Dominion: Reaching 0 Nexus health no longer ends the game-

Rebonack·8/25/2015, 4:49:39 PM·11 votes·929 views

-instead, captured points fire a shot at the wall in front of the Nexus every X seconds, dealing 1 point of damage. Once the wall has been destroyed, the enemy Nexus is exposed and your team has to get in there and smash the shit out of it with auto attacks and spells. Dunno how much health the thing should have, but I'm thinking it would be a good idea for it to take a pretty decent amount of time to destroy it and end the game.

This would do four things.

  1. It would get rid of the 'losing slower' impression that Dominion has.
  2. It would add an additional, final phase to the game that distinguishes itself from everything else that's going on.
  3. It would mean that even when you've got two points to the enemy's three, you're still damaging that wall, just more slowly.
  4. Provide a solid incentive to have 5v5 team fights mid every now and again ( in addition to team fights end-game), something the map is sorta lacking at the moment.

The loss of 2 Nexus health when capping/uncapping points and on champion death would be removed, since the bar at the top of the screen would be the wall/force field/whatever health that's just protecting the Nexus.

Because the damage to the wall is based on the number of points you have rather than simply having more, that means a sixth point could be safely added to the middle of the map without causing things to stall out due to a 50/50 split. This sixth point could take the form of a big scary neutral monster that, when killed, becomes an uncontested point for your team until said monster spawns again some amount of time later. This could cause issues with one team acing the other, taking the Market Monster, and then capping everything else. Thankfully there's a solution to that!

If one team manages to capture all five outer points, a large blast from your Nexus nukes the enemy wall for a bunch of health, then all the outer points go neutral. Typically a 5-Cap is pretty difficult to pull off and hold for long, so making it give an immediate reward is still pretty great while also solving the '5cap and camp' problem that can crop up.

Anywho!

Thoughts on the concept?

9 Comments

Duke Anax8/25/2015, 6:33:56 PM7 votes

The idea has merrit. Right now Dominion is very stale with a low playerbase, it could use some freshup.

The fact that the end of game is too timer dependant is one thing that turns me away from the game.

Rebonack8/26/2015, 4:21:20 AM3 votes

Any other thoughts from the peeps of M&M?

If you don't really enjoy Dominion much, do you think changes like those suggested here might make it more fun for you?

For those who are long-time Dominion players, do you think these changes would preserve the feel of the map while adding a bit of fresh air to it?

Kinjishi8/27/2015, 10:54:14 PM2 votes

" Once the wall has been destroyed, the enemy Nexus is exposed and your team has to get in there and smash the shit out of it with auto attacks and spells." ...so you want to make it like all the other maps and have to destroy it physically. How bland. No, thank you.

Rebonack8/30/2015, 8:45:37 PM1 votes

Mostly the goal of this topic is simply to encourage discussion about what people think could be improved about the map. I've pitched lots of ideas over the years (some good, some not so good), but the hope is that people will think about the map and what could be improved.

Pinjakri8/31/2015, 2:09:58 AM1 votes

I like the idea but instead of the tower firing the shot every few seconds how about: Every time your team captures a turret it fires a shot at a wall that's protects the enemy nexus. The tower then goes into stasis for an X amount of time and may be captured again after the stasis ends. The wall has 10 points of health and is destroyed after it hits 0. Now the enemy can destroy the nexus like you said, but what if two HUGE minions spawn on either side of the wall when it is destroyed to act like super minions and defend the nexus and attack enemy champions that approach the nexus. I also believe the buffs in the middle need some updates so how about having more of them around the map (and decrease the vision so the fog of war isn't only in the jungle) and instead of a shield and damage, they give increased capture speed and reveal the area for, say, 30 seconds. And a final note: update the garrison summoner spell so it takes on the old buff effect and give you increased damage for moderate amount of time and a shield when you land a spell. The regular minions spawn when you capture a turret and help you capture other turrets and target the nexus when you destroy the wall