Hi Original Poster,
I can agree with some of the ideas behind your post. I do disagree with some of it, but it's possible my disagreement comes because you, by necessity, have to generalize a bit.
The thing is, some of the roles in the Dominion game are quite different now from Summoner's Rift. But some of the same principles still apply.
DPS ranged carry. It's not my job to sit and take enemy fire, especially if you're playing a tank or tanky dps. Actually, it's to the team's advantage if I kite while maximizing shooting time / ability use. Sitting in the kill zone and absorbing enemy CC is not my job.
CC caster. A CC caster delivers their burst, applies CC to their heavy hitters, and then backs away while abilities are on cooldown. This is just smart play. Sitting around and going toe to toe with melee champs is not a good idea.
OK so maybe I'm misunderstanding you. Maybe you don't mind this sort of intelligent activity. Certainly the above roles should not be late to the fight. They should position for a team fight and the same team fighting principles from SR still generally apply.
What I really do think is more of a problem is the player that picks a squishy champ and thinks they are helping a team by running into the enemy team to die. If you pick a big damage dealer and jump into the fray to draw aggro, and die before you can right cilck on anyone, how is that helping the team? Sure, the death timers aren't very long in Dominion, but you have to add that to the cost of moving back into the contested area. Meanwhile, points are capped and neutralized while you are dead.
Perhaps I'm overgeneralizing myself, but I get tired of the lowest scoring team member (with fewest caps and neutralizations) criticizing me for being bad. Just yesterday I played Anivia and a Fiddle called me the "worst Anivia", even though I was 2nd in score. My kills weren't very good (I was 10/10/19 or something like that) but I had some epic moves that pretty much saved that game. Our top player, Kog, beat me in score ironically because he had many more kills. Frankly I don't care about the score, but a player is going to throw stones at me, they should look to their own suicidal tendencies (not grouping up with the team to attack intelligently) before they start raging in team chat.
I totally hear what you are saying regarding "pulling agro" in a general sense--it's an old RTS idea. Let's say we as player generate "player actions", and their team generates player actions. If my actions consume more of their actions (as a percentage of their team's total actions), then my team play is superior (by your definition). I get that. The reverse can be true, too, however. Say I am defending top and I see that several have gone bot because our bot is awesome and pushing hard enough to draw top to him. I think to myself, "well, I shouldn't just sit around and do nothing". So I go to cap what I perceive to be an undefended point, only to get jumped in the woods and instagibbed (some combinations allow this to happen, and there are no wards in the game). What I've done there is just surrendered my point for free--it's a dumb thing I did there. I guess I'm posting in your thread because I feel like it's too easy for people to execute your ideas incorrectly--somehow thinking that "dying while trying to cap or neutralize" is a good thing. It's not. Often it even lets the enemy overwhelm us a quest point we are defending! You imply it in your original post by bringing up kill/death ratios. Obviously we shouldn't try to pad those, but we also shouldn't die excessively--in my opinion, dying is punished quite severely in dominion in terms of opportunity lost (you generate zero action points while you are dead and you leave your team vulnerable to counterplay).
So what am I advocating? I like a "right move for the right situation" approach. Sometimes we want to attack a point and sometimes we want to defend a point. If they are trying to steal our back points, we should consider playing zone interdiction--because if we manage to kill them in isolation, we know we have a few seconds free to assault one of their points and likely win that fight.
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