why were "capture rate items" removed from dominion?

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v3ct0rman

Member

02-27-2012

i dont think they were abused too much...


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DoenVayne

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Senior Member

02-27-2012

In their usecases, they were either way to useful or useless. If you were duking it out, your capture rate never mattered. If you were ninja'ing a turret, it was way too important.

The thing was that you never finished capping a turret during an encounter, and that was why it was deemed to feast or famine.


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ClamFace

Senior Member

02-27-2012

Rammus, Eve, Twitch and Shaco say hi.


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Kino

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Senior Member

02-27-2012

It made the backdooring far too viable so that the game often degraded into the "who gets to bd the fastest" if I recall correctly.


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ActionButlerGO

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Senior Member

02-27-2012

They were part of why Movespeed Rammus was originally broken as hell. He could zoom to the point and supercap before the enemy had time to react.


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jars

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Senior Member

02-27-2012

because people thought backdooring was actually a good strategy so they ran around doing nothing but trying to cap nodes which pissed their teammates off


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DarkDestiny

Senior Member

02-27-2012

rammus could get to top before anyone else (even if people had used ghost and had boots 2 etc) and insta cap it before anyone could even react.


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BrightNooblar

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Senior Member

02-27-2012

Capture rate + movespeed = obnoxious.

Essentially anyone who had strong escape mechanisms (twitch, rammus, shaco, eve) could at least neutralize the point before anyone came to stop them. If no one showed up soon, they could capture it all the way and then either back, or defend it until they wanted to use their powerball/stealth to leave.


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FDru

Senior Member

02-27-2012

It encouraged ninja capping as a dedicated strategy, which was frustrating for both teams and largely ineffective against any kind of coordination. No point in keeping items around with horrible stats that are only useful for horrible strats.


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Phourc

Senior Member

02-27-2012

Brackhar said it best:

Quote:
Originally Posted by Brackhar View Post
We had better versions on Pricilla's back before we launched, and ultimately we found that an item with good stats and the cap bonus was simply too powerful. Everyone would buy it regardless of role, because you simply had to. Generally there's always been a lot of concern with altering the core capture rules on an item basis, but we left the item in to see how it would play out. The results didn't end up where we wanted it to be though, so ultimately we pulled the concept.

Fundamentally I think that the game will be better with the item removed, as I don't think from a design perspective adjusting the core times it takes for players to respond to a given situation on such a scale is a good idea. Let's see how things play out with it gone though, and ultimately if you like the game less with its absence we can investigate other ways to get the effect.


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