Dragon

Stacona··1 votes·869 views

Quickly: Dragon only helps out those with gold making Dragon useless currently. I want to change this so that Dragons help everyone and not just gold carriers (hello support and jungle, time for some love!)

Flaws in the current Dragon:

  1. % gains is not so bad, but it only helps those with gold
  2. increase turret damage is not needed in games, and why trade a turret for dragon to get a buff that kills turrets when you can just kill the turret making dragon useless by this point in the game- also turret do not need to die faster they already die too fast already even without this buff, it was removed from the offense page for a reason
  3. encourages passive play with movement speed and doesn't actually make a team stronger to end games and just make games artifically last longer / make games frustrating and/or boring to play/watch
  4. What? because 4 dragons in you totally will struggle in killing minions/monsters and this also does not make a team more powerful at all- plus it makes 5th dragon weaker instead of being this epic battle
  5. super dragon buff threat is pretty good if it happens in a game

Instead of granting stats, each Dragon will grant a unique effect by "taking" a piece of the Dragon and gain the power based on the piece that you took, but when Dragon returns and sees you holding a piece of him he wants his revenge and get stronger based on what you are holding. All the effects will make you and your team stronger and do not get stronger by gold; making Dragons equally as powerful whether you are ahead or behind in gold, the support, jungle, mage, or marksman get the same benefits to each other; this will create unique games of potentially winning the game down in gold but ahead in dragons making a unique thought process between winning with gold from minions and turrets gold or power from Dragons.


(Dragon 1) "Sharp Claws:" Dealing damage to champions deal 3(+4 per champion level) bonus true damage (half damage to minions/monsters) (occurs once every 2.5 seconds on the same unit).

Dragon deal bonus damage to champions with Sharp Claws.


(Dragon 2) "Tough Scales": Take 4(+2 per champion level) less damage from champions.

Dragon takes less damage from champions with Tough Scales.


(Dragon 3) "Mighty Tail": Basic attacks against champions stun their target for 1 second (0.75 second for ranged attacks) (occurs once every 10 seconds on the same unit).

Dragon's every 3rd attack briefly stun struck champions with Mighty Tail.


(Dragon 4) "Baby Dragon": Gain a baby dragon that follows you around that attacks when you attack to deal 3% of the target's maximum health as magic damage (1 second cooldown).

Dragon is furious for stealing the offspring so Dragon gains 50% attack speed against champions with Baby Dragon.


(Dragon 5) "Aspect of the Dragon": Sharp Claws, Tough Scales, Mighty Tail, and Baby Dragon all change and become enhanced for the next 180 seconds. Sharp Claws: Dealing damage to champions deal 150 bonus true damage (half damage to minions/monsters and towers) (occurs once every 2.5 seconds on the same unit). Tough Scales: Take 80 less damage from champions (half this effect from towers). Mighty Tail: Basic attacks against champions deal 5% of the target's maximum health as bonus true damage and stun their target for 1 second (0.75 second for ranged attacks) (occurs once every 10 seconds on the same unit). Baby Dragon: Two baby dragons follow you around to attack when you attack to deal 3% of the target's maximum health as magic damage for each dragon's basic attack (1 second cooldown).


If an unit is already stunned by Mighty Tail they cannot be stunned again until 10 seconds later, same thing goes with Sharp Claws if a unit took true damage already they cannot take true damage again until 2.5 seconds later (this is to prevent perma-stunning locking and nuking someone down with true damage when multiple dragon up'd teammates are together). Baby Dragons are restricted to 1 attack per second to restrict attack speed champions from abusing this. Gaining tower interaction ONLY during Aspect of the Dragon so make the 5th dragon not only a scary buff if a team gets it but make it a game ending buff as well via sieging or tower diving.

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

P.S. Post your own ideas, thoughts, opinions, and discuss below!

4 Comments

Pumbarg1 votes

If dragon is weak I highly doubt teams would be picking it up in ESL or LCS level matches...

Stacona1 votes

Right now (assuming players can figure out dragon is not that good atm) good players should not bother taking dragons because besides for the mystical 5th dragon (1st for marksmen and mages) dragons suck and do not do anything on a team scale or to make you stronger besides for 1st and 5th dragons and even then only 2-3 players on a team can use the dragon--- i really want every dragon feel strong and more dragons you have over the other team is how much stronger you are- and importantly have everyone on your team use dragon effectively and not just some players and useless for others AND have dragon strong for the team ahead and behind in gold and be able to win the game while having a gold deficit

BlkGolem1 votes

The problem with new dragon is that it got buffed as an objective, a team objective, mind you, and yet it can be soloed by jungler by 8:00. I can understand if there are 3 there, but it seems like as an important objective it should not be so easy for one team to sneak if it isn't warded. Yes it should be warded, but again one person beating it alone makes it pretty weak and yet still gives good buffs.

Stacona1 votes

I made a better concept that entitles a low Dragon respawn (currently, and with feedback from others, i have the respawn timer at 40 seconds) the better idea is a Dragon shop with its own Dragon Shop tab in the shop where slaining a Dragon grants 1 dragon coin for each player on your team -- Dragons will start out insanely weak basically like soloing any small jungle camp, but gets defensively and offensively stronger based on how many total dragons that team kills to make it eventually the team with a lot of dragons needs the entire team to kill dragon and takes awhile to kill with it dealing a bunch of damage and still being weak for the other team that did not prioritize dragon as a sense of anti-snowballing but also a way to grow a lead if a team is dominating due to one team being skillfully better than the other on top of low respawns allows the other team to get dragons ---

the dragon shop allows for true customization between vision, objective control, tower pushing, early game growths like gold / exp, stats, mobility, consumables, etc. so that everyone can do what they want, how they want, and benefits everyone becoming a true team objective and more action on the map --- but it is set up in a way where it is high on investment values except maybe the gold and exp which is more immediate and falls off later -- it is also set up so that you can make strategic elements since each dragon will be individually a lot weaker since there will be many more allows for more trades like getting a farm lead up top, taking jungle camps from the enemy jungle, getting vision out in the enemy jungle, contest the dragon for more chess gaming between junglers, or even taking towers-- also there is a forced first purchase and only one is allowed to ensure there is no early game snowballing and the first and only one purchase are late game values like % values, besides for gold and exp

but yea i like the idea of my dragon shop idea the best and removes the frustrating portion of dragon 5 being overwhelming and stressful (i want the game to feel fun and not place stress when i play it) , but it also fixes the dragon being only viable on a few roles, the dragon shop allows everyone on the team to choose what they want and what best fits their role for the best optimization and customization (forgot to mention that the dragon values, most of them, also get stronger with every dragon your team has slain so an example is let's say something gives 0.5% movement speed a dragon and your team killed 10 dragons so you multiple that value by 10 for 5% bonus movement speed)

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