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Jhoijhoi's Dominion Review

Creator: Adonikam October 8, 2011 12:50am
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jhoijhoi
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haha, thanks guys <3 ^^

Also <3 <3 to Adonikam who is awesome ^^ :D
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Joobieo#41288
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Very nice work. :)
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Urscythe
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Searz wrote:

What parts are not accurate? O.o
I think you've read it wrong or something.

It was written about a week ago.



Quoted:
Minion kills also mean next to nothing, and a player who spends most of the game trying to push a minion wave, or farming minions, will quickly lose the game for their team, as that sort of passive play-style is not rewarded at all on this map.


Is pretty much wrong. Farming like you farm in SR is bad, but pushing creep waves is never, ever bad. Sometimes the only way to take top from the enemy is to push in with a few waves of creeps (and ideally with both Promote and a Garrison on their turret to neuter its damage.) The defenders then have to both kill off the creeps AND stop enemy heroes from channeling, which can be a tall order. Adding a megacreep into the mix really makes things difficult on account of how rapidly it will kill the turret and how beefy they are (you can't simply throw a couple AOEs at it and expect it to die like the others.)

Quoted:
However, perhaps the most anticipated aspect of the game is when a Quest is issued. The Quest suddenly becomes top priority,


This is also incorrect. You try to get the quest if possible, but maintaining control of top still takes priority. It's extremely difficult to hold the enemy team's points (mid and bot) due to how close they are to enemy reinforcements, and how far they are from friendly reinforcements (enemies can swing back to the fountain, recharge, and be pounding on you again a few seconds later.) Normally the quest will be thrown at the enemy bot or enemy mid. It's great if you can take it, but it's not worth losing top over.

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Searz
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I disagree somewhat on both points.

Minions in Dominion sucks :(
They need a buff. (maybe NOT dying after passing an allied point)
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Luther3000
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Searz wrote:

Minions in Dominion sucks :(
They need a buff. (maybe NOT dying after passing an allied point)


They're useful for applying pressure, if you can get a wave of 6+ minions pushing on a turret, someone's going to have to come deal with it fairly quickly or they'll lose a point. Also, as Urscythe said they'll give you a slight advantage in a fight at an enemy held point.
Urscythe
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Searz wrote:

I disagree somewhat on both points.

Minions in Dominion sucks :(
They need a buff. (maybe NOT dying after passing an allied point)


Man they'd be so insane if they didn't die after capturing a point. You'd have these massive waves of 30 creeps circling the map constantly.

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PsiGuard
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They would still be stopped by towers, champions and other minions. You don't see waves of 30 creeps pwning the nexus in every game of SR do you?
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Urscythe
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PsiGuard wrote:

They would still be stopped by towers, champions and other minions. You don't see waves of 30 creeps pwning the nexus in every game of SR do you?


You don't see waves of 30 creeps wiping out full HP towers in about five seconds, either. 10 creeps alone are enough to neutralize a tower if they aren't bothered by enemy creeps or heroes. If there's a hero able to pop Garrison on the hostile tower, you don't even need 10, and obviously you need less than 10 if you can channel on the turret or can use Promote.

I'm pretty sure 30 creeps would not only neutralize a point but also capture it. People seriously underestimate creeps in Dom. They make a big impact and it's why one of the major job descriptions of anchor involve pushing creep waves.

The only changes that need to happen to creeps are to provide points for killing them.

Thanks to Jsta for the sig image.
Luther3000
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Urscythe wrote:

I'm pretty sure 30 creeps would not only neutralize a point but also capture it. People seriously underestimate creeps in Dom. They make a big impact and it's why one of the major job descriptions of anchor involve pushing creep waves.


I've seen much less than that capture a turret on their own in games where the team wasn't paying attention.
Urscythe
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Luther3000 wrote:



I've seen much less than that capture a turret on their own in games where the team wasn't paying attention.


30 is a huge exaggeration, anyway. There's no way you'd somehow manage to get ten waves of creeps tied up somewhere.

One wave of creeps will do some damage to a turret. Two waves will seriously threaten the turret. Three waves will absolutely neutralize the turret and likely get it a good ways towards being captured. A megacreep is essentially a creep wave on its own.

Thanks to Jsta for the sig image.
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