For high ELO players, points and the ranking in Dom are pretty meaningless. They do not reflect proper dominion play or emphasize the right objectives. In lower ELO, this tends to encourage high-points play which actually can result in a loss.
This is my suggestion for a point system rehaul. Some might suggest the best idea is to remove points entirely, But thats not very creative is it xP.
So, here are my ideas. Feedback would be great.
-Every player starts with 500 points.
-Losing any of your team's 3 points (Top, Your mid, Your bot): -60 points to every player on your team. An additional 60 points are lost if the enemy fully caps any of these points.
-Recapturing any of these same 3 points (Includes initial capture): +50 points to entire team upon completing capture. No points are given on decapture alone
-Capturing opponent teams mid or bot: +25 points to entire team on decap. +25 additional points on cap
-For every halfsecond you spend decapping/capping a point: +2 points/ halfsecond
-Every champion kill: +20 points to killer. +10 points are distributed amongst assists.
-Every death: -30 points to the person who died.
-Your entire team gets +5 points every 5 seconds for each point your team holds.
-You get +5 points every 5 seconds you defend top, your mid, enemy mid, enemy bot
-You get +8 points every 5 seconds you are the only one defending your bot. If there are 2 people, it is split +5 for each person. 3 = +3.3 etc
You get 10 points everytime you disrupt a decap or cap
Your final # of remaining nexus health is added to your score.
Other preexisting metrics like CS, assisting teammates, storm shield, heals, arent as directly important for winning game. They should remain pretty low.
For those of you who know how to play dominion, you should notice that these points changes are directed at the most important goal: hold onto your 3 points and never lose it. Recapping doesnt let you break even. You should not have to recap in the first place if you hold well. Your team receives constant points for holding points, and you receive points for defense. So don't lose your point. Bot gets more points if he is soloing. Lets give bot some <3
Kills grant points, but only a small amount. Deaths cost you a lot more points. Don't die. But if you die defending a point for many seconds and interrupt the enemy many times, you'll easily make up for it.
Dunno what you think about these ideas. Since the biggest point changers affect your whole team, the game probably ends with similar scores across the whole score board. So points are still relatively meaningless. But thats ok! because at least the proper objectives are incentivized.
Perhaps we can even take the call of duty sound ping to go off everytime you score points. There is nothing as satisfying as that sound.
How is this...better...than the current system?
Hint: it isn't. You're awarding an arbitrary number of points for actions which have dynamic relevancy at any given point in the game. Who are you to decide what actions in the game ultimately contributed to a victory and which didn't by randomly throwing points around?
I'm going to ignore the points thing for now; just because there are some problems in your core theory that need addressed. Apologies if it sounds harsh; there's just a lot to be said and I tend to come off as snarky when I attempt matter-of-fact tones. XD
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