Skip to content

[Request] Additional (Reasonable) Dominion Updates! (@Riot)

Kürama··13 votes·1,847 views

#Changelog

May 29th & 30th

  • Addded the "Map Optimisation" & "Additional Security Features" sections
  • Cleaned up typographical errors

May 31st

  • Added the "Relic & Quest Timers", "Player Tooltips" & "Bug Fixes" sections

#Table of Contents

  • Visual & Sound Updates
  • Gameplay & Clarity Updates
    • Quests
    • Fortify
    • Soul Anchor Trinket Upgrade
    • Kalamanda's Relic
  • Relic & Quest Timers
  • Champion Mastery on The Scar
  • Map Optimisation
  • Additional Security Features
  • Player Tooltips
  • Bug Fixes

http://cdn.leagueoflegends.com/game-info/1.1.9/images/content/gi-modes-cs-conquering.jpg

#Visual & Sound Updates

  1. Champion Spawn Animations Can we get the Champ Spawn Animations which are on SR right now? Not just to CS, but to all other maps.
  2. Update the Turret SFX on Crystal Scar, Twisted Treeline & Howling Abyss to match Summoner's Rift.
  3. Include the minion spawn on The Scar SFX & VFX to match The Rift's.
  4. Update the fountain platforms on The Scar, it's quite old and looks lacklustre.
  5. Update the to Nexi to be a little richer and more bluish (for the blue side). The Red side looks red enough, but could be a little richer in quality.
  6. Would it be possible to update the Victory / Defeat Animation, so that the broken Nexus particles come from both sides, instead of just one like on SR and HA now?
  7. Update the VFX on the quest buff, please.
  8. Update the VFX on the relic buff as well please.
  9. Can we implement the moving grass like on SR?
  10. Can we get back the Announcer's "New Quest Received" VO when a quest has been received please?
  11. Can you darken the blue and red glow effects from the capture points by about 10%? (See below).

http://2.bp.blogspot.com/-IX64qjoHCVQ/VWfTNGR-LqI/AAAAAAAAqnw/ikl2EBdfaNQ/s320/3434.jpg http://4.bp.blogspot.com/-DbMy5yLqoyU/VWfTNBlNAqI/AAAAAAAAqn4/DBG7qtkozZw/s320/423424234.jpg


http://4.bp.blogspot.com/-DbMy5yLqoyU/VWfTNBlNAqI/AAAAAAAAqn4/DBG7qtkozZw/s1600/423424234.jpg

#Gameplay & Clarity Updates

  1. Give turrets +5 damage on each hit.
  2. Update pinging team-owned capture points to "(Summoner) requests aid at the Quarry".
  3. Update pinging neutral or enemy-owned capture points to "(Summoners) has targeted the Boneyard."
  4. Update the "Fall Back" ping to state which point to fall back from. "(Summoner) has signalled to fall back from the Windmill"
  5. Would it be possible to change ping SFX of targeting enemies with the normal ping to that of the previous "Enemies are missing" ping? When the Smart Ping System was released;
  • The "Missing" ping had a different SFX, much like that of a bell ("ding").
  • The "Danger" ping had the SFX of the current "Missing" ping.
  • Targeting enemies / enemy objectives had the SFX of the current "Danger" ping.

http://4.bp.blogspot.com/-nJ70upzuZAY/VWfTNOZl75I/AAAAAAAAqn0/_2B-VPkGltU/s1600/2342424235.jpg

#Quests

  1. Reduce the Quest start time to 4 minutes, and 4 minutes after a quest has been completed. This will allow for a more action packed battle as well as make things more interesting.
  2. For the team which owns less than 2 points at the time of the quests's arrival, allow them to capture 2 points to complete the quest.
  • The first will grant the usual team buff and sap the enemy Nexus by 20 points.
  • The second will grant the same team buff, which stacks on the first buff and saps the enemy nexus by another 20 points.
  • In order to complete this quest and cancel the quest for the enemy team, the two points must be captured and the owned point must remain owned or at least neutral.
  • The team which owns more than 3 capture points would have to defend 2 capture points, while fighting for the remaining point.
  • If the team which owns more than 3 Capture Points completes this quest, it will grant them usual team buff, sap the enemy Nexus by 20 points and the quest will be cancelled for the other team. * In the case of one team owning all 5 points, the quest will appear for the team which owns no points. * No quest will appear for the team which owns 5 points.

PURPOSES:

  1. To give losing teams a chance to comeback as well as to give winning teams a chance to close the game.
  2. To make things more interesting and more fun!

http://2.bp.blogspot.com/-b0CaNFDavfg/VWZI48ydobI/AAAAAAAADgg/OgzcFKsWMB4/s1600/bDk7Aua.jpg

#Fortify

  1. Brining back Fortify, this time for one capture point.
  • Makes a Capture Point immune to being captured by enemy champions and minions for 7 seconds.
  • Increases the attack speed of the Capture Point by 100% for 7 seconds.
  • Increases the attack damage of the Capture Point by 25% 7 seconds.
  • Similar to Garrison, Fortify is now like Garrison's Sister.
    • Fortify only works on one Capture Point.
    • The point must be captured by your team.
    • You must be near the point to activate Fortify.
    • Cool-down is the same as Garrison's.

PURPOSE: To give a Defender/s more defensive tools and a better chance at successfully defending the point especially when several enemy champions and minions crowd that particular point.

http://4.bp.blogspot.com/-nJ70upzuZAY/VWfTNOZl75I/AAAAAAAAqn0/_2B-VPkGltU/s1600/2342424235.jpg

#Soul Anchor Trinket Upgrade

Face-checking the brush is always important, but like on The Treeline, vision items are rarely built on The Scar. In addition to Soul Anchor's current function, it now holds a Scrying Orb Charge.

  • The Scrying Orb charge will be available 3 minutes into the match.
  • Once used, it will reveal a medium-radius area.
    • Stealth units are revealed.
  • A high cool-down of 4 minutes is applied upon use. This is to ensure that it's not abused or wasted, but used wisely for the benefit of the team.
  • The Soul Anchor or Revive Charge is disabled when alive, but available when dead.
  • The Scrying Orb Charge is available when alive, but disabled when dead.
    • So you don't try to use 2 of them at the same time...or accidentally activate one or the other.
  • All team members of both teams will have the Soul Anchor & Scrying Orb charges.

PURPOSES:

  1. To give both teams a chance to peak at the enemy's movements and predict what point or objective they're going after. Counter-measures can then be taken.
  2. To make sure it's safe to proceed to the objective you are attempting to secure.

http://3.bp.blogspot.com/-CLxC5Z9-tcM/VWfTNyi8C2I/AAAAAAAAqoE/IVVVW8G2jFg/s1600/67465456.jpg

#Kalamanda's Relic

  • A third relic, "Kalamanda's Relic" now spawns in the middle of the map along with the Storm relics.

  • This relic spawns at 6 minute mark and every 4 minutes after that.

  • You need at least 2 players to capture this relic (promoting teamwork).

  • To start capturing the relic the 2 players must be very close to the relic.

  • One player can start channelling the relic, but will not start capturing it until the second player starts channelling it as well.

  • It takes 7 seconds to capture the relic with 2 players, but each additional team-mate channelling it will reduce the capture time by 1 second.

  • If only 2 players are capturing the relic, but one stops, all progress will be lost.

    • If 3 or more players are capturing the relic, but one or more stops, (leaving a minimum of 2 players) progress will not be lost, but capturing will take slightly longer.
    • And of course, you can interrupt the enemy from capturing it, but the enemy can also interrupt you from capturing it.
  • Kalamanda's Relic grants "Kalamanda's Hope" buff, which;

    • Increase Armour, Magic Resistance, Attack Damage & Ability Power to nearby minions.
    • Also gives them a special visual effect when the minions have received this buff, similar to Baron's Buff on SR and the upcoming update to Vilemaw's Buff on TT.

There is only one "Kalamada's Relic".

PURPOSE: Another chance for losing teams to come back and for winning teams to close the game. This time, at their choice and timing, not the game's.


http://3.bp.blogspot.com/-UiTU9-3Eu4E/VWfJb-jJPWI/AAAAAAAAqnE/IojrBWw7u3w/s1600/2342423423423423.jpg

#Relic & Quest Timers

Similar to Summoner's Rift's jungle timers and Twisted Treelines Vilemaw timer, Relic & Quest timers should also be added.

  • There will be a timer for your team's Storm Relic
  • Another for Kalamanda's Relic
  • And the last for Quests

http://na.leagueoflegends.com/sites/default/files/styles/wide_medium/public/upload/champmastery_client_1.png?itok=FMnXmtwI

#Champion Mastery on The Scar

With Champion Mastery working it's way well into The Rift, and giving some feedback on how well you played with that champ in that lane as well as giving us a chance to show off our mains, let's take it the next step in the system's expansion.

Right now, the Dominion Score System accomplishes nothing other than telling you, you did well in capturing objectives and defending them. Let's incorporate these scores into Champion Mastery.

Not only will this grant you Champion Points upon doing well, but incentivise players to actually play better on The Scar by;

  1. Securing and defending objectives.
  2. Slaying enemy champions to gain an advantage over objectives.
  3. Shutting down enemy killing sprees.
  4. Gaining killing sprees and most importantly, 5. To work with their team to secure Victory.

There will be a difference of up to 500 Champion Points between 1st and 5th place, depending on how close or how far the scores are.


http://2.bp.blogspot.com/-ZEbmTuLWd3s/VWfTOClobII/AAAAAAAAqoM/NhQblPxDON4/s320/dom4.jpg

#Map Optimisation

As The Rift has been optimised (better performance, less lag etc.) A little optimisation of all other maps would go a long way in ensuring players better enjoy League as a whole instead of just SR.


http://2.bp.blogspot.com/-b0CaNFDavfg/VWZI48ydobI/AAAAAAAADgg/OgzcFKsWMB4/s400/bDk7Aua.jpg

#Additional Security Features

This is needed to rid Runeterra of trash such as bots in all maps including SR. Co-op VS AI games on SR have also been plagued with bots.


http://3.bp.blogspot.com/-mLEZvmKZQ7o/VWZo6XqsxLI/AAAAAAAAqfo/KZAwrVdvdbs/s200/CSBackground.png

#Player Tooltips

Currently, if you've played a lot of Dominion recently, the tool-tip shows a "Prohibited" icon. Can we change that to a Crystal Scar icon? Just a tiny icon of the shape of the map.

http://cdn.leagueoflegends.com/game-info/1.1.9/images/content/gi-modes-cs-conquering.jpg

Likewise with Twisted Treeline, it's confusing. If a players plays top plane in TT frequently, it'll show the mid lane SR icon and if they bot lane in TT frequently, it'll show the jungle icon. Can we make it so it shows actual TT lanes please?


http://cdn.leagueoflegends.com/game-info/1.1.9/images/content/gi-modes-cs-quest.jpg

#Bug Fixes

The current Quest system is indeed bugged, in that, it does not always spawn at the 5 minute mark like it is supposed to. Further to this, it may not spawn 5 minutes after a quest has been completed.


Feedback is always welcomed as well as additional ideas!

Images courtesy Surrender@20.

27 Comments

disregardable5 votes

You know what it needs more than any of that? Getting rid of the account leveling script bots that remove any incentive to play the map.

Kürama1 votes

Added to the list.

THEJJSLAY4 votes

I don't play this mode, however this is a very well thought out and presented thread, +1

Kürama1 votes

Thank you very much! ^^

I encourage you to try Dominion though, it's really cool! If you want you could try a Co-op VS AI game to get the hang of it then go to Normals, but once you get the hang of it, you'll have fun! :)

And if you'd like me to join you and give you some tips while in-game, tell me. :)

SKOBODO4 votes

Lots of things to comment on, so I'm going to mostly comment on the things I mainly disagree with.

"Give turrets +5 damage on each hit."

I don't think it's needed, turrets already do significant damage.

"Reduce the Quest start time to 4 minutes, and 4 minutes after a quest has been completed. This will allow for a more action packed battle as well as make things more interesting."

It would actually be better to lessen the impact on quests, or even disable them. In either case, we've been told by Riot that the quest system is not that easy to change, they can't even disable it without reworking the map.

"For the team which owns less than 2 points at the time of the quests's arrival, allow them to capture 2 points to complete the quest."

Overly complicated and not really needed, and it'd probably be hard for Riot to implement.

"Brining back Fortify, this time for one capture point."

Sounds like a better Garrison that cannot be used to dive enemy points. Might make turtling too powerful, and you might still be better off running Exhaust over Fortify/Garrison.

"In addition to Soul Anchor's current function, it now holds a Scrying Orb Charge. "

This actually sounds pretty cool, assuming it reveals stealth. Being able to reveal a stealthed champion once per 3 minutes should add some counter-play to stealth, at least. I personally wouldn't mind if it only revealed stealth (without giving vision), thus making it useful only vs stealth-champions.

"Right now, the Dominion Score System accomplishes nothing other than telling you, you did well in capturing objectives and defending them. Let's incorporate these scores into Champion Mastery."

No. No no no no no no no no no. If they're going to implement Champion Mastery on Dominion, they should not base it on the score system. The score system should be removed, but apparently Riot cannot do so without reworking the map.

"Kalamanda's Relic"

Not sure how I feel about this one. The buff it grants should not be tied to minions, that would promote poor gameplay.

So, overall, while you have clearly put some effort into this thread, many/most of the ideas would actually make the map worse. The quest system and the score system are two of the most poorly designed aspects of Dominion, and they should be removed if possible. The sweeper trinket active could be a nice addition to the map. The ping changes sound nice as well.

Kürama2 votes

{quoted}

Lots of things to comment on, so I'm going to mostly comment on the things I mainly disagree with.

"Give turrets +5 damage on each hit."

I don't think it's needed, turrets already do significant damage.

They seem to be a bit weak, especially when minion crowd a point, most points can't defend themselves and the point ends up being neutralized from minions. Not saying it's a bad thing, but it's an example that points are a bit weak.

"Reduce the Quest start time to 4 minutes, and 4 minutes after a quest has been completed. This will allow for a more action packed battle as well as make things more interesting."

It would actually be better to lessen the impact on quests, or even disable them. In either case, we've been told by Riot that the quest system is not that easy to change, they can't even disable it without reworking the map.

Why would it be better to lessen the impact of quests?

From reading the threads linked to me in another one of my threads, players wanted quests to be more meaningful.

Aside from that, there were a lot of complaints, even from Riot that Dominion isn't as popular as other maps due it being just capturing and holding more points than the enemy. This is spicing up the match and making it more exciting.

"For the team which owns less than 2 points at the time of the quests's arrival, allow them to capture 2 points to complete the quest."

Overly complicated and not really needed, and it'd probably be hard for Riot to implement.

Not saying it would be easy to implement, but why do you think it's not needed?

"Brining back Fortify, this time for one capture point."

Sounds like a better Garrison that cannot be used to dive enemy points. Might make turtling too powerful, and you might still be better off running Exhaust over Fortify/Garrison.

It is supposed to be like Garrison's sister. The point of Fortify was is to give defenders a better chance to defend their point when being ganked or crowded and also to spice up the Summoner spell diversity in Dominion, where Flash and Ignite are still dominant.

"In addition to Soul Anchor's current function, it now holds a Scrying Orb Charge. "

This actually sounds pretty cool, assuming it reveals stealth. Being able to reveal a stealthed champion once per 3 minutes should add some counter-play to stealth, at least. I personally wouldn't mind if it only revealed stealth (without giving vision), thus making it useful only vs stealth-champions.

It would reveal Stealth Champ, I'll add that to the list. Glad you like it ^^

"Right now, the Dominion Score System accomplishes nothing other than telling you, you did well in capturing objectives and defending them. Let's incorporate these scores into Champion Mastery."

No. No no no no no no no no no. If they're going to implement Champion Mastery on Dominion, they should not base it on the score system. The score system should be removed, but apparently Riot cannot do so without reworking the map.

Champion Mastery isn't solely going to be based on the score, you simply get a boost of Champion Points depending on the score you received, which seems pretty cool and gives the Dominion Score some meaningful purpose.

I don't understand why you think the Dominion Score should be removed, after all you get points from capturing and defending objectives, shutting down killing sprees, gaining killing sprees yourself etcetera, so it's not completely useless right now, there is just no meaningful reward.

"Kalamanda's Relic"

Not sure how I feel about this one. The buff it grants should not be tied to minions, that would promote poor gameplay.

How would it promote poor gameplay?

So, overall, while you have clearly put some effort into this thread, many/most of the ideas would actually make the map worse. The quest system and the score system are two of the most poorly designed aspects of Dominion, and they should be removed if possible. The sweeper trinket active could be a nice addition to the map. The ping changes sound nice as well.

I don't agree with the quest and score system being the most poorly designed, though I agree they aren't very meaningful the way they are now.

Glad you like the Sweeper / Orb charge and the ping changes!

SKOBODO3 votes

"They seem to be a bit weak, especially when minion crowd a point, most points can't defend themselves and the point ends up being neutralized from minions. Not saying it's a bad thing, but it's an example that points are a bit weak."

Another alternative could be reducing the rate each minion push at. That would probably help more than increasing the damage. Not that 5 damage is a big deal though.

"Why would it be better to lessen the impact of quests?"

Mainly because the quest system right now is somewhat broken. You can't really track it (I've tried in customs, it doesn't seem to be reliable, sometimes it spawns 5 minutes after you last got the quest, sometimes it doesn't, and you never know where it'll spawn), and it can sometimes spawn at very unfortunate locations. For instance, let's say you just managed to cap the windmill, but you're low and have to recall since they're surging top to retake it. Bam, quest spawns at windmill! It's a bit like the old 3v3 jungle, which had randomly spawning monster camps. Bad RNG can screw you over.

It also seems somewhat buggy at the moment, and it's very unclear how exactly it works. I've seen many games lost because of an unfortunate quest spawn. That's not good game design.

Quests more meaningful? They are already really important, people just underestimate them. I think dying and using a revive trinket just to prevent them from getting a quest is a good deal, maybe even two revives. Quests are really significant. They provide a damage boost for your team and chunks 20 Nexus health.

"Not saying it would be easy to implement, but why do you think it's not needed?"

Most of the time, it'll be 3-2 in points, right? So the team with two points would have to get, say, windmill + enemy mid in order to get quest. If they are powerful enough to turn two points into 4

Let's say it's 4-1 and quest spawns at bot. You'll get your mid back easily enough most of the time, and then you might get top. It's generally easier to get the windmill than the enemy bot, and the team that lost their mid and got it back will have three choices (top, backcap mid, or bot) while the enemy team just has one choice (bot). Besides, just because you're at a capture point disadvantage at some point in time doesn't mean you always will be.

"It is supposed to be like Garrison's sister. The point of Fortify was is to give defenders a better chance to defend their point when being ganked or crowded and also to spice up the Summoner spell diversity in Dominion, where Flash and Ignite are still dominant."

Eh, maybe. Though you could use Exhaust to defend the point. Ignite is way overrated on Dominion, Exhaust/Flash or Exhaust/CV are better options most of the time (Exhaust/Ignite is legit on some champions though). Garrison is pretty bad, as is Ghost. Do we really need more Summoner spell diversity in Dominion, anyway?

"I don't understand why you think the Dominion Score should be removed, after all you get points from capturing and defending objectives, shutting down killing sprees, gaining killing sprees yourself etcetera, so it's not completely useless right now, there is just no meaningful reward."

I kind of get the feeling you're still fairly new to Dominion, are you? If so, welcome to the mode! The score system was found to be very misleading by the high Elo/MMR Dominion player base back in 2011, and there have been lots of threads over the years complaining about it. Ask nearly every high MMR Dominion player and you'll get the same answer: The score system is misleading and nearly useless. You get points for doing stuff you shouldn't be doing (such as capping instead of zoning/recalling, such as sitting on a point instead of controlling the jungle or pushing the waves, such as dying on a point for no reason, etc).

Adding a reward to a broken system would just make it worse. I'm not sure if I like Champion mastery to begin with (actually, I kind of dislike it), and tying it to a broken score system would make it even worse. Dominion would be a better mode if the personal score system were disabled. It's misleading to new players, experienced players mostly ignore it.

"How would it promote poor gameplay?"

It sounds like it would promote pushing. If you're playing Dominion well, you won't spend much of your time pushing, unless you're bot. Having a buff that baits people into 4-man pushing would be a bad, bad thing.

Kürama2 votes

{quoted}

"They seem to be a bit weak, especially when minion crowd a point, most points can't defend themselves and the point ends up being neutralized from minions. Not saying it's a bad thing, but it's an example that points are a bit weak."

Another alternative could be reducing the rate each minion push at. That would probably help more than increasing the damage. Not that 5 damage is a big deal though.

That's a lot more difficult than buffing the turrets a bit. 5 damage isn't much on one hit, but it'll add up to something on multiple hits.

"Why would it be better to lessen the impact of quests?"

Mainly because the quest system right now is somewhat broken. You can't really track it (I've tried in customs, it doesn't seem to be reliable, sometimes it spawns 5 minutes after you last got the quest, sometimes it doesn't, and you never know where it'll spawn), and it can sometimes spawn at very unfortunate locations. For instance, let's say you just managed to cap the windmill, but you're low and have to recall since they're surging top to retake it. Bam, quest spawns at windmill! It's a bit like the old 3v3 jungle, which had randomly spawning monster camps. Bad RNG can screw you over.

It also seems somewhat buggy at the moment, and it's very unclear how exactly it works. I've seen many games lost because of an unfortunate quest spawn. That's not good game design.

Quests more meaningful? They are already really important, people just underestimate them. I think dying and using a revive trinket just to prevent them from getting a quest is a good deal, maybe even two revives. Quests are really significant. They provide a damage boost for your team and chunks 20 Nexus health.

I don't know about customs, but in Normals, it always spawns at the 5 minute mark and 5 minutes after a quest has been completed. Give or take a second or two.

As for the bad quest spawn, that is a potential issue. Not sure how to counter it yet. I can think up something, but it'll probably be even more difficult than the update I recommended.

It's pretty clear how it works to me. Anybody with a brain can understand what the text on top right corer, the icons on the minimap, and the yellow rings around the 2 targeted points mean. What players may not know is that it gives a buff and saps the enemy Nexus by 20 points.

"Not saying it would be easy to implement, but why do you think it's not needed?"

Most of the time, it'll be 3-2 in points, right? So the team with two points would have to get, say, windmill + enemy mid in order to get quest. If they are powerful enough to turn two points into 4

Let's say it's 4-1 and quest spawns at bot. You'll get your mid back easily enough most of the time, and then you might get top. It's generally easier to get the windmill than the enemy bot, and the team that lost their mid and got it back will have three choices (top, backcap mid, or bot) while the enemy team just has one choice (bot). Besides, just because you're at a capture point disadvantage at some point in time doesn't mean you always will be.

You'll still receive the capture 1 point / defend 1 point if it's 3-2.

When the match becomes 4-1 it can be difficult for the losing team to regain more than 1 point. This is where the new quest system kicks in. When you recapture your mid or bot, you'll get a buff to help you recapture the next point, but if the winning team defends really well, the losing team wouldn't be able to recapture the points.

As for which points you'll have to capture in the capture 2 points / defend 1 point for the losing team, it'll be either recapturing the Quarry and the Drill or the Drill and the Windmill. The points they need to capture will be adjacent to the point they need to defend.

It also makes room for weird quests to appear. Say you were back-capping and the Refinery, but the enemy managed to cap all the other points, the losing team will have to capture the Windmill and the Quarry to complete the quest while the enemy will have to defend said points. So basically, this give the losing team back 2 points and they can then move on to contest the targeted points.

"It is supposed to be like Garrison's sister. The point of Fortify was is to give defenders a better chance to defend their point when being ganked or crowded and also to spice up the Summoner spell diversity in Dominion, where Flash and Ignite are still dominant."

Eh, maybe. Though you could use Exhaust to defend the point. Ignite is way overrated on Dominion, Exhaust/Flash or Exhaust/CV are better options most of the time (Exhaust/Ignite is legit on some champions though). Garrison is pretty bad, as is Ghost. Do we really need more Summoner spell diversity in Dominion, anyway?

I don't see Exhaust being frequently used in Dominion and yes I think we need more Summoner Spell diversity in Dominion.

"I don't understand why you think the Dominion Score should be removed, after all you get points from capturing and defending objectives, shutting down killing sprees, gaining killing sprees yourself etcetera, so it's not completely useless right now, there is just no meaningful reward."

I kind of get the feeling you're still fairly new to Dominion, are you? If so, welcome to the mode! The score system was found to be very misleading by the high Elo/MMR Dominion player base back in 2011, and there have been lots of threads over the years complaining about it. Ask nearly every high MMR Dominion player and you'll get the same answer: The score system is misleading and nearly useless. You get points for doing stuff you shouldn't be doing (such as capping instead of zoning/recalling, such as sitting on a point instead of controlling the jungle or pushing the waves, such as dying on a point for no reason, etc).

Adding a reward to a broken system would just make it worse. I'm not sure if I like Champion mastery to begin with (actually, I kind of dislike it), and tying it to a broken score system would make it even worse. Dominion would be a better mode if the personal score system were disabled. It's misleading to new players, experienced players mostly ignore it.

No, I'm not new to Dominion, thank you for the welcome though. :)

I don't see why you should get points for zoning / recalling. If you zone the enemy out, it means you're able to capture more points and increase your score. As for receiving points on recalling, no.

The point of Dominion is to capture and hold. I've seen a lot of players make the mistake of recalling on full health and significant mana (at least 50%+) right after capturing a point. I've actually gotten pissed at players for doing this on my team as well.

This isn't TT / SR where you need to recall to buy items so you can gain an advantage over enemy champions and be able to kill them easier. Recalling on full health or even half health instead of defending a point is just giving the enemy a free point and asking to lose.

There's a reason your score is increased from dying by a point, it's because you attempted to defend said point and that's what the mode is about. Capturing and Defending / Holding.

I think the score system is misinterpreted rather than useless.

"How would it promote poor gameplay?"

It sounds like it would promote pushing. If you're playing Dominion well, you won't spend much of your time pushing, unless you're bot. Having a buff that baits people into 4-man pushing would be a bad, bad thing.

The point of it is to promote pushing. It's supposed to add a side-aspect of the mode. Dominion is about Capture & Hold, but making it so blandly simple is what Riot thinks is starving Dominion of it's well-deserved popularity.

A 4-man push to recover a point to attempt a comeback or to gain more points to close the game is the core purpose of the relic. It promotes some teamwork in Dominion, something I think is a bit lacking sometimes.

SKOBODO3 votes

"I don't know about customs, but in Normals, it always spawns at the 5 minute mark and 5 minutes after a quest has been completed. Give or take a second or two."

This isn't quite true, I've expected a spawn around 5 minutes or so several times before getting any, and when I tested in customs it seemed less than reliable. I suspect it's bugged.

"No, I'm not new to Dominion, thank you for the welcome though. :)"

It's relative. I took the liberty to check your profile, and it says you have 173 Dominion wins. That's fairly new to the map, I'd argue. ;)

"There's a reason your score is increased from dying by a point, it's because you attempted to defend said point and that's what the mode is about."

Yet you don't get any points for barely surviving and recalling. Going rambo is way worse. Anyway, there are lots of threads about the score system in the old forums (and on various Dominion guides, and you could also ask nearly any good Dominion tournament player and they'd confirm). In the old forums this thread would probably have several high MMR NA players backing me up here, but most don't frequent this new forum. But yeah, the score system is awful. People thinking it's good is a problem, mostly in low MMR and mid MMR, I rarely see people caring in high MMR.

As for zoning, why should the person channeling get more points than the person zoning? In many cases, the person zoning does a harder job than the one channeling. Also, let's say you kill 4 of them and are to cap top. Given the current score system, all 4 will cap the point in order to maximize their personal score. Ideally, only 1 should cap and the other 3 should pressure mid, or recall and heal/buy and perhaps gank bot or set up a jungle gank, etc. If I'm at half health and I know my ally will be able to secure the point, why should I channel it instead of starting my recall and get back to base faster? That's often the ideal choice, but according to the score system, it's not.

"A 4-man push to recover a point to attempt a comeback or to gain more points to close the game is the core purpose of the relic."

People trying to 4-man push is one of the single most common mistakes people make in Dominion. Riot adding a relic to promote such play would not be a good thing. Very rarely is 4-man pushing the right course of action.

Kürama1 votes

{quoted}

"I don't know about customs, but in Normals, it always spawns at the 5 minute mark and 5 minutes after a quest has been completed. Give or take a second or two."

This isn't quite true, I've expected a spawn around 5 minutes or so several times before getting any, and when I tested in customs it seemed less than reliable. I suspect it's bugged.

Maybe it's a bug that appears on occasion.

"No, I'm not new to Dominion, thank you for the welcome though. :)"

It's relative. I took the liberty to check your profile, and it says you have 173 Dominion wins. That's fairly new to the map, I'd argue. ;)

It's 174 now, and that doesn't mean I'm new to the map. I've been playing on since Season 2, but didn't understand the concept well and stopped playing it. When I returned to LoL in Season 4, I started playing it frequently, though not as frequently as the Classic modes.

Wins =/= Familiarity.

"There's a reason your score is increased from dying by a point, it's because you attempted to defend said point and that's what the mode is about."

Yet you don't get any points for barely surviving and recalling. Going rambo is way worse. Anyway, there are lots of threads about the score system in the old forums (and on various Dominion guides, and you could also ask nearly any good Dominion tournament player and they'd confirm). In the old forums this thread would probably have several high MMR NA players backing me up here, but most don't frequent this new forum. But yeah, the score system is awful. People thinking it's good is a problem, mostly in low MMR and mid MMR, I rarely see people caring in high MMR.

Why would you get points for barley surviving and recalling? That's stupid. Whatever ELO/MMR, it doesn't matter. And if I'm a problem to you, deal with it.

I stated why the score system is actually good, logically, you have yet give a logical answer proving me wrong. All you say is "It promotes bad gameply and high ELO/MMR players don't care about it."

As for zoning, why should the person channeling get more points than the person zoning? In many cases, the person zoning does a harder job than the one channeling. Also, let's say you kill 4 of them and are to cap top. Given the current score system, all 4 will cap the point in order to maximize their personal score. Ideally, only 1 should cap and the other 3 should pressure mid, or recall and heal/buy and perhaps gank bot or set up a jungle gank, etc. If I'm at half health and I know my ally will be able to secure the point, why should I channel it instead of starting my recall and get back to base faster? That's often the ideal choice, but according to the score system, it's not.

A valid point I admit, but nobody prioritises the score so much to actually cap a point over something more important.

Capture it and try to defend it. Grab a Health relic or 2 while your teammate is defending instead of going all the way home.

"A 4-man push to recover a point to attempt a comeback or to gain more points to close the game is the core purpose of the relic."

People trying to 4-man push is one of the single most common mistakes people make in Dominion. Riot adding a relic to promote such play would not be a good thing. Very rarely is 4-man pushing the right course of action.

Rarely, not never. This buff would act like a Baron buff, so one person being near minions will grant the buff to minions, so it also encourages split pushing.

Kürama2 votes

I paid particular attention to the quest spawn times in my recent Dominion matches, you are right, it does not always spawn at the 5 minute mark and sometimes doesn't spawn 5 minutes after a quest has been completed either.

Minarde2 votes

Impressive write-up, but there's a few points I want to nitpick.

  1. The suggested bonus quest seems to do little for the team that's behind. Capping two points before the enemy team captures one is unlikely. The winning team can just leave someone to defend while the rest of the team rushes the quest point.
  2. Fortify gives up the offensive uses of Garrison in exchange for preventing enemy captures? That feels too niche. Just giving Garrison back the turret splash damage would probably be a good step to making it useful again.
  3. Vision items are rarely built because the stats were nerfed too much. Back when the items were decent, every team ran a bunch.
  4. Unless the Kalamanda's Hope buff also grants champion stats, it's mostly ignorable. Only bot-laners spend any significant time around minions.
  5. Personal score is utterly useless. It grants the most points for dying and recapping the same point. The basic strategy in competitive, establishing jungle control, rewards less points than repeatedly pushing minion waves and zerging enemy points. It makes more sense to outright remove personal score than to hook it into champion mastery.
Kürama1 votes

{quoted}

Impressive write-up, but there's a few points I want to nitpick.

  1. The suggested bonus quest seems to do little for the team that's behind. Capping two points before the enemy team captures one is unlikely. The winning team can just leave someone to defend while the rest of the team rushes the quest point.

The winning team would need to defend 2 points while attempting to capture one. In a case like this, the winning team would like defend the two points with 1 player each, this way;

  • The losing team can defend their remaining point with 3 players, as the enemy team is likely to send 3 players to capture that point, but wouldn't be able to easily do so as it's an even 3v3 match-up.
  • The losing team would be able to send 2 players to capture a point, which they should be able to do as only 1 person would be defending said point, resulting in a 2v1. Even if 1 dies, the other should still manage to stay alive to capture the point.
  • Rewards are given for the losing team capturing 1 point, but the quest isn't cancelled for the enemy team until they capture 2, which would result in more rewards for the losing team.

The way the new quest system is designed, is to help losing teams get their well-deserved comeback if they make the correct plays. Likewise, the winning team would be able to capture the 5th point and likely get their well-deserved victory if they make the correct plays.

  1. Fortify gives up the offensive uses of Garrison in exchange for preventing enemy captures? That feels too niche. Just giving Garrison back the turret splash damage would probably be a good step to making it useful again.

I thought about that, but ultimately felt it would make Garrison too powerful. Right now, Garrison is more useful when diving enemy points, but isn't really useful in defending a point.

Using Garrison on a team-owned capture point just heals the point or gets rid of the neutral part. This is pretty useless if the point is crowded and it would not give Garrison a chance to heal the point.

  1. Vision items are rarely built because the stats were nerfed too much. Back when the items were decent, every team ran a bunch.

This is true, however, instead of buffing items to encourage vision item build paths, why don't we just get a vision trinket, similar to what TT is receiving?

  1. Unless the Kalamanda's Hope buff also grants champion stats, it's mostly ignorable. Only bot-laners spend any significant time around minions.

I wanted the buff to grant champion stats, but I felt it would have been too powerful, as the quest buff already grants champion stats. Even though top-laners spend little time around minions, this would help snowball the game if you're winning or help you comeback if you're losing.

  1. Personal score is utterly useless. It grants the most points for dying and recapping the same point. The basic strategy in competitive, establishing jungle control, rewards less points than repeatedly pushing minion waves and zerging enemy points. It makes more sense to outright remove personal score than to hook it into champion mastery.

Maybe we can tweak it so that it gives more points for establishing jungle control. The primary purpose of Dominion is to capture points so you should be rewarded for accomplishing that objective.

And quoting what I said in another post:

"Champion Mastery isn't solely going to be based on the score, you simply get a boost of Champion Points depending on the score you received, which seems pretty cool and gives the Dominion Score some meaningful purpose.

I don't understand why you think the Dominion Score should be removed, after all you get points from capturing and defending objectives, shutting down killing sprees, gaining killing sprees yourself etcetera, so it's not completely useless right now, there is just no meaningful reward."

Thank you for your feedback and I'm glad you think it's an impressive write-up. :)

Minarde1 votes

The winning team would need to defend 2 points while attempting to capture one. In a case like this, the winning team would like defend the two points with 1 player each, this way;

The losing team can defend their remaining point with 3 players, as the enemy team is likely to send 3 players to capture that point, but wouldn't be able to easily do so as it's an even 3v3 match-up. The losing team would be able to send 2 players to capture a point, which they should be able to do as only 1 person would be defending said point, resulting in a 2v1. Even if 1 dies, the other should still manage to stay alive to capture the point. Rewards are given for the losing team capturing 1 point, but the quest isn't cancelled for the enemy team until they capture 2, which would result in more rewards for the losing team. The way the new quest system is designed, is to help losing teams get their well-deserved comeback if they make the correct plays. Likewise, the winning team would be able to capture the 5th point and likely get their well-deserved victory if they make the correct plays.

Part of the problem is that there's little incentive for the winning team to attack first. Facing a 4+ cap, the losing team has to make a play to seize back map control. The winning team just leaves someone to stall while the rest of the team waits in the jungle. If the losing team doesn't send enough people to recapture that point, the winning team collapses on the attackers, gets some kills, and rotates to the quest. If the losing team does send enough people, the staller disengages, and the rest of the team rotates to the quest.

I thought about that, but ultimately felt it would make Garrison too powerful. Right now, Garrison is more useful when diving enemy points, but isn't really useful in defending a point.

Using Garrison on a team-owned capture point just heals the point or gets rid of the neutral part. This is pretty useless if the point is crowded and it would not give Garrison a chance to heal the point.

Wouldn't returning the splash damage address defensive options? Riot only got rid of it because they removed summoner spell masteries and seemingly forgot about compensating Garrison. Plus, there's the interesting mid-teamfight consideration of juggling captures for attackers versus interrupting for defenders. Completely preventing captures removes all of that.

This is true, however, instead of buffing items to encourage vision item build paths, why don't we just get a vision trinket, similar to what TT is receiving?

I have no issues with this, aside from worries about potentially overloading the trinket slot. New players already seem overwhelmed with the Revive trinket.

I wanted the buff to grant champion stats, but I felt it would have been too powerful, as the quest buff already grants champion stats. Even though top-laners spend little time around minions, this would help snowball the game if you're winning or help you comeback if you're losing.

It barely does though. Generally the only time top-laners are around minions are if minions happen to be nearby during a gank or possibly a dive.

Maybe we can tweak it so that it gives more points for establishing jungle control. The primary purpose of Dominion is to capture points so you should be rewarded for accomplishing that objective.

I don't understand why you think the Dominion Score should be removed, after all you get points from capturing and defending objectives, shutting down killing sprees, gaining killing sprees yourself etcetera, so it's not completely useless right now, there is just no meaningful reward."

Personal score is, at best, ignorable, and, at worst, misleading. Sure, it's helpful for completely new players, people who don't even know what the map looks like. "Capturing points is more important than kills." Great! "Defending points is helpful." Good to know!

Unfortunately, the system breaks down once players know their way around the map. According to personal score, capturing is more important than zoning. Unfortunately, if no one's zoning, an enemy can just run up to interrupt the capture. Likewise, dying on a point gives the same points as capturing. Oftentimes, it's better to give up the point and recall to regroup with the team rather than suicide trying to defend. Yes, dying to stall is the right action sometimes, but this nuance isn't reflected in personal score. There's also the issue that "point defense" increases personal score despite the fact that constantly standing on a point is generally a bad idea. Similar to standing on top of a ward in SR, hanging around a point needlessly gives information to the enemy team.

Basically, personal score is only useful for introducing the basics of Dominion. It's absolute trash beyond that, particularly for players trying to improve. The system points out potentially useful actions, but completely misses all considerations involved. It's like the tutorial on SR. Yes, buying items is important, but Thornmail on Ashe is only a good idea in specific situations.

Kürama1 votes

{quoted} Part of the problem is that there's little incentive for the winning team to attack first. Facing a 4+ cap, the losing team has to make a play to seize back map control. The winning team just leaves someone to stall while the rest of the team waits in the jungle. If the losing team doesn't send enough people to recapture that point, the winning team collapses on the attackers, gets some kills, and rotates to the quest. If the losing team does send enough people, the staller disengages, and the rest of the team rotates to the quest.

I'm aware that the winning team would have little incentive to attack first and the losing team would be the one needing to make the plays.

Perhaps there are near the 2 points that need to be captured in order to complete the quest, this is very possible and a great way to ensure that the losing team doesn't capture the points and get their comeback.

The losing team could also make some smart plays by scoping out that area of the jungle before attempting to kill a defender and capture the point. The Scrying Orb Charge would greatly assist the losing team with this.

The losing team would need to make plays while defending their point, which wouldn't be easy, but like I said, if they do it well, they'll get their comeback.

Wouldn't returning the splash damage address defensive options? Riot only got rid of it because they removed summoner spell masteries and seemingly forgot about compensating Garrison. Plus, there's the interesting mid-teamfight consideration of juggling captures for attackers versus interrupting for defenders. Completely preventing captures removes all of that.

Returning Splash Damage would help address the issue yes, but not completely. If a point is still crowded with minion and 2 - 3 champions, the Splash Damage still wouldn't be defensive enough.

I agree that the Fortify I mentioned is somewhat powerful, and maybe a little dangerous but it's a Summoner Spell. There is no guarantee that everybody would take it and when they do, it has an approximate 3 minutes cooldown so it wouldn't prevent captures all the time. Basically, this spell is to ensure that your defenses aren't broken down easily.

I have no issues with this, aside from worries about potentially overloading the trinket slot. New players already seem overwhelmed with the Revive trinket.

It will take a little getting accustomed to, but players should learn about it sooner rather than later.\

It barely does though. Generally the only time top-laners are around minions are if minions happen to be nearby during a gank or possibly a dive.

Agreed, but if the point is heavily defended, you'd want to kill the enemy minions and allow your buffed minions to reach the point and start attacking the point (Weakening it) or the champions to weaken them.

Personal score is, at best, ignorable, and, at worst, misleading. Sure, it's helpful for completely new players, people who don't even know what the map looks like. "Capturing points is more important than kills." Great! "Defending points is helpful." Good to know!

Unfortunately, the system breaks down once players know their way around the map. According to personal score, capturing is more important than zoning. Unfortunately, if no one's zoning, an enemy can just run up to interrupt the capture. Likewise, dying on a point gives the same points as capturing. Oftentimes, it's better to give up the point and recall to regroup with the team rather than suicide trying to defend. Yes, dying to stall is the right action sometimes, but this nuance isn't reflected in personal score. There's also the issue that "point defense" increases personal score despite the fact that constantly standing on a point is generally a bad idea. Similar to standing on top of a ward in SR, hanging around a point needlessly gives information to the enemy team.

Basically, personal score is only useful for introducing the basics of Dominion. It's absolute trash beyond that, particularly for players trying to improve. The system points out potentially useful actions, but completely misses all considerations involved. It's like the tutorial on SR. Yes, buying items is important, but Thornmail on Ashe is only a good idea in specific situations.

You already receive points from being near a point upon capture or neutralisation. You don't need any (more) points for zoning.

Recalling over dying, defending a point, I agree, sometimes that would be the better thing to do.

You get very little points from standing on a point, 5 per 10 seconds to be accurate. If you're fighting for first place, you'd want to be helping your team get kills (which will grant you assist points) or getting kills yourself and then capturing points.

You're blowing this out of proportions with the "buying Thornmail on Ashe". The score system isn't useless after learning the basics of Dominion, like I stated, you receive points from performing the core actions needed to win the game.

The system can be misinterpreted as useless, but can also be, and should be interpreted as a guide as to what you should be doing in order to win the game. Following said guide, which is pretty accurate and useful will reward you points.

Kholdstare132 votes

{quoted}

Let's incorporate these scores into Champion Mastery.

No.

Kholdstare132 votes

{quoted}

No.

To clarify: The current score system is the worst piece of trash imaginable. It needs to be removed outright. It rewards horrible noobish behavior, and does nothing for actual proper play. No you are NOT helping by sitting on windmill in plain sight while the rest of us lose 4v5 and the enemy gets a free backcap and bot gank.

Champion mastery for CS should be fixed values for win/loss until Riot can come up with an actual good way to keep track (and they won't).

Most of your gameplay ideas are pretty bad too. I can agree 100% on the visuals and on some of the broader concepts for gameplay fixes (quests need improvement, neutral contested objective at market is needed), but for the most part your gameplay suggestions show that you are inexperienced with Dominion.

Kürama2 votes

Again, you are misinterpreting the score system. It's not trash and doesn't encourage noob behaviour. The moment you stop defending a point, most of the time, is the same moment you lose the point.

If you lost a 4v5 in bot while you're on top protecting the Windmill, you should capture the Drill, since all 5 of them would have been bot attempting to capture the Quarry.

The point of the game is to capture points, killing enemies in order to capture these points is necessary, but the ultimate goal is to capture points and for doing so, you should be rewarded. This isn't SR / TT.

You say my ideas are pretty bad, but offer no explanation as to what makes them bad. Same thing with your assumption that I'm inexperienced with Dominion. What's the basis of your assumption, that you don't like my ideas? Just because I may not have been playing Dominion as much or for as long as other players, doesn't make me inexperienced, it just makes others somewhat more experienced than me.

And in case you decide to take the liberty and check my profile like another player did, Wins =/= experience.

Kholdstare132 votes

{quoted}

Again, you are misinterpreting the score system. It's not trash and doesn't encourage noob behaviour. The moment you stop defending a point, most of the time, is the same moment you lose the point.

If you lost a 4v5 in bot while you're on top protecting the Windmill, you should capture the Drill, since all 5 of them would have been bot attempting to capture the Quarry.

The point of the game is to capture points, killing enemies in order to capture these points is necessary, but the ultimate goal is to capture points and for doing so, you should be rewarded. This isn't SR / TT.

You say my ideas are pretty bad, but offer no explanation as to what makes them bad. Same thing with your assumption that I'm inexperienced with Dominion. What's the basis of your assumption, that you don't like my ideas? Just because I may not have been playing Dominion as much or for as long as other players, doesn't make me inexperienced, it just makes others somewhat more experienced than me.

And in case you decide to take the liberty and check my profile like another player did, Wins =/= experience.

Rule #1 of Dominion: Never stand in the open. The score system rewards you for sitting idly on a point. Proper play would have you near points, but in the jungle fog and out of sight, and closer to the middle to allow you to reach other areas faster. As sylian said, it doesn't properly reward zoning/defense as opposed to actual capping. and the worst thing you can do with a team that just killed the enemy at a point is to all try to cap at once (which is the only way to get credit in the score system) instead of leaving 1 to cap and moving out to pressure other areas. The current system is 100% trash and does not reflect on actual performance whatsoever.

That's not to say that it's flat-out impossible to create a good system, just that Riot has zero clue what they are doing. It would require a lot more effort tho, and a lot of it would be based on tagging allies who were near you before you make a play, and crediting them properly with being a part of the overall play.

Kürama1 votes

{quoted}

Rule #1 of Dominion: Never stand in the open. The score system rewards you for sitting idly on a point. Proper play would have you near points, but in the jungle fog and out of sight, and closer to the middle to allow you to reach other areas faster. As sylian said, it doesn't properly reward zoning/defense as opposed to actual capping. and the worst thing you can do with a team that just killed the enemy at a point is to all try to cap at once (which is the only way to get credit in the score system) instead of leaving 1 to cap and moving out to pressure other areas. The current system is 100% trash and does not reflect on actual performance whatsoever.

And you can very well get ganked in the fog of war, especially if you're alone. This promotes senseless gameplay. Nothing's wrong with the enemy seeing you, and they come towards you, you know the point will help you fend them off.

Standing between the points would give you a better reaction time, but can also make you lose a point as you may not be able to respond in-time if you stand in the middle whereas if you were at the point, you'd be immediately able to defend it.

As for 4 capping points, most of the time it's better, the faster you cap a point, the faster you kill the enemy Nexus (and yes, the more people capping, the faster you capture it). If you can successfully cap a point quickly, rather than slow it down to go toward another point you're not sure you're going to be able to cap then...

The system isn't trash, needs some improvements, but isn't trash.

That's not to say that it's flat-out impossible to create a good system, just that Riot has zero clue what they are doing. It would require a lot more effort tho, and a lot of it would be based on tagging allies who were near you before you make a play, and crediting them properly with being a part of the overall play.

You get points for indirectly supporting allies as well as zoning. When you're near a point when our team neutralises or captures it, you receive points as well.

Kholdstare131 votes

{quoted}

And you can very well get ganked in the fog of war, especially if you're alone. This promotes senseless gameplay. Nothing's wrong with the enemy seeing you, and they come towards you, you know the point will help you fend them off.

Standing between the points would give you a better reaction time, but can also make you lose a point as you may not be able to respond in-time if you stand in the middle whereas if you were at the point, you'd be immediately able to defend it.

As for 4 capping points, most of the time it's better, the faster you cap a point, the faster you kill the enemy Nexus (and yes, the more people capping, the faster you capture it). If you can successfully cap a point quickly, rather than slow it down to go toward another point you're not sure you're going to be able to cap then...

The system isn't trash, needs some improvements, but isn't trash.

You get points for indirectly supporting allies as well as zoning. When you're near a point when our team neutralises or captures it, you receive points as well.

You're making it painfully obvious how much you have no clue what you're talking about. There's not a single Dominion player out there who didn't realize very quickly how wrong all the things you're saying are.

Kürama1 votes

And you have yet to explain why I'm wrong as hell. I pretty much countered all your points. You think I'm clueless, you wish I was clueless, but the bottom line is, I probably know more than you.

Rebonack2 votes

Hello!

Just another long-time Dominion player chiming in!

The Person Score system is terrible because as pointed out, many of the behaviors that it rewards will actively inhibit your ability to win games against players who know what they're doing. Controlling the jungle is the single most important thing in Dominion, and that means staying out of sight, knowing when going alone is safe, and knowing when to stick with your team 'n set up some ganks in the Murder Shrub.

I've made a few topics about how Dominion could be changed and if I could alter an aspect of the map it would be to swap the middle point down into Market, stick some neutral objective at Windmill, and disable minion spawning to and from the Market point. That would help encourage players to control the jungle whilst at the same time making the four-man push trap-play a non-option.

As an added bonus, that would shift more focus to the lower part of the map, which means Bottom would be less of an island (because I know I would love having my AD Malz bot ganked even more.)

Kürama1 votes

Hi there!

I still don't see how it's terrible. I agree, jungle control is important and is a key factor in winning sometimes, but I don't see how you'd get points for this accurately or effectively for pretty much, warding the jungle.

I know you get points for standing on a team-owned point, but it's so insignificant, any player who'd want to up their score would actually assist their team with jungle control in order to get ganks and then capturing other points and such.

I don't see how swapping the mid point down into Market and putting a neutral point at the Windmill would improve gameplay, perhaps you can expand on this?

Kürama1 votes

Cleaned up some typographical errors, added a ToC and added a "Map Optimisation" section.

Kholdstare131 votes

I'm done talking to OP since that's pointless, but as a note out there to any Dominion newbies interested in gameplay tips, make sure you go to Sylien or FDru for advice, or use the old guides such as Koravel's for learning.

Kürama1 votes

It's not pointless. You claim to know more about Dominion than me, you claim that I'm a newbie, you claim that I don't know much about Dominion. These are all baseless claims. I've countered all your points and others as well, and because of it you guys are mad. Just because you think you know more, doesn't actually mean you know more. Just because someone played less Dominion matches than you, doesn't mean they're a clueless fuck when it come to breaking down the mode.

You also claim that I'm ignorant, but you're no different. You have one point of view of Dominion and refuse to change it, thinking it's the correct point of view in all cases. When y'all bring up critique, I explain clearly the purpose of my points, and the likely outcome it will have on Dominion. I don't toss it aside.

Nevertheless, have a great day and have fun in the League of Legends!

More from Maps & Modes

More by Kürama