Dominion Mega FAQ and Mechanics Explanations

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YurdleTheTurtle

Senior Member

10-16-2011

Dominion Mega FAQ and Mechanics Explanations

A lot of questions regarding specific mechanics of Dominion have been asked, and I've been trying to record them to spread the information effectively.

This is a Dominion FAQ thread. It will explain the answers to many of these questions (or the closest we can get to a true answer), and is supported by citations of Riot employees.

Updating whenever possible.

New to Ranked games, or are interested in some information about it? Check out my Beginner's Guide to Ranked Games: http://na.leagueoflegends.com/board/...0#post13963210

Updates
June 22 2012: Updated info on why ranked dominion is not here yet, again. This time, very informative post by RiotNome (http://na.leagueoflegends.com/board/...9#post25807999)
Dec 18 2011: Undocumented change in regards to map vision revealed by Brackhar (http://na.leagueoflegends.com/board/...php?p=18447713). Added another quote for Ranked Dominion. Added in Morello's announced upcoming features. Added in explanation of removal of Priscilla's Blessing and Warmog's Armour.

Oct 28 2011: Morello has posted some detailed information on major upcoming changes to Dominion. This is briefly mentioned in the Shyvana patch preview too. Updated FAQ accordingly.

http://na.leagueoflegends.com/board/....php?t=1416155

Patch preview:
http://na.leagueoflegends.com/board/...1#post16509091

Oct 23 2011
:
Brackhar posted tons of information explaining how respawning works in Dominion. Questions have been updated, various other minor changes.
Added new section: Dominion patch notes.

Currently unanswered questions
-Dominion bonus IP diminishes over multiple games?
-Storm Shield numbers and scaling?
-Movement Speed bonus from shrines?
-Health pack numbers (both health and mana) and scaling?

Dominion Patch Notes
1.0.0.131: http://leagueoflegends.wikia.com/wiki/V1.0.0.131
"Ahri patch"

  • Ionic Spark (Dominion):
    • Increased attack speed to 50% from 45%
    • Increased proc damage to 110 from 100
  • On Dominion only, characters with a "Zombie" state (Karthus' Death Defied, Kog'Maw's Icathian Surprise, Yorick's Omen of Death reanimations) will now start their respawn timers when their Zombie state ends, rather than when it begins
  • Garrison now correctly applies assists to the caster

1.0.0.130: http://leagueoflegends.wikia.com/wiki/V1.0.0.130

"Volibear patch"
  • Fixed a bug where Leona's Sunlight and the Dominion Greater Relic could cause an immediate double kill against the Omen of Death target.
  • Fixed a bug where Leona's Sunlight and the Dominion Storm Shield could cause an immediate double kill against Karthus.

1.0.0.129: http://leagueoflegends.wikia.com/wiki/V1.0.0.129
"Fizz patch". Note this patch introduced huge changes to Summoner spells and Masteries.
  • Odyn's Veil no longer triggers spellcast effects like Sheen, Tear of the Goddess, or Ryze's passive
  • Warmog's Armor and Priscilla's Blessing are no longer purchasable in the Dominion game mode

1.0.0.128: http://leagueoflegends.wikia.com/wiki/V1.0.0.128
"Shyvana patch".
  • Respawn time adjustments are now +2/-2 seconds regardless of the size in score difference
  • Crystal Scar's Aura armor penetration reduced to 12% from 15%
  • Personal Score reward for assisting in capturing or neutralizing a point increased to 25 from 10
  • Garrison has been changed to be an untargeted spell, similar to Promote. It will only become castable when in range of an eligible Capture Point.
  • Fixed the channel time display for capturing the central runes to match the actual capture time. The actual time to capture is unchanged.
  • Fixed a bug where capture points could be moved off of their platforms
  • Fixed a crash when audio was disabled
Items
  • Hextech Sweeper
    • Updated tooltip to be more clear that its Passive ability grants vision of stealthed units
    • Updated the targeting cursor, particle, and vision debuff

1.0.0.127: http://leagueoflegends.wikia.com/wiki/V1.0.0.127
"Graves patch"
  • Ambient experience gain has been lowered by 10%.
  • Lowered the point where Nexus Health will only be affected by holding capture points (and not by Champion Kills or Neutralizes) to 100 Nexus Health from 125 Nexus Health.
  • Health packs pickups will now grant 20% more Mana.
  • Personal Scoring has been adjusted to more evenly reward defensive play:
    • Minion Kill reward increased to 2 points from 1.
    • Channel Interrupt reward increased to 5 from 2.
    • Martyr (dying on point) now gives an additional 10 points over its previous bonus.
    • Point defense bonus is granted more regularly.
    • There is now a score bonus associated with getting a champion kill or assist while being on or near a point.

1.0.0.126: http://leagueoflegends.wikia.com/wiki/V1.0.0.126
"Xerath patch"
  • Ambient Gold gain reduced by 7%.
  • Reduced the time range of the respawns to help early winning teams finish games.
1.0.0.125: http://leagueoflegends.wikia.com/wiki/V1.0.0.125
"Riven patch"
  • Dominion is released to the public on September 26 2011
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Will Dominion have a ranked ladder?
Dominion currently does not have a ranked ladder system. It will be implemented later after some time has passed, for various reasons.

Quote:
Originally Posted by Morello View Post
We'll be adding it after the dust settles around the game discovery a little. We just want to make sure it's stabilized a bit more first so the Ranked Ladder is meaningful.
Quote:
Originally Posted by Brackhar View Post
Depends on how things shake out balance wise really. The implementation is done on the back side, but we want the map to have a chance to mature enough before we flip the switch.
Quote:
Originally Posted by RiotNome View Post
I'll take the bait. Something like "ranked queue" is not just a simple switch to turn on. There's a lot of engineering and platform work required to give it the support it needs. Then there's the population issue--and I don't want to get into a chicken and egg debate about why Dominion has relatively low popularity here, not to mention that if we enable it, it needs to be enabled worldwide, and even if one realm (such as NA) has a good population, we have to be mindful not to split the population of other realms where Dominion isn't as popular. That's going to be the most I talk about ranked right now, because it's beyond my influence and saying anything more would be talking out of my ass

Also, another reason you're not going to be seeing immediate changes is because I'm technically not assigned to Dominion or Twisted Treeline until next week. Even if I had a good set of changes roaring to go, I'd still need to consult with other live designers and properly organize a release plan. So again, just be patient.
Does Dominion use Elo rating for matchmaking?
Yes, and it works in the same fashion as it does on classic mode. Elo rating is not affected by personal score within each match.

Quote:
Originally Posted by Zileas View Post
Dominion matchmaking should work exactly like summoner's rift matchmaking... It starts on a fresh rating, but in general, even if you are good, it's unlikely you will have a large gap between win and loss because you are being matched effectively.
Quote:
Originally Posted by Brackhar View Post
Personal score does not effect IP gain or ELO adjustments. It is solely a way to judge your effectiveness against other players in the game.
How do kills affect Nexus health?
Currently, kills will take away -2 health each from the opposing team's Nexus health up until a threshold of 100 health, meaning kills stop taking away health at this point.

When asked why this system was implemented, Brackhar chimed in:

Quote:
Originally Posted by Brackhar View Post
It's a thought. We playtested for a long time without it affecting nexus health at all, but overall we found the addition to be beneficial since it increased the reward of getting kills and also helped prevent complete shutout games.
Quote:
Originally Posted by Brackhar View Post
We stop the reduction of nexus health by champion kills at the end because leaving it in led to extremely negative player reactions where people would rage at allies for dying and costing them the game. Worse yet, you could end up losing the game as a result of doing what you should be doing, defending a point to your last breath. Even preventing a champion kill from winning the game alone wasn't sufficient to solve the problem, as it heavily removed the tension around the final few points of nexus health.

How does respawning work in Dominion (Includes respawning mechanics and death time reduction)?

A huge and greatly helpful explanation of how respawning works in Dominion has been provided by Brackhar! Check it out:
http://na.leagueoflegends.com/board/....php?t=1392045

Due to how large the post is, I have not posted it entirely as a quote. Refer to the thread for detailed information.

-Minimum respawn time is 26 seconds at all levels.

-Respawn window: When a player dies, he/she sets up a respawn window of 12 seconds. Any other teammates who die within this time range will spawn at the same time as the first player who died. Anyone else who dies after this respawn window sets up a new window.

-How Nexus health differences affect respawn times (Also known as the "Comeback Mechanic"):
The Shyvana (1.0.0.128) patch simplified and reduced the effect of this.

Currently, the leading team in Nexus health (i.e team with more Nexus health compared to opposing team) will have their respawn time increased by +2 seconds, and the losing team has their respawn time reduced by -2 seconds.

Quote:
Originally Posted by Brackhar View Post
Keep in mind there's no difference in the mechanics as soon as you're 100 points ahead. There's nothing systemically that would make you suddenly start losing after a 300 point lead.
Quote:
Originally Posted by Brackhar View Post
The respawn system as a whole is something we're interested in revamping going forward based on the feedback you guys have given. Expect a lot of conversations on this going forward.
-How death time reduction affects respawns:
Quote:
Originally Posted by Brackhar View Post
Abilities and runes that reduce your time dead, such as the good hands mastery, simply reduce your assigned respawn time. This does mean that it can break the intent of the respawn system, which is to have you respawn together, but we felt this was the lesser evil than making runes you purchase have no effect at all. I'd be interested in a better solution.
How does the Dominion bonus IP work?
After playing Dominion games, you may notice you earn extra bonus IP, which varies with each match. The amount is based on how well a team does in terms of how they close their Nexus health was compared to the opposing team's Nexus health. Basically, the better your team plays in terms of Nexus health, the more bonus IP, even if your team lost.

It is rumoured that Dominion bonus IP diminishes over multiple Dominion games. Still awaiting confirmation on this.

The bonus IP (and Elo rating) are not affected by personal score.

Quote:
Originally Posted by Brackhar View Post
No actually, it's based on how close the game is. Stomps will result in a higher bonus for the winning team, and 1-0 losses will result in a larger bonus for the losing team. Basically consider it as a bounty for playing well.
Quote:
Originally Posted by Brackhar View Post
Personal score does not effect IP gain or ELO adjustments. It is solely a way to judge your effectiveness against other players in the game.
Why were Priscilla's Blessing and Warmog's Armour removed from Dominion?
While I lack a direct quote, community explanations have been confirmed as correct by a Riot employee.

Quote:
Originally Posted by Veztai View Post
I think the reasoning was:

Priscilla's was basically a newb trap. Fills 1/6th of your items for really poor stats and ensures that all you're going to do is try to ninja cap. This fails hard against any team that's organised and makes you a liability to your whole team. And whether it does work or not, it's still very unfun to play against because you're always having to run back and forth to stop this one guy.

Warmog's on the other hand was removed because it was too good of an item, giving really useful stats for a fairly small price. It was pretty much the way to go if you were playing some sort of AD/tanky-dps champ. They took it out before they actually finished making the replacement item, though.
Quote:
Originally Posted by Scrubsicle View Post
Every item is designed to have a weakness.

Warmog's weakness was that it takes a while to fully build up the stacks. That weakness was removed in Dominion, when stacks are incredibly easy to get. Because Armor and Magic Resist can be penetrated by the Crystal Scar Aura, this makes Health pretty much -the- most useful Defensive stat. This makes the item overpowered. And Kitae's can only do so much, and it doesn't even do the same amount of damage Madred's would.
Quote:
Originally Posted by ricklessabandon View Post
veztai and scrubsicle pretty much covered it.
What are the major upcoming changes to Dominion?
Morello announced some major upcoming changes to Dominion. Check out the thread here: http://na.leagueoflegends.com/board/....php?t=1416155
  • Players don't get enough "moments of glory", and don't easily see how their success can effect the game.
  • Comeback mechanics remove interesting team-level decision-making.
  • A few champions are way too good on Dominion




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Old Additional Posts
This is a list of older posts made by Riot employees. They are no longer in the main section of this thread because of new information provided, or if there are too many quotes for a question.


Quote:
Originally Posted by Brackhar View Post
Here's a post I just made about how the respawn system works:

In Dominion we use a wave respawn timer system as opposed to a strict linear system. In this system there is a minimum respawn time - say 25 seconds - and a wave respawn window time - say 10 seconds. If you are the first person to die on your team you will get a 25 second respawn time. However, you will also open a respawn window as well. If someone else dies while the respawn window is open, that player will respawn at the same time as the person who opened the window.

So in this example if I die at 0:30, Shaco dies at 0:35, and Kayle dies at 0:42, Shaco and I will both respawn at 0:55 but Kayle will respawn at 1:07.
Additional insight:
Interview: http://www.curse.com/news/other/11673-exclusive-league-of-legends-dominion-interview

Quote:
Curse: Okay. So, one of the things we noticed was the death counter was much lower, I was back in the game very quickly. What was the change there, how does that work in Dominion?

RH [Richard Hough]: So the death timers are actually constant throughout Dominion, it’s about 26 seconds. We modified the way death timers work on Dominion, from Summoner’s Rift, to make people more likely to spawn together. The actual mechanics of it is that, when you die, you open a ‘respawn window’ and if anyone else dies within that window, they’ll have the same respawn timer as you.

Curse: Oh, really?

RH: So, it’s not... it doesn’t get to the point like where you die and one second later you respawn. But it does create this nice little thing where you’re more likely to respawn with allies when you come back, and then be more likely to capitalize on the current situation. And I think, as soon as we implemented that, we got a lot of positive feedback in turn. And it just feels good to do things with other people.
Quote:
Originally Posted by Brackhar View Post
To be clear, these systems aren't actually intended to be "catch-up" mechanics, and if they've fallen too far on that side of things then we need to ratchet them back. What they are intended to do is counter-balance some of the design implications of making a very small sized map. When making Dominion we quickly found that attritional style gameplay, the need to go back to base and the travel time associated with reaching a point again, was a very important factor to allowing back and forth gameplay from both teams. You see this on Summoner's Rift when you look at how champions move and react to one another as people die and fights are resolved. At the same time we also found that a small map was needed to have the battles be engaging and to get the proper mixture of allowing for back caps while also giving people time to respond.

By shrinking the map size we reduced the attritional gameplay that's core to the game balance, and so we needed to think of another way to create that sense of "travel time" that allows for a good back and forth. Adjusting the respawn timers seemed the best way to create this type of gameplay. We considered basing the adjustments off of the number of points a team controlled at any given time, but we scrapped that idea as it then felt punishing to ever get more than 3 points and led to stale gameplay. Basing it off of the aggregate score was less penalizing tactically and overall a better experience.

As an analogy to SR, think of it like the respawn adjustments are simulating how far into enemy territory your 5-man group is running. The closer to the enemy base you are the more likely you are to win the game, but the more punishing dying can be in terms of letting the opposing team rebound.

This is a main area of our design focus right now to tune this properly as I agree it's a very sensitive subject, and the more feedback that you guys can give us over the coming patches will help us guide it in the right way. Definitely expect continual changes on this topic.
Quote:
Originally Posted by Brackhar View Post
When one team in Dominion gets a lead in nexus health on the opposing team, the leading team has their respawn time increased by two seconds. By the same token, the losing team has their minimum respawn time reduced by 2 seconds. If the lead increases to 50 nexus health the spread increases to +3/-3 seconds, and after a 100 point lead the spread increases again to +4/-4. No additional adjustments occur after this point regardless of the point spread in the two teams. To counteract the fact that increasing the minimum respawn time can cause the winning team to be more likely to respawn outside of a window, we increase the size of the window for the winning team by half of the amount we increase the minimum respawn time. So holistically this means that the respawn adjustments range from (+2:+1)/(-2:-0) to (+4:+2)/(-4:-0) as the lead increases from 1 nexus health to 100 nexus health. When we launched we had the range set to +5/-5, but we reduced it to +4/-4 two patches ago.
Brackhar agreed that the current system for respawns based on Nexus health difference may be flawed, and changes are still on-going.
Quote:
Originally Posted by Brackhar View Post
I agree this is a potential flaw. I'm considering proposing we floor the calculation for differences of team scores to guarantee close games end up even. That way you're always treated as having a, say, 75 health nexus even if your score is 1 so that really close games at the end do have a game with no respawn adjustments.
Quote:
Originally Posted by Brackhar View Post
Thanks for the feedback on this guys, I'm having a meeting today to discuss a number of the points brought up in this thread.


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Attero

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Senior Member

10-16-2011

Respawn timers: The winning team's respawn timers are always longer than the losing team's. This is one of the balancing mechanics used to force games to be closer, less likely to be a shutout, etc.


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Alvinheimer

Senior Member

10-16-2011

Sticky this! very informative.


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YurdleTheTurtle

Senior Member

10-17-2011

Updated info on the respawn timer question.

It's semi-answered, as in they didn't give any direct details, but it is assumed respawn timers are shorter for losing teams, if Brackhar's post is correct.

I'd love to get an answer to how death time reduction works in Dominion, it's been bugging me for a while.


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Shizz

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Senior Member

10-17-2011

Nice job on putting this together! +1


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Hobocop

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Senior Member

10-17-2011

Death time reduction works like so.

When someone dies, they open up a respawn window that takes any allies that die in the next several seconds into it. This respawn window has a baseline of 22 - 30 seconds based on how far ahead or behind your are in nexus health. Death time reduction will modify your own respawn time by the amount you have.

Say you just have Good Hands (10% reduced time dead) and are getting stomped. You die, and your respawn timer will read 20 seconds instead of 22. However, one of your allies who dies at exactly the same time as you and does not have any kind of death timer reduction will have a respawn timer of 22 seconds. Another ally who also does not have death timer reduction dies a few seconds later while your timer reads 17 seconds, and since this is still within the respawn window, their death timer will read about 19 seconds.


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Shizz

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Senior Member

10-17-2011

Bump, because I see too many of the same questions that are answered by this thread.


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YurdleTheTurtle

Senior Member

10-23-2011

Made huge updates to the thread now. Respawning is finally explained! Also added in Dominion patch notes. Moved some old dialogue to new section at the bottom.


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Forbiddian

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Senior Member

10-23-2011

The word "effect" also works. It's generally a **** move to correct someone's grammar in an editor's note, but in that case you're not even right to correct him.

Effect also means, "to produce an effect or to cause"

Quote:
Originally Posted by Brackhar
Personal score does not effect IP gain or ELO adjustments. It is solely a way to judge your effectiveness against other players in the game.
That's fine. Personal score does not "cause" IP gain or Elo adjustments. If you feel the need to correct someone, just because you're a ******, you could point out that it's "Elo" and not "ELO"


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Phourc

Senior Member

10-23-2011

Woo good thread, +1.

Keeping this in a tab for reference.


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