Domination is Too "Dominant"
This is coming from a player who regularly abuses it with the Triumph+Coup De Grace combo from Precision.
Domination is just too damn powerful.
While nerfs are hitting both Sorcery and Resolve pretty hard, Domination has been left relatively untouched with the exception of champion assists granting only 1 stack on Eyeballs rather than 2 (a pretty dumb nerf if you ask me considering someone could all in a champ, but a single auto from anyone else on the team and the stack's DENIED).
What makes domination so overwhelming are two of its keystones, Electrocute and Dark Harvest.
Both good choices for dealing reliable damage against enemies, but each one serves a different purpose and I think I've learned what that purpose is. It all boils down to the enemy team composition. If they have tanks on their team then you will need something that can obliterate any target on the enemy team so that you can move onto the next and do the same. To that extent, you would go with Dark Harvest.
Against an enemy composition with few to no tanks, you don't need nearly as much burst from your runes and you'd rather simply burst squishy targets down quickly and early so as to snowball the game and end within 30 minutes or less. To that extent, you would go with Electrocute.
Domination does require you to participate actively in team fights or engage enemies solo regularly. But this only further promotes a snowball meta in which you consider farming secondary over killing enemies, an idea so far removed from the original concept of the game that it boggles my mind. Minions, as a result, aren't much in the way of a source of income and exp; instead, they have been reduced to little more than fodder for enemy turrets that farm until late game is becoming rapidly archaic (RIP
).
Late game is no longer a thing. If a game goes past the 35 minute mark, it is likely that one or both teams aren't doing their job to close the match. 35+ minutes is what I call a window for throwing and not for comebacks.
But that is beside the point. Domination is just one rune after another of rewarding players for forcing matches to end fast. I've no problem with that so much because I actually prefer shorter games to longer ones. I want my wins to come sooner than later so I can move onto my next conquest.
My observation is merely that Domination outshines other rune sets anymore. Why take extra attack speed from Precision when the extra damage from Domination is more reliable? Even Vayne (an AS champion) could benefit more from Domination by taking Dark Harvest seeing as how it's literally designed to obliterate multiple enemies in quick succession, the perfect compliment for a team killer.
And with one swing after another from the nerf bat to Sorcery with no incoming quality of life changes for its many untouched runes, it is entirely too lackluster at this point in time.
And what's with the nerfs to Resolve, exactly? It seems to me that after neglecting top lane for so long, Riot has decidedly responded to the overwhelming onslaught of complaints about top lane rarely having an impact in the game by making it even more possible for top lane to have a NEGATIVE impact on the game.
And yes, I get that SOME champions were abusing Kleptomancy. SO, Inspiration got slapped with a nerf as well.
Honestly, I was under the impression that the new runes were supposed to grant diversity to the game.
Instead, they've effectively removed what little diversity the game had to begin with.
At this point runes are nothing more than "insert second passive for insert champion". with Domination proving to be the top performer.
In summation, with the exception of some champions, you'll want to go Domination + Triumph and Coup De Grace. You'll be melting enemies down and staying alive from it because Triumph gives everyone sustain and Coup De Grace gives you steroids for what remains in whatever fight you're in at the time plus a little something extra for taking out another objective just for helping kill one enemy