Pushing minion waves is a trap-option in Dominion
Even though it's the intuitive thing to do for most players. Putting yourself out in the open is more or less like standing on a ward in Rift.
Anti-intuitive aspects of game-play like this are a bad thing, though thankfully there are a couple of ways this could be improved!
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Remove minion spawns to and from Windmill: Really ham-fisted and it would remove some of the map's nuance, but it would solve the problem.
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Swap the middle point from Windmill to Market: Placing the action at the middle of the map would help make it clear to players that controlling the jungle is important. This would also put the bottom laner a bit closer to the action, making bottom a bit less of an island. Also also, Windmill would be open for use as the location of a major neutral objective that isn't as susceptible to snowballing due to its remoteness.
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Place more secondary objectives in the Jungle: Grab a page from Ascension's book. Capture relics on the Speed Shrines that hurt the enemy Nexus a bit when snagged. Then remove the Nexus HP loss on kills and captures, placing full emphasis on HOLDING points and map control rather than deathmatch nonsense. With important sources of gold/objective sitting in the Jungle it should draw players away from the lanes.
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Drastically improve the ability of minions to aid in point captures so pushing them is less of a trap option: Make them leap face-first into points like those voidling beetles and do their damage instantly. Increase the range at which they ignore enemy minions and dive towers. Maybe even make them disable tower shots for (duration) for each minion that suicides into the point. Even with all this, pushing waves probably still wouldn't be ideal, but at least it would be LESS of a trap.