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Definitely NOT Dominion

lolchemy··2 votes·817 views

The most frustrating thing about this game mode is that the majority of teams I'm matched with.....just refuse to play it correctly. Spending all their time in the jungle going after the stupid storm and relic buffs, and largely ignoring the top turret. I've tried communicating with teams, and either get ignored or raged at. Even had several people give the excuse of "but I don't care about winning the game, I just want kills." Sigh.

The game queue for the Rift gives players an idea of what they typically "should" be doing on the map. People largely understand the 1/1/2 lane concept, with one jungler. The same formula applies, just the numbers change to 3to4 in the same lane and 2to1 junglers at any given time. Perhaps some similar guidance for the Def Not Dom map would help? Too often I'm getting the equivalent of me going mid lane against 3 enemy players, and the rest of my team being four junglers.....which is a strategy I've never seen work in any League game mode.

11 Comments

LadyRenly3 votes

the only real frustrating thing is people playing the mode really dumb just like they do on Ascension and then say the gamemode is shit because they lost to a singed who got no kills.

i swear, every game everyone wants to pile on either the first objective or the storm altar, and then from there chase kills.

People vastly, vastly underestimate the ticket drain

lolchemy1 votes

So, how can we fix this? Besides pre-made five teams only..... Better direction on the loading screen or tool tips or something? Better balance of the objective scoring?

zlumpy2 votes

My first game of this we did exactly that because of lack of guidance. I though I was supposed to rush the thing at the bottom right not realizing what it was. Luckily I was trundle so I ended up squatting in lane and pushing momentarilly breaking off to flank jungle fights.

Minarde2 votes

The same formula applies, just the numbers change to 3to4 in the same lane and 2to1 junglers at any given time. Perhaps some similar guidance for the Def Not Dom map would help? Too often I'm getting the equivalent of me going mid lane against 3 enemy players, and the rest of my team being four junglers.....which is a strategy I've never seen work in any League game mode.

There's a bit of a mismatch here. Dominion veterans opt for 5 in the jungle because that was optimal strategy in Dominion. Rift veterans opt for more laners because that's optimal strategy on SR. The changes heavily shifted gameplay, and I don't think the mode's been around long enough for anyone to determine what "proper" player distribution should be.

CerealBoxOfDoom1 votes

{quoted}

The game queue for the Rift gives players an idea of what they typically "should" be doing on the map. People largely understand the 1/1/2 lane concept, with one jungler.

most people actually don't understand this. They just do it because it works. Play Urf mode and you'll see that they have no fucking clue.

Demon King Maou1 votes

{quoted}

most people actually don't understand this. They just do it because it works. Play Urf mode and you'll see that they have no fucking clue.

To be fair nobody takes URF seriously lmao

lolchemy1 votes

..but I haven't noticed teams just blatantly not trying to win in URF or other game modes. Def Not Dom is the worst at this. Ascension kind of too, but the objectives are more balanced so multiple strategies can work (including no real strat).

CerealBoxOfDoom1 votes

[{quoted}](name=Demon King Maou,realm=NA,application-id=3ErqAdtq,discussion-id=Aqb09d2k,comment-id=00010000,timestamp=2016-07-09T04:27:36.644+0000)

To be fair nobody takes URF seriously lmao

If they don't then why do they get mad, bitch all game, blame you for everything then demand both teams report you for anything they can think of.

They take it pretty seriously, they just have no idea how it actually works

Erockandroll1 votes

Because of the rotating nature, there's never enough time for a Meta to actually develop. (Believe me, I got 4 chests on Hexakill, playing Battle mages and Juggernauts, Wondering why they arn't more popular in that game mode.)

But if I was to theory craft for DnD, (why did I chose this acronym?) I'd imagine a roughly 3-2 meta, or a 2-3. You would probably want at least one guy with wave clear, protecting and pushing capture points, another guy supporting them from the Jungle, looking for flanks. (or counter flanks) At least one strong, independent duelist who can handle the fights in the Jungle, to try and capture the shrine and relics. And I might personally elect a speedy minute man, who can respond to pressure from any side of the map.

One of my personal picks on this game mode is Jayce. Because his cannon can stop captures from a distance and even deal with some of the minions. While his speed boosts help him traverse the map. And if you build him more bruiser, he can even survive 1v1 fights.

lolchemy1 votes

True, it would be awesome to actually try this game mode with real team strategy. I just don't have the friends for that. I don't expect that level of play in solo queue, but I do expect the rest of my team to at least try to learn what to do....not purposely ignore how the game mode was designed. The game I just finished...someone said they were only IP farming so didn't even try for any objectives the entire game.

CerealBoxOfDoom1 votes

{quoted}

True, it would be awesome to actually try this game mode with real team strategy. I just don't have the friends for that. I don't expect that level of play in solo queue, but I do expect the rest of my team to at least try to learn what to do....not purposely ignore how the game mode was designed. The game I just finished...someone said they were only IP farming so didn't even try for any objectives the entire game.

claims to be IP farming, doesn't care about the IP from winning

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