Dragon Changes
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As far as I know low elo players go full out ape for the Dragon, but as you climb the ladder Dragon is irrelevant (for good reasons) with the only two Dragons having value being 1 and 5. In LCS / competitive play Dragons are either completely ignored and one team gets free Dragons just because no one cares about it OR people contest it, but only because they are still used to Dragon granting something useful to make you more powerful (gold for items)- now I am not suggesting putting Dragons back to granting gold, but give them something useful to make you more powerful in some fashion with Dragons plus make Dragons equally as useful for every member of the team since it is a team objective.
I will post my ideas and they will involve with buffing up the player/team with Dragons to be stronger in teamfights without necessarily having a gold lead for the early Dragons and then transition into more game ending Dragon buffs for the later Dragons with the 5th+ Dragon obviously being the powerful duration based Dragon buff. Having the Dragon control team to be able to eventually end the game out with having a bunch of Dragons is a key note I want to put out; and the most emphasized thing I am going to do is make sure Dragon is equally as powerful for EVERY member of the team and not just the roles with gold.
Values will be based on a range with the first number being champion level 1 and last number being champion level 18. This is to have the effects not too overpowering early and not too weak later on.
Dragon (1) - Sharp Claws: Gain 2 - 20 Attack Damage and Ability Power.
Dragon (2) - Mighty Tail: Dealing damage to enemy champion shreds 15% of their armor and magic resist for 3 seconds (does not stack) (8 seconds cooldown).
Dragon (3) - Tough Scales: If you have not taken damage in the last 10 seconds gain a 50 - 230 point shield.
Dragon (4) - Fiery Breath: If you have not attacked in the last 3 seconds ready a fireball to toss at your target for your next basic attack increasing your basic attack range to 800 units to deal (+80%AD)(+40%AP) physical damage. This fireball applies as a single target spell.
Dragon (5) - Aspect of the Dragon: Dealing damage burns enemies for 150 true damage over 3 seconds and increases the effects of the previous Dragon stacks for the next 180 seconds: Sharp Claws: Gain 4 - 40 Attack Damage and Ability Power. Mighty Tail: Dealing damage to enemy champions shreds 30% armor and magic resist for 5 seconds (does not stack) (8 seconds cooldown). Tough Scale: If you have not taken damage in the last 8 seconds gain a 100 - 460 point shield. Fiery Breath: If you have not attacked in the last 3 seconds ready a fireball to toss at your target for your next basic attack increasing your basic attack range to 800 units to deal (+160%AD)(+80%AP) physical damage.
AFTER NOTES:
Sharp Claws - Similar to how the first Dragon is right now, but using a flat value instead of a % gain that increase by champion level allows for everyone to benefit from the first Dragon as a team perspective and does not require gold to not only effectively use the buff but prevents insane snowballing with a significant gold lead. In short team equality and getting stronger through only Dragons and not Dragon plus gold allow you to essentially win the game through an entire new route of Dragons, obviously you need more Dragons than just this one to accomplish the overall goal, especially a multiple Dragon lead over your opponent.
Mighty Tail - This does the same kind of thing as Sharp Claws as in makes you offensively stronger to help you win teamfights.
Tough Scales - This has more uniqueness here and being not only good for teamfights starting off a fight with a small shield bonus as sudo health, but this is to help you siege especially against poke comps without granting any kind of health regen or healing effects. This is basically a transition effect of still be good for teamfighting but transitions into siege power to end the game.
Fiery Breath - Even though this can be a poke tool, it is mainly to grant a bunch of range to help siege down turrets to end the game, even for normally melee basic attackers. The damage is reduced to 80% AD from 100% (normal basic attack damage) because of the large range it has.
Aspect of the Dragon: - Generally the same thing, grants a super buff for 180 seconds that IF this dragon buff is ever achieved the team with this buff has a very high chance of winning off of it. Instead of simply saying double the effects I stated the increased effects because of the uniqueness in some of the buffs.
Hope you appreciate the ideas, and I really want Dragon to feel like it is powerful and does something when you earn your Dragons, and have teams contest Dragons for interesting teamfights around the area or fast pushing strategies actually have strategic weight and is not something you do because it is the only meaningful decision. These changes should make pushing and Dragon controlling both strategic routes to accomplish the end goal of Nexus destruction. ~ Stacona