Rework on DRAGOND/BARONS needed? Still not tired of lucky Baron/Dragon SMITE steals?
So, after all the dust of Worlds 2016 has settled, let's take a good look around and see what we 've got: In my opinion, there have been revealed 2 major things that should have caught a Riot member's eye: the importance of a random elemental drake's spawning AND the high percentage of dragon/baron steals. Honestly, you guys are not yet tired of seeing this random type of Karma Q/ Syndra Q / Lee Sin Q -->Baron Steal? Even at the highest level, even with SKT, it keeps happening: a team playing its best, its safest, its most methodical, then having its gameplan ruined by a random dragon/baron steal. You still think League of Legends is so fun at this aspect of game? You still think this is the way it should be? In my eyes, it's just disgusting! Add in the fact that, the way the game currently is, a team must more or less abandon any sort of game plan and, pretty muc,h fully commit and contest an infernal drake that just HAPPENED to spawn and you see where we are currently standing.
Now then, how could this all be changed? I'm telling you right now. First of all, the entire system of objective-claiming must change. I mean, when it come to dragon/baron, the team that claims it shouldn't be decided by "who dealt the last point of damage" but rather "who dealt the most overall damage". In particular, I suggest the following pattern:
-At 70-100% Health, the Dragon/Baron fights back as usual, has its usual stats and resets health rapidly when out of combat, as usually.
-When it drops below 70% Health, it gets **COLOURED**, namely coloured **RED** or **BLUE**, depending on who dealt the most percentage damage up until that point. From that moment, Dragon/Baron going down results in the corresponding team claiming the kill.
-When it drops below 30% Health, it gets _Enraged_. When Dragon/Barn gets Enraged, its resistances, health regen and AttackSpeed get massively enhanced.
So, what would we have there? We would have a Dragon/baron that wouldn't be able to get stolen. Still. the Dragon/Baron fights would be tense af, because the initiating team would have to fight a much stronger Dr/Br, leaving them open to counterengages by the enemy team. Objections?
As about the other issue, regarding the random elemental drake spawning, I suggest there get to be 5 runic spots outside the dragon pit, each corresponding to one element. When a team steps on it, the Dragon is converted into the corresponding element. If no element is chosen, the dragon remains**_ invulnerable_**. If dragon stays out of combat for 30 secs, it gets reset to invulnerable.
This way, the initiating team would choose the dragon's element. Each dragon would appear only once in the game and the elments would be 5. ELDER DRAGON would only appear 6 minutes after all 5 drakes were claimed. Now, specifically about the elements:
-Ocean Drake would provide our well-know Tier 2 out of combat Health Rege, further increased wiith Elder. -Mountain Drake would provide our well-know Tier 2 dmg against objectives, further increased wiith Elder. -Cloud Drake would provide our well-know Tier 2 out of combat Movement Speed, further increased wiith Elder. -Infernal Drake would provide our well-know Tier 2 Bonus AD/AP, further increased wiith Elder. -Thunder Drake would provide a 10% chance that a champion hit by a basic attack returns a 50 (+5xLvL) dmg Lightning to the attacker, further increased by Infernal Drake -Elder Drake would provide the same effects as it currently does.
So, what does community thinks of it all?