Made this suggestion multiple times on the boards this is what should be done by my high elo opinion
First fast thoughts
- Infernal like you said needs a nerf
-** Ocean is fine** (except against poke more on that later)
-** Air drake** has no issues (appart from people not reading patch notes)
- Mountain drake needs to be replaced
What to do
- Infernal no longer gives % Ap and AD increase now it gives 4% dmg reduction
- Air drake no changes
- Mountain drake now gives local gold + global exp (if 18 more gold)
- Ocean is to effective against poke comps. I would nerf it indirectly
Why would I do that?
From everyone experience** infernal drake** is to strong. its also extremly anti melee, Bassicly those who take the most damage benefit less from the buff and ranged champs tend to take less damage due to range so we completly reverse the logic. Dying before you reach anything due to infernals is annoying
**Air drake ** is fine. Latest changes even improved an already fine dragon
**Mountain drake **curently has issues
- Why would anyone take objective so that they can take other objectives faster. YAY waste control wards + 30 seconds early game for 2 sec faster Baron
- This dragon is useless for teamfights. Infernal is useful for teamfights. Air helps a good engage / disengage play out which is half of a teamfight, ocean makes
sure you are ready for a teamfight + helps with on and off teamfights (laning phase). Mountain does nothing for a teamfight it only helps if you are ahead.
Do you get ahead by taking tanky mountain or by ganking ? this is why its ignored. Its almost always better to take tower
Ocean dragon Poke champions need an item which has some sort of dot / delayed damage kick to make it kick in later
As far as Homeguards go.** Homeguards should be turned off if one nexus tower** falls off because none ever fking splitpushes that far because there is no point / high enough incentive compared to risk
Extra good changes
As far as inhibitor goes. It should give more gold since it gives free waves to enemy which coincidently since recently give more gold. It feels avkward that in high elo correct way of closing out is not taking inhibitor (you never want to take it till you take out all the towers from not just the lane in which inhi is open)
You also should never try defending a first inhi which is about to fall... you ll benefit from it being dead more given that 1 inhi down never does enough pressure (not saying thats an issue)
Towers also grant to much gold.
Baron is to impactful
Baron is to coinflipy (specially since recently with all the stealth jungle meta champs) (I think every jungler who starts a baron should be sort of like Kalista/weaker nunu buff their smites against baron for a 10 second period if they autoatack baron 3 times / fiddle drain it)
Deathtimers have dumb curve
Towers do to much damage. Minions should be there to somewhat soften hard matchups not towers which turtle bad players.
Speaking of which minions need a rework
Minions are still way to fking dull. Supports could be interacting with them for different effects, makes the role more fun and justifies its impact.
Minions needs a rework.
While at it fix the fking Minion block. Turn it in an actual mechanic (suggested few times how)
Crit itemization is problematic. I have a fix based on every 4th auto starting with 1/2/3/4 th (depending on crit item / item combination) crits - 5 second combat cooldown
Ie crit dmg reduce to 150%
If riot wants mages in a botlane they have to nerf hexdrinker
If riot wants mages in a botlane a support which does physical dmg would help
Stop dickriding korean internet caffe ff 20 open policy none wanted shorter games
But hey I am not a part of live design / balance team