||08-04-2011 01:12 PM
Dominion: a comprehensive look (or as comprehensive as we can get)
(this thread assumes you have already seen the trailer at the main Dominion website: http://dominion.leagueoflegends.com/
DOMINION IS NOW AN OFFICIAL GAME TYPE. HAVE FUN, EVERYONE!
Crystal Scar (the map) Info:
You cannot leave the spawn area until the platforms connecting your spawn to the battlefield form, which is about the same time it takes for minions to spawn in Summoner's Rift.
Basic Dominion Gameplay info:
the zones are:
quarry, bottom left
drill, top right
boneyard, bottom right
refinery, top left
In the very center are two crystals, one for each team. For a short channel, you can claim a very strong single buff that does not transfer on death like the other modes. Note that you cannot claim the other team?s powerup, nor can you destroy it. You have visibility of it though, so you know when the other team is claiming theirs. This buff gives a very large shield and a damage boosting lightning bolt on all offensive abilities, as well as making your champion huge and imposing.
In the jungle lanes, there are also a few other pickups. "Speed shrines" can just be walked over to give your champion a boost of speed, and health pickups will grant you a few bars of health and mana, scaling up to more as the game goes on.
The speed shrines are placed so that travel time between ANY two capture points on the map should be equal.
the whole outer circle is always revealed for both teams
On the minimap, a neutral zone will be labeled as a gray/white square, while a captured zone will be a circle, colored according to the team that owns it. if a capture attempt is in progress, the circle/square will glow according to the color that is attempting to capture it, but the actual color of the circle/square will remain the same.
Map with Health pickups, speed shrines, and zones labeled. http://na.leagueoflegends.com/board/....php?t=1061350
For each area you capture, the other team will start losing points (you start with 500) but only if your team has more points captured than them. For example, if Team A has three areas and Team B has two areas, Team B will start losing points. If Team A has four areas and Team B has one area, Team B will lose points at a faster rate. The bigger the gap, the faster you'll lose points.
1 Point advantage = 1 HP per second taken off of the opponent's nexus.
2 Point advantage = 1.5 HP/s
3 Point advantage = 2 HP/s
4 Point advantage = 2.5 HP/s
5 Point advantage = 5 HP/s
being damaged by an enemy champion interrupts the channel for capturing a node (EXCEPTIONS: Sunfire Cape's damage will NOT interrupt the channel. DoTs will break a channel if they are applied while channeling, but a DoT that was placed on you before you started channeling will not prevent the channel.), but if you are interrupted while channeling a tower, the "channel amount" or whatever that you've contributed stays (although it will decay slowly over time). so you can come back after you kill whomever interrupted you and finish capturing the tower. However, if your channel attempt is disrupted, you will be unable to start channeling again for a few seconds.
Minions spawn from the control points when you grab them, but only if there is an adjacent enemy capture point. The Minions will fight any enemies in their way and will even attempt to capture capture points, however, while they are standing on the Capture Point, they take constant damage. Minion waves also appear to be much smaller than SR and TT, only consisting of two caster minions and "one new minion that falls between the standard and super minion types." (the promote-able minion) (see http://www.youtube.com/watch?v=TOr7V...layer_embedded) for an example of the minion wave)
Disrupting enemy Champions' efforts to channel a Tower will cause that team to lose a point, while killing an enemy champion or capturing a point will damage the enemy nexus 2 points. Neutralizing an enemy point will cause that team to lose 3 Nexus health. Once the nexus is at 125 health, only captures/quest completions can cause damage.
Quest completions(20 damage) are incapable of killing a nexus, that last 1 damage must be done by owning more points than the other team.
Riot is aiming for Dominion maps to take only about 18-25 minutes to play; there's no "laning" phase at all. All characters start with about 1375 gold and three levels of points, gold from minions (casters give about 30 gold and the promote minion about 60) and kills comes much faster (and the passive gold rate has been increased to ~6g/second, and respawns and recalls happen much faster (recall time is 4.5 seconds .
There are also team "quests" that will pop up during gameplay, encouraging your team to attack or defend a certain point. Complete the team quest when it pops up on the screen, and your team will knock points off the enemy's nexus health total, as well as pick up a team-wide buff. They always involve two adjacent and oppositely owned points.
Every game on dominion has a passive aura that affects all players. In the current build, it gives 15% bonus armor penetration, 5% spell penetration, -20% healing received (including Regen and lifesteal), and increased mana regeneration. It also gives a passive XP gain, similar to the passive gold gain that already exists in summoner's rift.
Neither Teleport nor Fortify will be available in Dominion. In their places are Promote, which is an old spell from early in the game that will beef up a minion to make it super and will give you gold for each minion it kills, although the minion will de-promote if it captures a point (Cooldown 180 seconds), and Garrison, which will either buff one of your own towers with extra attack speed and damage, or nerf an enemy tower so you can claim it more easily (also affects capture times) (cooldown 210 Seconds).
Garrison and Promote will share masteries on the mastery tree with Fortify and Teleport. Reinforce gives Garrisoned turrets in dominion 50%splash. (Just like fortify) Spatial Accuracy lowers the cooldown of Promote by 30s,
Utility Mastery also now increases the duration of the Quest buff, as well as the speed shrines.
Dominion will be missing a few things at the start: Ranked play, for one (though there will likely be both Normal and Draft versions), and bot play of any kind. Riot says that both are possibilities going forward, but won't be in when the new mode launches.
Each champion has a unique channel animation
Instead of KDA, each player will have a personal point total. players will be awarded points for kills, assists, supporting a teammate (i.e. shield, heal, etc.) capturing a tower, picking up buffs, etc.
Instead of the current "queue" system for kill/death announcements (where it's one announcement at a time, which can get backlogged in teamfights) there will be an area on the right for up to 5 less intrusive kill/death announcements to be displayed at once.
No Madred's Razor (and therefore no Wriggle's or Bloodrazor) "There's much less of a focus on the laning phase in Dominion," says George, "and furthermore the concept of how the jungle works is much different. There aren't really neutral creeps, where Madred's is really helpful."
No Doran's Ring; probably no Doran's items; if you start with 1375 gold, their purpose is negated somewhat.
No Banshee's Veil.
No snowball items.
No wards or elixers. Clairvoyance is still usable though.
New Item: Ionic Spark. cost: 2300 (775+Recurve Bow+Health crystal) +45% Attack Speed, +250 Health UNIQUE Passive: every fourth attack unleashes a chain lightning, dealing 100 magic damage to up to 4 targets.
New item: Odyn's Veil (build is same as banshee's) combine cost of 650; total cost 2715. +350 Health, +350 mana +50 Magic resist Unique Passive: Reduces and stores 10% of the magic damage dealt to your champion. Unique Active: deals 200 + (stored magic) [max:400] magic damage to nearby enemy units. 90 second cooldown.
New item: Prospector's Ring: costs 950g. +30 AP, +7 Mana Rengeration per 5 seconds, Unique Passive (does not stack with any other Prospector's): +200hp.
New Item: Prospector's Blade: costs 950g. +20 damage, +5% lifesteal. Unique Passive: +200HP
New Item: Priscilla's Blessing: 1600 (1100+2x Rejuvenation Beads). +25 Health Regen per 5, UNIQUE Passive: +15% capture rate (does not stack with other capture rate modifiers) UNIQUE Active: +30% Movement speed for 2 seconds. 60 second cooldown.
New item: Hextech Sweeper 1870 (150+2x Amplifying Tomes+Kindlegem) and gives 40 AP +300 Health UNIQUE Passive: Reduces ability cooldowns by 10%. UNIQUE Passive: Your magic damage grants vision of your target for 4 seconds. UNIQUE Active: Covers an area with stealth detecting mist, granting vision of units which pass through it for 6 seconds. 1 minute cooldown.
New item: Oracle's Extract. costs 250. detect stealthed units for 5 minutes or until death, whichever comes first.
New item: Entropy. Phage + BF Sword+ 600g. +70 damage +275 HP Passive: (unknown if unique) 25% chance for a 3.5 second slow, active: increase slow chance to 100% and in addition grants 80 true dmg per hit for 5 seconds 90 second cooldown
New item: Lightbringer costs1750 (250+Recurve Bow+vampiric Scepter) +50% attack speed +17% life steal Passive : Reveal target for 8 seconds on hit.
New item: Sanguine Blade cost: 2900 (800+BF Sword+Vampiric Scepter): +60 Attack Damage, +15% lifesteal. Unique Passive: your attacks grant 5 Attack Damage and 1% lifesteal for 4 seconds, stacking up to 7 times. (Bloodthirster's replacement)
New item: Zeith's Bloodrazors (replacement for madred's bloodrazors) costs 2725 (700+Recurve Bow+Pickaxe) +30 AD, 40%Attack Speed, Unique Passive : Every attack deals magic damage equal to 2.5% of the champions maxhealth.
Math on starting gold and what you can/can't buy at the beginning of the game: http://leaguecraft.com/strategies/ga...ng-items.xhtml
A HUGE thank you to Alidardeath, who found a LOT of the info in this guide.
main Dominion website: http://dominion.leagueoflegends.com/
Map with Health pickups, speed shrines, and zones labeled. http://na.leagueoflegends.com/board/....php?t=1061350
Joystiq (very informative)http://www.joystiq.com/2011/08/04/le...inion-preview/
Ten Ton Hammer (very informative): http://www.tentonhammer.com/leagueof...nion-firstlook
interview; includes good videos of actual gameplay. http://gotgame.com/2011/08/04/league...h-tom-cadwell/
thread full of video links: http://na.leagueoflegends.com/board/....php?t=1131683
Therefore, discussion topics:
1. capturing is a channel, and therefore, interruptable. balance issues with new importance of channeling? (e.g. Heim's grenade is now easy to land on a nonmoving target;
Fiddles E singlehandedly stops an entire team from capturing, AoE spells can defend a point as long as they are active, etc.)
2. Speed. Teleport was removed, presumably, because it was far too fast to attack a tower, or defend one. (also, issues with a tower turning while you're teleporting to it?)
Speedy champions should see a new emphasis in this game, such as Janna, Master Yi, Rammus, and Miss Fortune. additionally, mvmt speed 3 and 2/5 boots may see an increased popularity.
3. Items. Which items do you think will be removed/what would be possible additions for this new format?
4. champs with defensive capabilities (Heim, Shaco, Teemo) that can work even when out of lane will probably have an advantage; allowing you to possibly reach besieged points in time.
5. Runes and masteries: How will they be affected by this? will /level runes see more or less gameplay? what will the masteries for promote/garrison be?
6. Map control. the outer ring is constantly revealed, but will the jungle entrances see a lot of warding/trapping? How will champ selections change due to the lack of wards?
7. Buffs/Nerfs made over the past few months that now make sense (like Panth/TF's)
8. How will this affect Summoner's Rift? will we see a new meta take place there? will champs be buffed/nerfed in Summoner's due to being OP/UP in Dominion?
9. Misc. other Dominion topics.