What Dominion needs is a relaunch
I've been kicking around ideas. So many ideas. So many ideas, you don't even know. What are these ideas, you ask? Well, a couple things. The main objective is to remove some of the anti-intuitive play patterns from the game (beating one's face against Windmill and farming the lanes), addresses the issue of 5-cap lockins, centralize the action a little more, and provide players with a few more objectives to control.
So with that all in mind...
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The Relics in the middle of the map are replaced with a Capture Point. The Capture Point at Windmill is removed. Minions do not spawn from or assault the mid Capture Point (We'll call it The Market). This fixes the issue of beating one's face against Windmill because there are no minions and holding the middle of the map is all about Jungle control. Centralizing the Market Point will also allow the bottom laner to get in on the action more often.
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The upper portion of the map is now part of an expanded jungle. Some kind of major contestable objective spawns at Windmill and gives your team a choice. Go capture the objective and leave your Points exposed, or go on a Point capturing offensive when the objective is targeted by the enemy team.
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Controlling more than three points no longer causes Nexus HP to decrease more quickly. Instead, it provides a stacking buff for your team for every point you control beyond three.
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Neutralizing/Capturing a Point no longer removes 2 HP from the enemy Nexus. Instead, Relics spawn at the Speed Shrines and in place of the Health Relic at Windmill (there's a Speed Shrine up there now, too) that can be captured to reduce the enemy Nexus HP by (amount). This effect can't reduce the enemy Nexus' HP to zero.
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Quests now only spawn at the bottom two points for the purpose of reminding your team that ganking is cool.
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Personal score is removed because personal score is a newb trap.
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Blind Pick and Draft queues are replaced with a single Blind Draft queue to help address awful champions no one wants to deal with.
tl;dr: More objectives to control, less beating of faces against Windmill, more interesting Big Objective up top, no more 5-cap lock-in games.
capping to win. "ok". Larger map, greater tower defenses and so on would be good, making it actually require some team effort to take towers so its not a case of who can get to the undefended turret the fastest. Slow down gold production a bit too, as it is currently, there is almost zero incentive to kill minions in Dominion accept if you are trying to out-push bot while the rest of your team goes running in random directions trying to cap the other turrets as fast as possible. Maybe even add certain turrets giving different buffs when in their control area, top centre can give a move speed buff, mid left and right give health regen and attack speed buff or something.
I bring up this post!