### Complete Explanation of the Dominion Respawn System in Dominion

Koravel

Senior Member

Alternatively known as the way more complex than it needs to be Dominion respawn system.

Since apparently my explanation was buried in the other thread, I'll set it out here.

1) The respawn timer boost. In Dominion, if a team is losing in total nexus health, they will receive -2 to their respawn timers- which is set at 26 seconds if the teams are tied, no matter what level the champions are- regardless if the score is a 1-point difference or a 498 point difference. The winning team will also receive +2 to their respawn timers, again regardless of point differential.

Example 1: Jayce, on the blue team, dies when his team is ahead 250-200. He receives a 28 second death timer. At the same time, Katarina, on the Purple team, dies. Her team is behind 200-250. She receives a 24 second death timer.

2) The respawn wave. When one person dies, he will open a respawn wave for his team. This wave lasts for 12 seconds. Any masteries or runes he has that affects his death timer ONLY affects his timer NOT when the wave opens.

Example 2: Jayce dies at 3:00 without Good Hands or -% to death time quints. His team is losing. Thus, he receives a 24 second death timer. He opens a 12-second window. Annie dies eight seconds later when Jayce has 16 seconds left on his respawn timer. Since there is nothing affecting either Jayce or Annie's timers, they both will respawn in 16 seconds.

Example 3: Jayce dies at 3:00. He has the Good Hands mastery, (-10% to time dead, deep in the defense tree. Yes, baddie Jayce going 9/20/1, shush, not the point), and his team is losing. He does not have -% death time quints. Thus, his death timer is 21.6 seconds. (24 second death timer because his team is losing, -2.4s for 10% off via Good Hands). He also opens a wave, however the wave opens with a 24-second timer, not a 21.6 second timer. If Annie dies at 3:01, and she does not herself have Good Hands or any -% death time quints, her respawn timer will be 23 seconds at the same time Jayce hits 20.6 seconds on his. When Blitz dies five seconds later, at 3:06, (again, no Good Hands or -% death time quints), he has an 18 second timer, while Jayce has 15.6 seconds left on his respawn timer.

Example 4: Jayce, being a savvy character, has now added 3 -5% death time quints to his runepage. This stacks additively, (we've tested it), with the Good Hands mastery from the defense tree, lowering his respawn timers by 25%, (10+3x5). He again dies at 3:00. His team is winning this time, so his death timer would be 28 seconds, however, he has taken 25% of that off due to Good Hands plus revive quints, leading to a death time of 21 seconds. However, the wave he opens starts at 28 seconds, not at 21. So if Annie dies a full six seconds after Jayce, at 3:06, with no Good Hands or revive quints, she will have a 22 second respawn timer at the same time Jayce has a 15 seconds respawn timer- a full seven seconds of difference- despite her technically catching Jayce's respawn wave.

Got all that? Good, because now it gets complicated.

Now what if the *second* person to die has Good Hands and/or revive quints?

Here is the key point: The time is shaved off of the wave from where you catch it, not where the wave begins.

So if Katarina dies with no Good Hands or revive quints with her team winning, she opens a respawn wave at 28 seconds. Annie dies 8 seconds later. So the wave is at 20 seconds. However, Annie is running both Good Hands and Revive Quints, which means she drops 25% of that, to have a 15 second respawn timer at the same time Kat still has 20 seconds left on hers.

So Annie, while catching Kat's respawn wave is actually five seconds ahead of her respawn timer.

Example 5: Katarina is running Good Hands, but not revive quints. Annie is running both Good Hands and revive quints.

Katarina dies and her team is winning. She opens a 28 second window, but for her, she subtracts 10% from that, so she has a 25.2 second revive timer. However the wave is still opened at 28 seconds. Eight seconds later, Annie dies. At this point, Kat has 17.2 seconds left on her respawn timer, but since the wave is at 20 seconds, (28-8), Annie catches the wave's timer, not Kat's. She then subtracts 25% from it because of her Good Hands and revive quints, which gives her a respawn time of 15 seconds.

So Kat will respawn 2.2 seconds after Annie despite Annie dying eight full seconds after her.

Example 6: Both Katarina and Annie are running both Good Hands and revive masteries.

Kat dies when her team is ahead, so she opens a 28-second respawn wave. However, due to her -25%, for her this is a 21 second timer. Annie dies eight seconds later, when the wave is at 20 seconds. She takes 25% off of that to give her 15 seconds on her timer- at the same time, Kat has 13 seconds left on hers. So despite them both having the same -% to death timers, and even though Annie caught Kat's wave, she still will respawn two seconds after Kat does.

Thus, if one person catches a wave that another opens, and both have the same -% to death timers, the person who opened the wave will still respawn a bit sooner than the person who caught it. This is because they get their -% off of the full wave respawn timer, (24, 26, or 28 seconds), whereas the other person only gets their effect off of the wave at the time they caught it.

I hope everyone was able to follow that, it is rather complicated. Ask any questions if something isn't clear.

Nexus Crawler

Senior Member

Thanks Koravel, bookmarking this for new players.

You should also have Painkillar add this to his list for new players to find.

Genericke

Senior Member

Quote:
Originally Posted by Koravel
Alternatively known as the way more complex than it needs to be Dominion respawn system.
Alternatively known as the stupid respawn timer and respawn wave mechanics.

Koravel

Senior Member

Added one more example, if two people both are running the same -% to death timers, the person to create the wave will respawn faster than the person who caught it, due to the fact that its %, (Example 6).

Nexus Crawler

Senior Member

It's some of the more "advanced" Dominion mechanics but there's enough examples I think most should be able to follow.

I'm using the term advanced here since respawn mechanics aren't typically picked up on though I consider it a fundamental of the map. It definitely needs some attention brought to it for players to learn.

molokodude

Senior Member

bump

MNightShamallama

Member

"Complete Explanation of the Dominion Respawn System in Dominion"
from the department of redundancy department

AlphaFerric

Senior Member

So opinion, would the %off death time quints be worth it over say Pen or MS?

I would guess there are three deaths that typically occur in Dom:
-4 people die in one wave as a lost team fight (1wave)
-2 to 3 front line/backline die and the other one to two miss the wave in the extended engagement (2wave)
-1 person gets caught out forcing the other three to avoid a full blown engagement (1wave)

In the first case, if everyone ran 15% off timers (just quints), your whole team is up faster
In the second case you get 2 groups up faster
In the third case that one person punishes their team less when getting caught out

If there were different %off (one person does 15, another 10, someone with 25) it seems like you would spawn in staggered groups that aren't particularly useful. You might be up for another 3 seconds to save your mid if its getting pushed, or help the botlaner, but you're alone and split up coming out the gate.

If no one takes them you end up in a similar scenario to if everyone took them, just more time spent dead overall. I'll probably do a sim/article for this soon unless someone has already crunched numbers for it.

KaWraith

Senior Member

Despite all the hate people give the system, it was designed to make it so that:

1.) people re-spawn somewhat together and so they don't go in 1 by 1 and die ad naseum (which they do anyway, but it was supposed to help, and does to some extent)

2.) the losing team, has a slight edge to get back to defend their point before the attackers arrive. This makes it easier for the losers to maintain a comeback, since theoretically they need the additional edge of the turret to help them win a teamfight. (this is somewhat moot since the current meta revolves around jungle control rather than fighting on points.

It isn't a perfect system, but it does help control snowballing and ensure that in dominion games: no matter how poorly your early game went, especially due to dumb mistakes made at low levels, your team can still come back and win.

I like the idea that the game tries makes it so that you have to outplay and outhink your opponents all the way to the finish. Unlike SR where it's basically over when 1 team gets ahead unless they get cocky and blow their lead.

Koravel

Senior Member

Quote:
Originally Posted by MNightShamallama
"Complete Explanation of the Dominion Respawn System in Dominion"
from the department of redundancy department
:P.

I was adjusting the title and the last two words were off the bar and I didn't see them there.

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