The Broken Genesis - Drakes

Nameless Drifter·11/20/2019, 6:59:37 PM·1 votes·798 views

Once again, here we stand.

Preseason is here, promised and glorified by Rioters and the Balance Team as the saving grace, the creativity and new entertaining mechanics renewing Summoners Rift, leaving no stone left unturned. Yet such changes come with a cost, the very own balance and the harmony of Summoners Rift and the Power that champions hold are left unchecked, some even forgotten turned into tales of nostalgic emotion, others banished into exile, doomed to never touch a ranked game ever again.

I patiently waited for these changes, perhaps too hopeful that Riot Balance Team would see the way, would mend for their mistakes and for once listen to what was so loudly and desperatly asked for the community, yet despite all that has happened such cries were ignored by the very own isolated Overlords who do what they wish, unceasingly condescending and of such arrogance they look down on us from their towering 'seats'.

After countless games, testing, analyzing and reading the reasons behind such changes I reached a dilema and a conclusion;

##The changes I suggest in this thread are my own, however as always I am open to constructive feedback and other ideas. After all only by discussing will we get somewhere. Due to the lagging of Boards thread composition recently I will split threads depending on its topics.

This are the list of threads: The Broken Genesis - Drakes The Broken Genesis - Itemization (ZZ'Rot and Ohwrecher return) The Broken Genesis - Keystone and base stats The Broken Genesis - Rebirth of TT and the compass. (New gamemode) The Broken Genesis - Conclusion and QoL changes


1- I will start on by the Elemental Drake changes, which to me are poorly executed and once more dumping stat bonuses in every possible way to give such drakes some importance. Yet stacking stats isnt the only way to make them important, and it seems as developers your creativity is very predictable and basic.

Transformation mechanics TRANSFORMATION TRIGGER: After the second Elemental Drake dies and the third is announced RIFT ELEMENT: Same as the element of the third drake TERRITORIAL: Once the map transforms, all future Elemental Drake spawns will be of that element only TERRAIN CHANGES: Always occur in the four jungle quadrants, centered around the buff camps, as well as in dragon pit

  • Suggestions: The current preseason of the terrain changes make no sense in the way they are played out. Instead why not make the terrain also a reward.

When a Elemental Drake spawns the terrain will change depending on the element of that drake for both team sides. The team that slays the dragon will get its bonuses and will have its side of the map restored to original while the losing team will have their side to be exploited until the new elemental drake spawns reseting the map terrain and apllying its changes to both team sides once more. The air conducts will also only work for the team that has slain the Cloud Drake too.

  • The Dragon pit elemental changes will change depending on which elemental drake is active and will reset the moment another Elemental is spawned.

  • The Elemental Rift( Which will give birth to the Dragon Soul Drakes will depend on the most common elemental drake or the last elemental drake)

  • Elemental Drakes will spawn randomly and at 35:00 minutes the Dragon Soul will be awarded to the team who defeats a Void corrupted dragon which spawns immediately after the last normal elemental drake is slain (if you slain the last elemental drake at 31 minutes, the void corrupted dragon will spawn right away, granting the Dragon Soul of the highest elemental drake stack you have or if tied your team can vote to choose which one they would prefer.)

Explanation: In my opinion this rewards the teams that do slain the dragon and gives more importance to them other than the bonuses they give. However Elemental Drakes as of now are just too easy to slay and pratically any adc or jungler can kill them without much resources being put into them. As of such I am increasing their armor and magic resist to make them more durable. Also removing the stupid Cloudbringer CDR reduction that is basically a Spear of Shojin disguised while also nerfing Mountain resistance stack.

Armor 21 + 5 − 69 (based on level 11 to 18) >>> 41 + 5 each level. Magic res. 30 + 3 − 43 (based on level 11 to 18) >>> 35 + 4 each level.

CLOUDBRINGER'S GRACE⇒+3/4.5/6% bonus movement speed (tripled while out of combat) MOUNTAINOUS VIGOR ⇒ +8/12/16/20% armor and magic resist

#2- Dragon Souls

Infernal Soul Every 3 seconds, your next damaging attack or ability on an enemy unit triggers a small explosion, dealing 90 (+0.25 bonus attack damage) (+0.15 ability power) (+0.03 bonus health) damage to the target and nearby enemies.

#Change:

The Infernal Soul enhances your minions damage, increasing their damage by 25% and allowing every 30 seconds your next damaging attack or ability on a enemy unit trigger a small explosion, dealing 50 (+0.25 bonus attack damage) (+0.15 ability power) (+0.03 bonus health) damage to the target and nearby enemies. This damage is amplified by 200% against enemy minions.


Mountain Soul After not taking damage for 5 seconds, gain a shield for 225 (+0.2 bonus attack damage) (+0.15 ability power) (+0.15 bonus health)

#Change:

The Mountain Soul enhances the fortitude of your towers, increasing their resistances and damage by 100 while also increasing their attack speed by 50%. This is a active ability that lasts for 100 seconds with a 5 minutes cooldown and can be activated by the person who slained the Dragon Soul drake for the rest of the game or by Team voting (A button will appear like a badge if 3 people click on it, it will activate the effect, however you must be alive to do so.)


Ocean Soul Dealing damage to enemies heals you for 180 (+0.4 bonus attack damage) (+0.25 ability power) (+0.1 bonus health) and restores 90 (+0.04 maximum mana) mana over 3 seconds. Damage to minions or monsters regenerates with 30% effectiveness.

#Change:

The Ocean Soul enhances the healing properties of the crystals in Summoner Rift. Red and Blue buff when slain now grant a small AoE 200 health heal to all players nearby of your team. When nearby your towers they now grant 200% health and mana regen as a bonus while stationed nearby. Damage to towers decress this effect to a minimun of 50%.


Cloud Soul Passively gain 10% increased movement speed. After casting your ultimate, gain an additional 30% movement speed for 3 seconds (30 second cooldown).

#Change:

The Cloud Soul enhances champions movement speed and your minions by 10% allowing them to reinforce the relentless fighting faster than the enemy minions which means if not dealt with, your minions will push down the 3 lanes in larger numbers.


Explanation: I believe with this changes we create a certain more powerful importance to drakes in the way they play out the map accordingly. With the balance between 2 defensive dragon souls and 2 offensive ones, there are many ways for teams to adapt and adjust depending if they are behind or not. Cloud drake ultimate CDR reduction should never be in place, EVER! Theres already too much redundance in items that give CDR and in runes. This isnt URF.

#3- Elder Dragon

EXECUTED: Damaging an enemy at less than 20% health causes them to die in an Elder Immolation after 0.5 seconds (no cooldown).

#Chance:

Burn Damage: 45 (+25 per Elemental Drake stack) true damage over 2 seconds Burning Bright: Elder Dragon's burn reveals enemies. Void corruption: Consistently damaging enemy champions with Elders Burn for 5 seconds, increases its damage output by 100%.

No one wants a damn execute that can be proc'ed by almost any kind of ability/effect/poison/bleed, etc... and which just downgrades teamfights and makes clutch near death saves impossible. With this changes, constant fighting is rewarded and your damage output is inevitably stronger than the enemies, yet how you handle and manage teamfights allow still for downfalls and loses to the team who has the Elder Drake.

Baron Buff: Duration 210 seconds to 190 seconds.


#4-Rift Herald

With the increased importance on drakes on bot side, we're spawning Rift Herald a bit earlier and letting her respawn once so teams don't completely abandon their top laners in favor of bot lane presence. (Y'know...more than they already do.)

Allowing Rift Herald to respawn will only increase the snowball effect in the game, as such there is no reason to make any change to the Rift Herald and I revert every change made to it by Riot. However I would really like if we had more different Epic Neutral Monsters that could replace Shelly depending on the split.


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