Original Post — Direct link

Because Riot stated multiple times that they want feedback regarding it and apart from sending a ticket or telling a dev on stream or twitter directly I dont see a better place to let them know I decided to make this post.

I personally like the change and the laning phase being one minute longer is great, I wouldn‘t even mind it being 6 minutes long but I guess not everyone might agree with that statement.

The subsequent drakes all spawning at 10, 15, 20 etc. minutes, however, would make the games drag on too long if a team were to not end for whatever reason and only focus on dragons.

If we picture the following scenario:

The red team gets 2 drakes, after that the blue team gets 2 drakes, one of the teams ends up getting soul and then they also take the elder.

In an unrealistic scenario where a team needs 0 minutes and 0 seconds to take a drake thats a drake spawn at 5/10/15/20 minutes with the soul coming at 25 and the elder at 30.

30 minutes!!

After 18 minutes respawn timers are already quite long so not dying becomes crucial and usually you can rather end the game than try going for drakes if you ace an enemy team at that point in time.

If they get soul directly its a spawn at 5/10/15 minutes with the elder coming at 20, so even then it is pretty late.

If subsequent drake spawns would spawn 4 minutes later, so for example 5/9/13 (/17/21/24) it would probably be better in my opinion.

I have played like 30 elemental rift games (maybe a bit less) and never seen the elder spawn yet and the soul has rarely activated too!

I also feel like the mountain dragon terrain change is not as exciting as the other two, but that might be up to personal preference.

Aside from that I think the changes are pretty dope overall! :)

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about 2 years ago - /u/R0gueFool - Direct link

Thanks for the feedback! Are you saying that you think Dragon Soul and/or elder should happen every game? Because right now the scenario you proposed suggests that the game would end before either team gets either, or if the game is more one sided it can obviously happen at the 15+ mark. Do you think that is wrong for a game to end without either?

about 2 years ago - /u/R0gueFool - Direct link

Originally posted by reddict13

I think most player are so used to getting elder in normal mode, so people don't see dragon soul in same light.

Afaik in lolpc, dragon soul is contested the same way as the elder in wr as of right now.

Though i still agree that timer after first dragon should be lowered to 4 to 3.5 mins. I have played 50 plus elemental and rarely got a soul, as most matches were mostly over by the time soul dragon was up.

Plus even with the soul, late game it hardly matters, as everyone is full build. So tweaking the buffs to give certain advantage should be considered again.

Got elder 2-3 times and the 20% execution is kindof too strong, maybe that's the intention to begin with.

But in very close matches, where everyone is trying hardest to pull a flip, outsmart other team. Elder just ruins the late game neck to neck rush.

Elder is designed to make sure games end. The soonest you can see it is 20+ min, and like you said it can spawn much later than that if the other team gets a dragon. So a long close game still needs to come to an end, and forcing an Elder fight should be a good way to do that.

about 2 years ago - /u/R0gueFool - Direct link

Originally posted by Frostzel

I dont think it is wrong if the game ends without either.

But I think it is wrong that the game is pretty much guaranteed to end without either team getting a soul if a team gets 2 drakes and then the other team gets 2 other drakes.

Because this basically means that the team that gave up the first 2 drakes will surely not see the soul because if they get the third and fourth dragon (so both teams have two) at that point either team can end the game.

I just feel like if a team doesnt collect all three first dragons but instead one team gets two and the other gets one the chances of seeing a soul are very rare, so it would be nice to reduce the drake spawn timers so that maybe in a scenario where a team has 1 drake and the other gets 2 another drake with a soul will still spawn before players are already ending the game.

Right now I only see souls if a team hardfocuses on drakes and stomps another team hard enough to be able to have a soul spawn at 17 or so minutes and most of the time by then the game could have theoretically already ended.

If a team is super ahead and gets the soul so early the probability of them not being able to end before elder are very slim, are they not?

Contrary to that, if the rift is still heavily contested and the game very close then the team who has the soul may still not be able to end the game without the elder dragon, but if the rift truly is that contested than the soul would usually only end up spawning at 25-30 or so minutes, right?

And at that point in time there is no need for elder because the game has been going on for long enough that respawn timers will make sure the game ends before any elder could possibly spawn.

And that might also fix the issue that I and many other players have not seen the new elder dragon yet because it spawns so late.

I understand that the elder is supposed to have a very late game appearance and shouldn‘t come every game, but I think if someone has not been able to have an elder spawn in his game after 30+ games played his spawn time might be too late.

Good to know, let me ask this question in a slightly different way.

We are open to changing the respawn times (or any numbers for that matter). Is there a preference for what you would like to see more often between Elder Dragon and Dragon Soul. As a bad example, we could make every other dragon an Elder Dragon, and players would see Elder more often. Maybe even an Elder Elemental Dragon so that Dragon Soul remains unaffected.

And what percentage of games do you think Dragon Soul or Elder Dragon should show up in?

about 2 years ago - /u/R0gueFool - Direct link

Originally posted by MonoAsMe

I think I've had a new train of thought, 5 minutes to 1st drake feels super good, but im undecided about the rest, 1 way i see this as people just wanting to get soul and it not happening often enough because of the dragon spawn times but another way i see if is that that gives the other team an advantage to deny soul from the enemy team.

There's also the situation that with the current system in place, you don't essentially need to contest dragon and can look for other opportunities, because say if you got 1 or 2 drake, or even none, you can skip it and do something else, and only contest to deny soul.

Maybe making soul stronger is a better approach? And having less focus on elder or even not having an elder?

I think most of the complains of no elder we have are from the fact that we're so used to getting elder.

Or what if after a certain threshold you just can't get dragon soul anymore, and the elder spawns at say 18 or 20 mins, and whoever gets it has a game ending buff?

We anticipated some level of "I wanted to try dragon soul / elder" so people are very likely to force it right now. But ultimately our goals we don't think that every dragon should mean "everyone go for dragon now" we have been playing that for the past year. But our hope is that teams will still care about getting the dragon and dragon soul, but also be willing to push for plays around the map.

By reducing the power of Dragons/ team objectives for example we increase an individuals power. Maybe this means you are willing to trade the first dragon for the first tower etc.

Elemental Rift Goals: 1) Increase individual agency and one's ability to impact the game. 2) Give players breathing room between fights. 3) Increase the power and impact of tactical gameplay + making strategic choices more visible. 4) Reduce the impact of the "weakest link" teammate on the outcome of the game.

about 2 years ago - /u/R0gueFool - Direct link

Originally posted by MonoAsMe

Honestly i like the current goal you guys have. Like you said we're to used to one thing which is dragon spawn go dragon and that not happening is making people take the wrong approach to this mode.

I personally do feel like dragons being overall less powerful is better for the game, as it opens up so many opportunities, everyone will have some breathing room, specially junglers where under the current normal dragon system its too much responsibility on one player.

I think the pain point lies in the fact that people think that dragons are too good/best objective and need to be taken or they lose games? So maybe its a learning/knowledge issue.

If you guys do go forward with something like the current elemental system, i think maybe it'll be just a matter of time for people to realise how the new meta works.

Ya there is learning for sure. It being a new mode that asks you to take dragon to see all the fancy new things, so players will go for that (understandable). This isn't a problem right now and we don't expect people to have it all figured out in just a few days (I'd call that a bad thing). But so long as the tools are there, and in a decent spot, I trust the balance team will make some tweaks and get it into a good tuning spot.