Out of date! I will be adding a new classification system in addition to the aggregate score in the weeks to come. Sorry for disappearing and thanks for the support, as always.
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My core belief is that saying “X champion is OP,” or “Y champion is UP” is inherently meaningless unless there is some justification in terms of the context in which that champion is played. Furthermore, we need to consider the meta within which that champion and role reside – obviously, as Dominion has not been extensively fleshed out, this is indeterminate right now and highly subject to changes. Superficially, what I will attempt here is to provide the adequate justifications for different champions based upon the roles they play effectively. The deeper purpose, though, is to stir up more relevant and constructive conversation so that the community can understand Dominion from an entirely different mindset not used in SR.
As a brief introduction, you will notice that I am not a particularly illustrious ranked player. I have not been playing this game as long as many of you, although I did grow up on DotA and have been playing since 5.84c, which I believe is the last version created by Guinsoo. The extent of my competitive experience comes from DotA open leagues – I am not a professional player, nor do I claim to be. So why should you believe me? Honest answer: you shouldn’t have to. Use your best discretion after reviewing the evidence and reasoning, and mold that constructively for your play.
I. The Dominion Mindset
A. The biggest change in Dominion is the win condition – you must hold more Capture Points (CP) than the opponent team, until the opponent’s Nexus drains to 0 health. Please keep the win condition in mind while reading this, and actually playing the game. The same can be said for SR, but that is not the emphasis here.
As a result, Kill:Death ratio, minion kills, and to a limited extent, objective points, should not be the primary focus of your play. Treat these metrics only as auxiliary elements to your objective, and aim to gather them only if they are conducive to your team winning the game.
So why is K:D more or less irrelevant in this game mode? First of all, champion bounty is greatly reduced to a base of 100 gold, which is the same amount awarded to taking a CP. Second, passive XP and gold gain prevent “denying” an enemy champion. Everyone is going to get “farmed,” everyone will be able to complete their core build and be a threat. Finally, killing enemy champions stop awarding nexus damage after a certain point (150?), thus making it an inefficient use of time. This is not to say, however, that killing champions should be altogether avoided. The benefits of doing so are fairly obvious – assaulting points becomes easier, and well, skirmishes are simply unavoidable. The point is, playing solely for K:D is a poor mindset to have, as it is in SR. K:D is not even a good measurement of contribution.
B. Champions also have different roles in Dominion, since the Laning Phase is removed. Mid- and late-game are also changed drastically, since farming is basically a non-issue. That means that while you will not be able to deny a carry his or her farm, your whole team will have enough gold to accrue items that prevent carries from snowballing uncontrollably (as frequently happens in SR). Specific roles such as pushers, tanks, and carries, are also reinvented in the Dominion context. These roles below will be used as my criteria for categorizing champions later on.
Attacker – Ability to assault a point. Qualities that make an attacker successful include those such as potent poking abilities, ability to displace defenders, ability to tank turrets, ability to quickly push a lane, and high burst damage.
Defender – Ability to defend a point. Qualities that make a defender successful include those such as tankiness, AoE abilities on a short cooldown, CC abilities, and long range.
Utility – http://na.leagueoflegends.com/board/...1286491&page=7
There has been some confusion about what Utility refers to in the context of Dominion. Briefly, it refers to characteristics/abilities that contribute to team scoring directly or indirectly, that do not take the form of assaulting or defending a Capture Point. See post for more details.
A general term I’m using for champions that perform roles that do not directly include assaulting or defender a turret. For example, mobility is a great example of utility that is not required to be a successful attacker or defender. Global presence is another premium. The ability to perform “swing” roles is also grouped here – that is, intercepting enemy champions before they can attack or defend a point, or merely being able to defend two CP’s at once.
These roles are not mutually exclusive, but rather are different dimensions portraying the strengths and weaknesses of a champion. Different roles will be emphasized both within and among games – strong defenders often have to go on the offensive, and vice versa. Even the slowest champion may see a window to backdoor a CP and opt to take that. The playstyle is meant to be fluid, and understanding how each champion performs in these different dimensions
C. Personal Score
TL;DR - Section is out of date. Good job Riot. However, original point still stands - don't play for personal score, keep the team's victory in mind.
Wow. A Tier List that actually is very open-ended explanation and is actually systematized to some degree.
Went through the list. These are fairly confident changes:
Current Tier 2
Anivia - Drop to Tier 3 - Change to 4/5/1
Caitlyn - Agree is Dubious, but not sure what to change to...
Twisted Fate - Remain Tier 2 - Change to 3/3/5
Kassadin - Remain Tier 2 - Change to 4/3/4
Current Tier 3
Ashe - Drop to Tier 4 - Change to 3/2/4
Irelia - Raise to Tier 2 - Change to 4/4/3
Janna - Raise to Tier 2 - Change to 2/4/5
Nidalee - Dubious, not sure what to change
Current Tier 4
Alistar - Raise to Tier 3 - Change to 3/5/2
Corki - Raise to Tier 3 - Change to 4/3/3
Soraka - Drop to Low Tier - Change to 2/3/3
Current Low Tier
Amumu - Dubious, not sure what to change
Ali, Yi, and nunu should be moved up a bit.
I though nunu was pretty ****ty, but he works well. That alt has to be stopped do it on a point they will stop you, and stop channeling. Two people get movment speed buffs from his blood boil. Dat slow is nice to leave a point blood boil and slow a champion running to defend it.
Yi auto attack and win the game. Can't be slowed very fast good duelist. Works well for capping and running.
Ali He can stay on a point for awhile. I have done pretty with will him.
Get Hextech Gunblade and Warmogs on Morde and he is an immovable object, he pushes insanely fast and has high sustain with double heal. He is easily tier 2 worthy. Only champ I couldn't deal with so far is Jax, but Jax wins pretty much any 1v1.
Maokai, haven't tried him, but his Ultimate should be amazin for both attacking and defending. High tier 2, maybe even tier 1. Not sure. Just need to build him Cdr/tanky/roa.
TF, the advantage of AP is the range/poke of it. You can poke from very far away. AP is far superior to AD on TF.
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