@Riot @L4T3NCY Regarding Updated Dominion

Kürama·6/13/2016, 7:37:46 PM·7 votes·3,327 views
Rotating game mode queue now live!

#Changed Map https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/may/RGMDND/Image_1.png

We've removed the bottom two towers from play, making a total of 3 capture points around the map. Relegating two players to an eternal 1v1 while a 4v4 kind of happens across the rest of the map wasn't working. We sealed a wedge along the bottom behind walls and a fountain-style laser will zap you if you go near those points. This means each team will ALWAYS hold at least 1 point for minion spawning. The new map layout looks something like this:

4/5 - Great Change Due to this change the game is a lot more action-packed with team fighting in 5s or defending while capturing objectives (relics or altars). From a player perspective, it’s more fun, feels like all members of my team are on board with me and promotes teamwork even more than it did previously. The downside to this change is the Quarry and the Boneyard are now somewhat left out, the Ultra Minion relics are also a good change but I think these two points need more of a purpose than just the relics.


#Storm Altar: https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/may/RGMDND/DND2.png

The center Storm Runes have been replaced with an altar you can capture for a temporary combat buff. The Nimbus Storm buff gives you 3 charges that do 4/5/6% max HP true damage on any spell or attack. While controlling the altar, all allied team members also generate a free charge of the Storm Nimbus every 4 sec while in combat. Great for siege breaking and uprooting enemy teams that are dug-in on a point.

5/5 - Excellent change Similar to what I suggested previously, () while one player can capture the altar by himself, it’s faster when more players capture it as well as it only gives the buff to players who capture it or walk over it. The design is centred around giving it a bias for teamwork which I think is a step in the right direction.


#Ultra Minion Relics: https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/may/RGMDND/DND3.png

Near the sealed bottom two points are two Ultra Minion Relics, one for each team. Capturing the enemy team's Ultra Minion Relic will summon an Ultra Minion for your team in the next minion wave. These are serious minions. They capture much faster than any 1 champion, definitely deal out punishment and are extremely tanky.

https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/may/RGMDND/DND4.png

Backdooring to capture these still feels good if successful, but the defending team doesn't need to go through the “chore” of “recapping” anything now. These Ultra Minion relics are capture and forget, respawning again a short time later.

4/5 - Great Change It's another objective which adds something to do on the map and ultimately adds some fun with it. It also enforces the core objective based aspect of Dominion.

However, it feels lacklustre. While it’s something else to do in game and something meaningful, it just doesn’t feel like it’s completely worth taking a lot of the time.


#Trinket change: https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/may/RGMDND/DND5.png

All players now have a Seer Stone trinket which provides a short range burst of vision. On the Crystal Scar with so many bushes and face-checks, this can be very handy for scouting Ultra Minion relics or staying safe as a squishier champion.

5/5 - Excellent change Being able to scout the jungle on the Crystal Scar has led to more strategic and smarter decisions being made on the map (most of the time) since players can now safely proceed to acquiring an objective safely after they’ve scouted the specific area.

It takes out the “risk and reward” tactic but I’d argue it was more of a risk tactic than a reward tactic (not 50/50) which lead to players mostly being caught out when they attempted to capture an objective by proceeding through the jungle.

Now, when enemies are missing, yes you should probably defend a capture point until they come out of hiding, but if you had the minority of capture points, that became a problem.

With the Trinket change, you’re able to scout and determine if there’s a safe path toward reward and capitalise on that.

As previously mentioned, this change drives strategy, ultimately contributing to the interest, the thought process and the fun of the map.


#Minion spawn & pathing changes:

Minions used to disappear after capturing a point and it could feel really bad to spend your time pushing a big wave up to a point for capture, only to have it disappear afterwards and not continue on. Minions now spawn from ONLY the bottom 2 points, and walk clockwise or anti-clockwise respectively around the map. If they capture a point, they will KEEP ON GOING to the next point. This tug-of-war wave style for minions feels more satisfying for wave pushers and captures.

As in any rotating queue game mode, we’ve specially tuned Champion Mastery so you can earn points in the mode. You’ll also be able to earn keys for your wins and loot chests for your (or your premade’s) S¬-, S, and S+ games.

Definitely Not Dominion is now available and lasts through the evening on Sunday (we’ll shut it down very early Monday morning--usually between 1:00 AM and 3:00 AM).

We’ll be trying out different things with the rotating game mode queue over the next few months, such as potentially turning it on longer depending on how popular it is, changing the mode cadence or what modes are available. We’re looking for your feedback as we go, so let us know. GLHF!

5/5 – Excellent Change It was saddening seeing minions die after the reach a point which was captured by my team. Now, it just makes a lot more sense.


As for Champion Mastery on RGMs, thank you for this.


 Overall I’m happier with the updated Dominion and a lot of Dominion mains are as well. This is what we were desperate for, an update and we got it and we like it! There’s only one problem with it, we’d like to play it a hell of a lot more often than every 6 or so weeks. I’m requesting the return of Dominion sooner rather than later.

And yes I’m going to pose the question, any possibility that we can have Dominion back permanently?

Honestly, if y’all updated Dominion you would have seen a surge in players. Of course, it would die down somewhat but to the low (but healthy) levels it was at prior. As with human nature, we always desire the feel to experience something fresh so by adding some new features or tweaks after the update (not necessarily soon after) would have done good for us.

It’s just like SR, you maintain the competition and fun because you consistently update it. A fraction of that consistency on alternate maps would do wonders for us.

I’d like to ask Riot, how was your updated Dominion experience? What did the data show you and how did that contrast with your experience? Do you think you can bring Dominion back permanently? I think you can and here’s why I think so;

  • Meddler mentioned you have a team dedicated to non-SR maps / modes. This team should read the feedback on the Boards and utilise data to determine what should be changed or updated in a map.
  • The team would work on the update and push it to live in the not too distant future.
  • This fulfils our hunger for updates on alternate maps when we’re most hungry for it while not putting a strain on your financial resources to hire more employees.
  • Enable a ranked ladder – this would ensure there’s always end-game content and incentive to play Dominion.
  • Give us one Normal queue – either Blind Draft or Draft Pick.

Thoughts and feedback are welcomed.

26 Comments

Minarde6/14/2016, 2:09:42 AM5 votes

Huh. I had a noticeably different experience with the mode.

Map Change 4/5 - Great Change

Seemed more like a 2/5 for me. Reduced options made snowballing much more of an issue. Full 5v5 teamfights became more common, but it's not like bot-lane was that lonely before anyway. Ganks and rotations were common.

Trinket Change It takes out the “risk and reward” tactic but I’d argue it was more of a risk tactic than a reward tactic (not 50/50) which lead to players mostly being caught out when they attempted to capture an objective by proceeding through the jungle.

Now, when enemies are missing, yes you should probably defend a capture point until they come out of hiding, but if you had the minority of capture points, that became a problem.

I don't quite understand what you're talking about here. Moving through the jungle is more "standard procedure" than "risk/reward." Maybe risk/reward in terms of what path to take, but the alternative (i.e. walking along the outside ring) gives up free vision and is often the worse option. Furthermore, the only time enemies aren't missing would be when they're actively attacking an objective. Optimal strategy for DefNotDom might be different with the decreased nodes, but just sitting on points in original Dominion was, again, often a bad choice.

Minion spawn & pathing changes 5/5 – Excellent Change It was saddening seeing minions die after the reach a point which was captured by my team. Now, it just makes a lot more sense.

3/5 for me. Almost never spent time pushing minions, so the change didn't seem particularly significant.

Overall I’m happier with the updated Dominion and a lot of Dominion mains are as well.

This is probably the largest difference between our experiences. The general sentiment I ran into was that DefNotDom was worse than Dominion. Reducing the number of nodes made snowballing much worse, since there were fewer options for a losing team. Although the changes overall made approaching Dominion gameplay easier and matches faster, they also made each match less engaging or interesting.

RiotL4T3NCY6/13/2016, 10:18:21 PM4 votes

This feedback is nice and easy to read. Concise, good job. +1 on presentation.

Bottom points:

the Quarry and the Boneyard are now somewhat left out

Agree with this, although that was somewhat the intent. If the relics aren't juicy enough, that would be a separate thing we'd have to look at.

Storm Altar:

The design is centred around giving it a bias for teamwork which I think is a step in the right direction.

I think the Storm Altar might still be a little on the weak side. Control of it opens up the map for plays but, it still feels a little too risky when behind as a cost/return on the time investment to take it.

Ultra minions:

it just doesn’t feel like it’s completely worth taking a lot of the time.

Personal feels is I would flip this opinion with your above Storm Altar. The Ultra minions did work capturing points and they're huge dmg soaks when taking points.

Trinket:

Being able to scout the jungle on the Crystal Scar has led to more strategic and smarter decisions being made on the map (most of the time).

I'd agree with that, especially the "most of the time". I think it's nicer to win the game due to cool strategic plays and teamfights, not just "oh there was a LeBlanc in that bush and I'm dead now.* :/

Minion pathing/spawning:

It was saddening seeing minions die after the reach a point which was captured by my team.

Couldn't agree more. Used to get so frustrated when they just disappeared. "Wtf did I push these guys for?!"

any possibility that we can have Dominion back permanently?

Straight up, doubtful (for the many reasons we discussed when having to unfortunately remove it). Ironically, most of the changes you see here were only possible because it is now a short-term mode engagement mode. Not being permanently on gives us the creative wiggle-room to add things like "Ultra minions" or the OP Storm Altar. Definitely Not Dominion (much like many of the other RGM modes) would not hold up very well as a permanent experience.

FYI: The team Meddler was referring to is our RGM team. :D We also agreed that there was something fun inside the core of old Dominion that could work for short periods if it was dug out and polished. Right now, the RGM queue is a much healthier home for Definitely Not Dominion.

blackfootedfox6/13/2016, 11:18:21 PM3 votes

I started playing league after they took down Dominion so I did not experience that game mode, however this mode absolutely turned me off when it came onto the RGM. This is just my opinion (and some of this may be due to inexperience with the mode) but almost every game I played I got slaughtered. I think the main issues were information translation and the Windmill.

When the points were whittling down towards the end of the game it wasn't clear why this was happening. I saw the base points go down but no one could tell me why.

And every game I played centered around the Windmill and its control. If you controlled it at the start and kept its control early on, you won the game.

Again this maybe just be due to inexperience but it was so one sided most of the time it didn't feel fun.

DartExplosion106/13/2016, 7:38:49 PM2 votes

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