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On October 21 2011 06:18 Chairman Ray wrote: Somehow, I think ward control is just as important on dominion as it is on SR. Once you cap 3 turrets and have the speed boosts warded, it's really hard for the enemy team to backdoor or outnumber.
And that's why wards don't exist in dominion.
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On October 21 2011 06:33 Novalisk wrote:Show nested quote +On October 21 2011 06:18 Chairman Ray wrote: Somehow, I think ward control is just as important on dominion as it is on SR. Once you cap 3 turrets and have the speed boosts warded, it's really hard for the enemy team to backdoor or outnumber. And that's why wards don't exist in dominion.
Ah thanks for the correction, was just about to devise a support zilean build on dominion
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Hahahah, yeah, it's the lack of wards that makes bot lane really tricky :> But I like it that way. I enjoy the fact that there's a lot of unpredictability and excitement instead of ho-hum I farm for 20 minutes.
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Yeah I've seen some people run it. Speaking of summoner spells what do people like to take? I like Flash/Ghost on Ranged AD, Exhaust/Ghost or Garrison/Ghost on assassins and tanks. I think your team needs at least one Garrison, but I've found having two is fantastic :<
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England2654 Posts
Any fun I might have on Dominion is usually negated if they have a Rammus or a Kog'maw.
Rammus seems to have been made for that map even though he pre-dates it by two years. Looks like I have to buy a QSS every game.
Edit: AP Yi is awesome bot.
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I don't mind Kog but Rammus is indeed rather broken. I don't mind him in blind pick but yea.
I have bigger issues with Karthus hahah.
Edit: Appropriately, hating on Karthus was the 666th reply.
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On October 21 2011 06:43 Chairman Ray wrote: hmm, im thinking cv now
And that's why cv is disabled in dominion.
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On October 22 2011 02:22 Eiii wrote:And that's why cv is disabled in dominion.
I don't think it is, have seen it taken a lot :3
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So I have mainly been defending bottom these days, basically because I like the 1v1 feeling of it and I like the choice of champs who can accomplish the tasks needed down there. Who's your favourite defender bottom? The way I see it, as long as you push waves constantly towards their bottom turret, they'll eventually lose it, or at least get it neutralized, so all you need to have is a champ who will never die, always repush, have lots of huehue meanwhile. I've been experimenting with Nidalee and I really like her a lot. Straight Catalyst into RoA -> Boots of Mobility -> Deathcap -> fast capture item is what I went so far. She never seems to lose bottom to anyone, at least that's what I've been able to observe. Thoughts?
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I like singed with promote/ghost 
I just build catalyst -> full ap
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I run Revive Ghost Olaf usually with armor pen reds, armor yellows, flat cdr blues, and movespeed quints 8/1/21 Open Brutalizer -> Ghostblade you can get away with not starting boots because of the movespeed from utility tree and runes. you also can outdamage pretty much anyone in the starting fight. You begin with 30 armor pen, +25 AD, and 34% CDR If you swap out the MS quints for armor pen and go 11/1/18 or something you hit 46 armor pen If you swap out the MS quints for flat CDR you hit 39% CDR. At the start of the game. IMBA.
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On October 24 2011 00:31 Tooplark wrote: I run Revive Ghost Olaf usually with armor pen reds, armor yellows, flat cdr blues, and movespeed quints 8/1/21 Open Brutalizer -> Ghostblade you can get away with not starting boots because of the movespeed from utility tree and runes. you also can outdamage pretty much anyone in the starting fight. You begin with 30 armor pen, +25 AD, and 34% CDR If you swap out the MS quints for armor pen and go 11/1/18 or something you hit 46 armor pen If you swap out the MS quints for flat CDR you hit 39% CDR. At the start of the game. IMBA. Wow, that sounds pretty gud. Sadly, I don't have CDR blues, as my two mains want to fully be equipped on their runes, too. (820 IP for a single dodge seal for Katarina, plus I think my Nasus could need some HP/5 quints), but even with MR/lvl, this should be pretty nasty. Do you find yourself going bottom a lot, though? A setup like this seems to cry for some mid/top dominance, even though I imagine it could be hard to catch up with people w/o boots.
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It's amazing for fighting top. Just burst down anyone standing in front of you. QWQWQRQEQ R>Q>E>W After that build force of atmogs and maybe a randuins
I have a replay of me getting a quadra kill in the top teamfight somewhere but I can't find it. (So close to a penta!)
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On October 22 2011 01:43 Southlight wrote: I don't mind Kog but Rammus is indeed rather broken. I don't mind him in blind pick but yea.
I have bigger issues with Karthus hahah.
Edit: Appropriately, hating on Karthus was the 666th reply.
After 150+ draft games on Dominion, I don't think rammus is as OP as people think he is but more a risk. The retarded amount of mobility is good, but you also have to consider that every time you runoff to capture an "undefended" point, you are effectively making windmill a 4v3/3v2/2v1 in their team's favor and a smart team can capitalize on that. Losing windmill to gain drill/refinery is NEVER a good trade since one is next to your spawn and easy to interrupt/recapture and the other is not. I've seen a lot of rammus's lose games for their team rather than win them.
Kog is only good if they don't have a million bruisers on their team. Yes there are very few champions that can 1v1 a kog and survive, but kog's effectiveness is pretty much zero when 2+ bruisers can jump on him and instantly gib him.
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mufin, what ends up being the case is that Rammus is broken but most people don't play him well. Being able to grab a tower and then come back to 4v4 because he has great speed is absurd. He'll frequently cause numeric mismatches because he's so fast. He literally can sneak off to grab a tower and then come back and 4v4 or 2v1 bot without a hitch.
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On October 24 2011 02:09 Tooplark wrote: It's amazing for fighting top. Just burst down anyone standing in front of you. QWQWQRQEQ R>Q>E>W After that build force of atmogs and maybe a randuins
I have a replay of me getting a quadra kill in the top teamfight somewhere but I can't find it. (So close to a penta!) just tried it. Madness. Pure madness.
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I got trashed by an Olaf bot lane doing something like that :| Get hit by one axe and it would be the end of me.
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United States37500 Posts
On October 24 2011 06:12 Southlight wrote: mufin, what ends up being the case is that Rammus is broken but most people don't play him well. Being able to grab a tower and then come back to 4v4 because he has great speed is absurd. He'll frequently cause numeric mismatches because he's so fast. He literally can sneak off to grab a tower and then come back and 4v4 or 2v1 bot without a hitch.
Speed + 3 second taunt is just redonkulous on Dom.
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Dominion Major changes in the works: info inside!
Hey folks,
With Dominion having been out for awhile, and people now getting pretty used to it, we've had a chance to see how it's played out with thousands and thousands of players. We're happy with a lot of aspects with Dominion, but we think we can do some pretty major work to make significant improvements as well.
Our diagnosis currently is that there are three major hinderences that make Dominion less fun or interesting than it could be. First off;
* Players don't get enough "moments of glory", and don't easily see how their success can effect the game.
Progression and personal success are hallmarks of MOBA in general. In our effort to make a balanced experience strategically, we really lowered the ability for that one in twenty matches players get to experience "running away with the game" and feel like they achieved epic status. We feel this is creating some disconnect between the high highs classic can provide, and the more constant but metered pace of Dominion. We will be focusing systems that allow more (gold, specifically) power differential between players.
Next up;
* Comeback mechanics remove interesting team-level decision-making.
Our internal testing created some situations we felt this was mandatory. In practice, we think either an extremely toned-down version of this system or a removal of these systems needs to take place. This means games will be more representative of a team's skill, but you'll also experience more blow-out games. Our assertion is, generally, you can't achieve a decisive victory if you can't have extreme losses either, and that's needed to make a more memorable and deep experience.
Finally;
* A few champions are way too good on Dominion
This is actually the most surface-level thing, and is fixed when we adjust with the other aforementioned systems. To summarize, this is caused by the certainty of progression, where hyper-scaling champions can reach a late game, farmed state with certainty. Addressing that will address most of the specific egregious champion issues.
Dominion is something we think is really fun, and are proud to have put out, and that's all the more reason for us to ensure it receives continued support and major changes where needed. We feel OK being very disruptive to Dominion in the pre-season phase, and will likely be more conservative when Ranked is turned on. This is our (developers and players!) best opportunity to improve Dominion on some fundamental levels, and we're not going to miss it.
- Morello
http://na.leagueoflegends.com/board/showthread.php?p=16476708#post16476708
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