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speaking of dominion, how will things that scale over time work, like rod of ages, or tear of the goddess, are they just ignorable now that dying is going to be a lot more common? What about veigar or nasus? will they still be viable since they rely on time and not necessarily kills.
theBMB wrote:
speaking of dominion, how will things that scale over time work, like rod of ages, or tear of the goddess, are they just ignorable now that dying is going to be a lot more common? What about veigar or nasus? will they still be viable since they rely on time and not necessarily kills.
What does dying have to do with RoA or Tear?
And Nasus and Veigar can still do well. You don't necessarily need to farm up your Q to do well.
The gold rate lets you buy items enough without farming that can supplement that.
Of course, you can still farm in Dominion too. There are plenty of minions.
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JunSupport wrote:
For those who have, lemme pick your brain.
Who are your top 5 personal picks for Dominion?
By personal, I mean, the champions you'll play, not the ones you think will do the best.
Orianna, Ezreal, Karthus, Singed, Nidalee
JunSupport wrote:
What does dying have to do with RoA or Tear?
And Nasus and Veigar can still do well. You don't necessarily need to farm up your Q to do well.
The gold rate lets you buy items enough without farming that can supplement that.
Of course, you can still farm in Dominion too. There are plenty of minions.
think about it, death means respawn, and respawn means full health and mana. Why build mana items when you're likely to die often, judging from the style of play, avoiding death is important, but not mandatory to win. My point is, sustainability isn't really a concern anymore, so a lot of the items may become obsolete.
As to veigar and nasus, their q's only really have a noticeable affect in late game, and in summoner's rift, that's after 30 minutes. Dominion games are 15-20 minutes long, there is no laning phase, and minions only spawn when points are captured, i'm just wondering how that will effect their gameplay. Riot hasn't seem to have mentioned this, but I'm just wondering what they're gonna do with a lot of the stuff since everything has been balanced to suit summoner's rift, not this new game mode.
@theBMB:
Because you can spam more? Duh... Death is still consequential.
Just because you respawn faster does not mean it doesn't have consequences, such as losing capture points and being unable to stop captures, or just plain running out of power in battle and having to back out. You want to be staying alive on the field for as long as possible.
Tear is still a great item. RoA not so much due to it's charge up time. You can still run out of mana.
Geez, and here I thought it was a mix up with Bloodthirster's death mechanic. But no, you just think you'll be able to suicide fight all day long. e__e
One truth on Summoner's Rift is still true on the Crystal Scar: Every moment you spend on the spawn pool or dead, is a moment the enemy is getting ahead of you.
(with the exception of recalling after winning a fight, since the enemy is dead/backed off too)
Because you can spam more? Duh... Death is still consequential.
Just because you respawn faster does not mean it doesn't have consequences, such as losing capture points and being unable to stop captures, or just plain running out of power in battle and having to back out. You want to be staying alive on the field for as long as possible.
Tear is still a great item. RoA not so much due to it's charge up time. You can still run out of mana.
Geez, and here I thought it was a mix up with Bloodthirster's death mechanic. But no, you just think you'll be able to suicide fight all day long. e__e
One truth on Summoner's Rift is still true on the Crystal Scar: Every moment you spend on the spawn pool or dead, is a moment the enemy is getting ahead of you.
(with the exception of recalling after winning a fight, since the enemy is dead/backed off too)
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No.
Combat power matters too.
Everyone else needs to be able to fight to some degree.