List of things that I think would improve dominion.

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Redenbacher

Senior Member

08-13-2012

Quote:
Originally Posted by Hamm3rhand View Post
I found it to be quite fun playing against people that were that coordinated and skilled.
I think the problem with the POOTERSS strategy doesn't stem from being an issue in these environments. For newer Dominion players who haven't quite wrapped their head around what it means to be effective and coordinated in a game find this strategy incredibly frustrating to play against. It hurts the game as far as limiting the number of new players that wish to take it up as game type competing for their game time.


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Hamm3rhand

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Senior Member

08-13-2012

Also, in regards to your #5, i believe that this can be solved through a modification of the quest system. If the quests were changed so that they appeared at regular intervals, say every 5 minutes, and they only appeared on the bottom points, then it would create very interesting decisions and probably team fights around bot a couple of seconds before the quest hits. That, or the team without the windmill could use that time to force possession while the other team tries to take the quest.


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inFe eD

Senior Member

08-13-2012

Quote:
Originally Posted by Redenbacher View Post
I think the problem with the POOTERSS strategy doesn't stem from being an issue in these environments. For newer Dominion players who haven't quite wrapped their head around what it means to be effective and coordinated in a game find this strategy incredibly frustrating to play against. It hurts the game as far as limiting the number of new players that wish to take it up as game type competing for their game time.
Playing against a jungler on SR is frustrating if you don't have a jungler of your own. You completely give up map control, and are prone to being ganked in any of your 3 lanes at any point in the game.

Sound familiar?


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Redenbacher

Senior Member

08-13-2012

Quote:
Originally Posted by inFe eD View Post
Playing against a jungler on SR is frustrating if you don't have a jungler of your own. You completely give up map control, and are prone to being ganked in any of your 3 lanes at any point in the game.

Sound familiar?
That's a good point.

I would argue that new SR players don't really think too much as far as map control and coordinated ganking. Not to mention, unless those low Elo junglers are invading and warding, those lanes are prone to ganking no matter what. Further backdooring in Dominion =/= ganking in SR.

Backdooring in Dominion would be more similar to split-pushing or backdooring towers in SR, which was incredibly frustrating - then it was nerfed.

Again, I know it's not a real issue at 1600 and up. It's the new players I'd want to avoid turning away, giving them the impression that the best way to play is to run around the map all willy nilly capping abandoned points.


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Maecoome

Junior Member

08-13-2012

its really not hard to stop backcapping, if you're playing against someone like POOTERSS who just backcaps all game, all you need to do if take someone from your team to follow him around and stop those caps. then when others on your team have time after a team fight they can come and back you up to kill him. backcapping is a terrible strategy if you do it all game, sorry if you read this POOTERSS lulz


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Hamm3rhand

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Senior Member

08-13-2012

Quote:
Originally Posted by Maecoome View Post
its really not hard to stop backcapping, if you're playing against someone like POOTERSS who just backcaps all game, all you need to do if take someone from your team to follow him around and stop those caps. then when others on your team have time after a team fight they can come and back you up to kill him. backcapping is a terrible strategy if you do it all game, sorry if you read this POOTERSS lulz
The main thing about that strat though, is that POOTERSS takes the fastest champs in the game and builds a ton of movespeed items. It is exceedingly difficult to catch a zilean with move 5 boots and a shurelias when he can also slow you by like 70% or speed himself up even more. So he can go run to one point, start the channel. If he gets some channel off then thats great for him because it takes a while for the towers to regen. So he goes to a different point (leading you down there) and tries to do the same thing, or loops around in the jungle once you chase him, and goes back and gets a bit more on the tower. You have to not only pick champions that are able to stop his caps, but also the rest of your team has to be able to fight 3v3 (not something they are used too) and coordinate well because if you chase zil too much, he will run you straight into an ambush. Because they know where you are - you are chasing zil to stop him from capping points. On a team that is as coordinated as POOTERSS's team is, it is quite a strategy.

Now, the fact that it is frustrating for new players is one thing, but even on SR there are things that are frustrating for new players if the other team is coordinated. For example, what if as a new player trying out the jungle for the first time because you saw theoddone on stream and you get set up at blue and you talk to your mid and he agrees to leash and then boom all of the sudden the entire enemy team is there, kills you, your mid, and your blue, and you are stuck with a sub-optimal jungle route and there is nothing you can do about it. Its just something that you have to learn to deal with, and it adds a new layer to the game: can your team provide protection from the other team while their jungler gets a good start, which becomes do we want to try to invade ourselves which becomes trading blues because you both know the other team is invading, and so on and so on. Team coordination is everything in League of Legends, on both classic and Dominion, and that is what wins games. Well, that and personal skill and champ select :P


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Javin

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Senior Member

08-21-2012

CDR is a huge problem in Dominion. Tanks and bruisers are abusing the plethora of good items available. One frozen heart (almost why would you never get this item?) is 20%. Normally this is not a problem in spaced battles in SRand where other items gain build priority. Here, alot of tanks max or at least have 20% cdr by the halfway point. Strong abilities (Gap closers and hard CC) that are balanced around high CDs are near spammable. Just high CC champions become extreme nuisances (ie Lux).

Death timer advantages are really annoying as well. One moment your team has a spawn advantage and a half minute later the enemy has the advantage at a much more opportune time. Or you crush the early game but start losing late game because you can't keep up with increased 'mobility' (faster spawn tiem) of the enemy. Obnoxious design. The epic loss feels a lot more to you then the escalating win the enemy snatched from you in the last 5 minutes.


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WaterD103

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Senior Member

08-22-2012

I updated the tier list, did some changes to the item and controlling point section and added 2 more sections at the end.


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Ardenor

Member

08-22-2012

I can't agree more with the idea that AP caster itemization could use some improvement.

As you pointed out, AP casters are balanced around certain things, like Sorceror's Shoes or Rabadon's Deathcap or especially the blue golem buff. Take the blue golem buff away and casters need more CDR options. Especially in a mode where fighting other champions happens a hell of a lot more frequently and you need your abilities available to you as often as possible.

AP caster items also need to be more affordable. Waiting for 1600 gold to score that Needlessly Large Rod is excruciating while your opponents, especially enemy bruisers, will have already purchased useful items like Phage or Glacial Shroud for even less gold than your NLR in the meantime. If casters could build up items in smaller increments like bruisers can rather than having to save up a lot of gold for expensive Blasting Wands and Needlessly Large Rods, that could be beneficial as well.


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WaterD103

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Senior Member

08-25-2012

Added death timer section.