Elemental Drakes and how they could be improved
Elemental Drakes were introduced as a more appealing option to their former option, which gave only minor amounts of gold. While the idea behind them is universally acknowledge as nice and attractive, i think that some patterns related to their current functioning is extremely toxic and bad for the current gameplay.
The idea of my topic is to provide bad aspects of the current Elemental Drakes system and propose new ideas to make them healthier for the game
What is bad about current drakes?
First of all, I would underline my point of view: Team-based objective should provide Team-based benefits and rewards. In this sense, Mountain drake and Herald have perfect design patterns. Also, Elemental Drakes buff should not interact with dueling and combat between players. People spend time in studying match-ups. I should not lose a duel or my lane phase because my opponent has an Infernal/Ocean/Cloud Drake buff on his behalf. Imagine that toplane fight when your opponent scores a kill on you and he saved with 1-5% hp. This outcome should not be related to a Drake buff, that maybe your opponent got without interacting with rest of his team. The presence of these hidden buffs make the game chaotic, unfair and unclear: duels that you should win become defeats, situations in which you should be able to run away, u just get chased down because of a cloud drake buff. All this is very bad for the game, and causes loss of game perception.
Also, since Elemental Drakes are team-based objectives, players should not be able to solo them easily
How can we make drakes better?
I'll propose then some ideas that can make Elemental Drakes a better tool in the game: ** 1. Rework Elemental Drakes buffs**: Mountain Drake is a good concept, and should stay in the game, I have some suggestion for new buffs:
- Sand Drake: reduce recall-base time
- Iron Drake: slow resistance/tenacity (this has minor duel impact and greater team-fight impact)
- Holy drake: Reduce % death timers
- Ethereal Drake: Reduces trinket cooldown
2. Drake buffs should start later in the game: shifting the power from drakes when dueling and lane-phase are less important in the game: could be a set timer, or after the first tower falls.
3. Improve Drake fight patterns: For example, if only a champion is damaging a drake, it woudl get a 60% damage reduction (force "real-time" team cooperation to get it). Also i think drakes could use improved attacks and abilities.