Should Dominion Have a Competitive Scene?
At first League of Legends Dominion seemed like a fun alternative spin on the game, however after time and closer examination it seemed to lose its luster and i found it more tiring and pointless to play dominion.
It is simply plagued with too many troll strategies,troll builds and even more troll players as they don't take it seriously. I don't think iv'e ever seen a player take dominion as seriously as a normal 5v5 match up on Summoners rift simply because it seems like a shorter and dummed down version of the game.
Without players looking at Dominion and seeing it equally as competitive,popular and fun as the normal 5v5 summoners rift and 3v3 Twisted treeline game modes it really has no place as a competitive game mode in League of Legends.
It is simply plagued with too many troll strategies,troll builds and even more troll players as they don't take it seriously. I don't think iv'e ever seen a player take dominion as seriously as a normal 5v5 match up on Summoners rift simply because it seems like a shorter and dummed down version of the game.
Without players looking at Dominion and seeing it equally as competitive,popular and fun as the normal 5v5 summoners rift and 3v3 Twisted treeline game modes it really has no place as a competitive game mode in League of Legends.
I already finding Dominion competitive so I support this
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It could be competetive, but not in it's present form.
A "Hold 3 points = win" strategy isn't unbreakable and there is definitely merit in going after a 4th/5th tower in certain situations, but like TT the balance is far too off to let Domi become competetive.
TT,Domi and the new custom "Proving Grounds" (the later is always random though):
Why pick a Support/Caster/Full Tank if you can roflstomp anything with an off-tank/Ad carry?
If I play with J4, Pantheon, etc. I easily overrun casters, since I don't need to think about, how I could close the gap. Also since I easily overpower every other class late game and "feeding" doesn't rly exist, it's them who are under time pressure.
A "Hold 3 points = win" strategy isn't unbreakable and there is definitely merit in going after a 4th/5th tower in certain situations, but like TT the balance is far too off to let Domi become competetive.
TT,Domi and the new custom "Proving Grounds" (the later is always random though):
Why pick a Support/Caster/Full Tank if you can roflstomp anything with an off-tank/Ad carry?
If I play with J4, Pantheon, etc. I easily overrun casters, since I don't need to think about, how I could close the gap. Also since I easily overpower every other class late game and "feeding" doesn't rly exist, it's them who are under time pressure.
Competitive dominion? Sounds about as exciting as shout casting 1v1s on Twisted Treeline....
The mechanic of 3 capping is too easy, send awesome duelist bot, let them snowball, then they hold it np. Top and mid are exactly the same, you sit and wait. whoever sends a stronger early game team top can 4v4 and win, then cap and hold. CAN dominion be exciting? Yes, but it falls short because where 5v5 on SR and relies heavily on proper wardage/team comps/lane match ups dominion simply relies on team comp and maintaining the simple predictable cap 3 defend.
Objectives on SR are also infinitely more rewarding...Dominion offers little more than a "fetch" quest to provide your team a short duration buff. Storm Shield control is unimportant because the shield itself is rather weak. It's not baron buff on the whole team, it simply makes one person a bit tougher.
All in all dominion was created to offer players a diversion to the standard 5v5/3v3 game play. Matches are shorter, less restrictive in terms of who to play (for the most part), vision wards are restricted and a majority of the map is available to all players on either side. This reduces the amount of ACTUAL strategy that can take place because rather than bush camping for a gank/clearing wards to afford your team map control/or pushing lanes to break turrets...Players simply sit and wait to play a miniature version of attack and defend. A miniature version that doesn't prompt aggressive game play for the side who is already in the advantage. Which means the little potential victory earned for capping a point ultimately nets the losing team nothing, or next to nothing. It forces "risky" play for a side who is already potentially losing. Whereas the team already sprinting towards victory suffers nothing for actually ignoring the task.
In Summary:
As a diversion Dominion is well made, well executed, and fun in short bursts.
As a full blown "competitive" game, it offers little in the way of dynamic moments and emphasizes a less demanding level of skill to play as well as a less aggressive style of play.
Just my opinion, I'm sure someone else already mentioned the same thing(s), on a less grandiose scale.
The mechanic of 3 capping is too easy, send awesome duelist bot, let them snowball, then they hold it np. Top and mid are exactly the same, you sit and wait. whoever sends a stronger early game team top can 4v4 and win, then cap and hold. CAN dominion be exciting? Yes, but it falls short because where 5v5 on SR and relies heavily on proper wardage/team comps/lane match ups dominion simply relies on team comp and maintaining the simple predictable cap 3 defend.
Objectives on SR are also infinitely more rewarding...Dominion offers little more than a "fetch" quest to provide your team a short duration buff. Storm Shield control is unimportant because the shield itself is rather weak. It's not baron buff on the whole team, it simply makes one person a bit tougher.
All in all dominion was created to offer players a diversion to the standard 5v5/3v3 game play. Matches are shorter, less restrictive in terms of who to play (for the most part), vision wards are restricted and a majority of the map is available to all players on either side. This reduces the amount of ACTUAL strategy that can take place because rather than bush camping for a gank/clearing wards to afford your team map control/or pushing lanes to break turrets...Players simply sit and wait to play a miniature version of attack and defend. A miniature version that doesn't prompt aggressive game play for the side who is already in the advantage. Which means the little potential victory earned for capping a point ultimately nets the losing team nothing, or next to nothing. It forces "risky" play for a side who is already potentially losing. Whereas the team already sprinting towards victory suffers nothing for actually ignoring the task.
In Summary:
As a diversion Dominion is well made, well executed, and fun in short bursts.
As a full blown "competitive" game, it offers little in the way of dynamic moments and emphasizes a less demanding level of skill to play as well as a less aggressive style of play.
Just my opinion, I'm sure someone else already mentioned the same thing(s), on a less grandiose scale.
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