post seems like an excercise in "intellectual abstraction" resulting in a message that is "really loose and foggy" .

Turbine Blade6 votes

I hope soon they reapproach the Elder Dragon though. That's a big issue I have with the current composition and the random aspect. Wish there was a better way to communicate the concern. Sure, you can challenge any individual random dragon, but the dividends seem a little off to me.

In an even game, you'll pop maybe 4 Elementals - and suddenly you'll get the Elder pop at 35. If the enemy has more fire/earth dragons, it'll be hard to contest. But. More importantly. An even game would see teams splitting the 4 down the middle. Elder dragon gives 50% value to existing passive so for a period and some turret damage. Over the course of the game, any given dragon is worth more. And if you're behind in Elements,you're forced to contest it and Baron now despite the Elder having almost zero value to the team that's behind.

It's a simple fix, give an Elder Dragon kill an Elemental Dragon effect. If this seems too strong upfront, give the element at the end of the buff. As is, I think some scenarios make dragons vastly underwhelming in the new set up.

I also think limiting the Air Dragon to just out of combat is fairly mediocre, and that the scaling cap on MS hurts it and it's Elder Dragon boost, but do understand that MS can be the best stat in some circumstances.

Blåbæret5 votes

These dragon changes will be bad for the game. Just saying.

bunnysniffer25 votes

{quoted}

These dragon changes will be bad for the game. Just saying.

You haven't even made an effort to explain why. It doesn't help your credibility.

Chatillon7 votes

just saying

He did explain it thou

SoMNia5 votes

I don't have enough upvotes for you. Fantastic analysis.

LKV22 votes

Reality: They got 2 fire dragon We got 2 air dragon

1st fight: enemy ace Gg luckers

Just let us know which dragon will spawn in the champion select.

Tis a nice day20 votes

They got 2 fire dragon We got 2 air dragon

Screw fighting let's split-push and speed-gank anyone we can catch in the open.

Annoxis3 votes

If you let them get the said appropriate dragon and then are beaten in the field (in the case of your example, teamfight) corresponding to the dragon in question, you are responsible.

3rd Age10 votes

{quoted}

Reality: They got 2 fire dragon We got 2 air dragon

1st fight: enemy ace Gg luckers

Just let us know which dragon will spawn in the champion select.

so gotta contest the fire dragon if you want to fight. if you couldn't and only got 2 air dragons instead, then go split push to win the game (like CLG vs IMT game). different buffs have different strategies.

think a little.. lol

dEAdbUs2 votes

Written nice, but... it's a water. Nothing about drakes and how they will affect pro scene. Will Nunu become godlike jungler because of new jungle objectives? Pro's don't like random. In any form. They need to win, or at least maximize chances of it.

Balance is a deeper thing than just good or bad random.

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