It's about time we make Cloud Drake great again (er, I mean, great)
First off, we all know cloud drake is practically useless in most games. I mean, relative to the other drakes at least. I mean, when they were released riot stated that the cloud drake was for split pushing, right? Well in the end, it's probably not even the best drake for the job. Mountain drake would help you take towers down much more quickly, and infernal drake's damage helps in that same way too. Plus, all drakes have very malleable uses. Mountain drakes objective taking ability is useful for dragon and baron as well as towers and inhibitors. Infernal drake helps you deal more damage in all forms of trades, as well as when you're farming or taking objectives (honestly, infernal drake is a bit overloaded in potential uses). And ocean drake is great to help you survive drawn out trades and poke, as well as improving sustain in between fights and while farming. Cloud drake? Pretty much only good for a bit of roaming. And that's not bad, but it's not enough. So, what I suggest is that we allow a small portion of cloud drake's mobility to be used in combat, and here is why:
• Firstly, cloud drake's usefulness is only during the rare circumstance where you are not in combat. During combat, the power of the other drakes and the fact that cloud drake has vanished from your side leaves you and your team hindered. • While cloud drake's mobility is useful out of combat, it pretty much has only that time to be great. The other drakes make themselves valuable in plenty of situations, and they do it greatly. • The in-combat mobility need only be a fourth of the max potentials bonus movespeed. This small amount would help players maneuver in combat, but not to an insane level • To make it more dynamic, casting spells would increase this base amount to half the maximum for a small burst of a second or so (adjusted for channeled spells and such, too) • To balance the in- and out of combat potential, firstly we adjust the total possible movespeed to 20, 40, and 60 (so that as a base in combat you get 5, 10, and 15) per drake • And secondly, I suggest that cc in combat reduces the bonus. So, for example, weak cc like slows keeps you at the base amount for the duration, and hard cc like stuns removes it entirely for the duration and maybe a second afterward
And, yeah! That's what my suggestion. It'll make cloud drake a better choice for a variety of team compositions, including the previous roaming and split pushing ones, but now also granting strength to kiters and those who want to dodge or chase. This way, it's much more contested and relevant to teams. What do you guys think?