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Why stop kills from lowering Nexus health at all?

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El Humblebee ?? Member
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10-22-2011

In the last patch Riot lowered the amount of health a Nexus must be on before it stops losing health from kills by that team, but why is this mechanic there in the first place? I understand this might sound like a rant, but I don't see how this helps in game play. Too many times I have seen one team get very low, then just capture 3 points and hold out until the scores have evened up. To me this is no display of skill, and considering the change was made to help the more skilful team win each game, it seems out of place.

Here is a break down of my logic, if the change was made to reward skill, and the change was to make the effect less, couldn't you make the reward for skill higher if the effect was lowered more, or better removed?

I just don't think players should be getting help because they're doing poorly.
Does anyone else agree? Or even disagree?

 
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Bomb in lasagna ?? Senior Member
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10-22-2011

It's basically to make it easier for the losing team to come back and have a chance. This is why the spawn system is the way it is. This is why the minions for the team with less captured points are stronger. It's called rubberbanding

 
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Agafaba ?? Senior Member
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10-22-2011

If the other team was so bad, why not just just take a 3rd point?

 
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altairian ?? Senior Member
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10-22-2011

Quote:
Originally Posted by Bomb in lasagna View Post
It's basically to make it easier for the losing team to come back and have a chance. This is why the spawn system is the way it is. This is why the minions for the team with less captured points are stronger. It's called rubberbanding
This post is pretty much completely wrong. Not about the fact that there are "rubberband" mechanics, but the reason that champ kills stop reducing nexus health is wrong.

Dominion is a game of capture and hold. It is not a game of kill everyone on the map constantly. While early game dominance in kills will get you to a quick lead, if you cannot translate that in to holding points, then you are not actually accomplishing the objective and you will eventually lose. (I actually have a great game illustrating this that I just posted here: http://na.leagueoflegends.com/board/....php?t=1397302)

Tower caps and champion kills reducing nexus health exists to make the game faster, and to give SOME kind of advantage to early game focused teams. Without these mechanics then the best way to win would be to just pick a bunch of late game champs and ride out the early game until your team is unstoppable. The way it is now, you CAN end a game before those champs get rolling, due to kills reducing nexus health for the first 80% of its life.

But again, like I said, at the end of the day Dominion is a game of capture and hold. Your entire team could go 0-20 and you could still win the game if you play it right (exaggeration for effect)

 
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Hobocop ?? Senior Member
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10-22-2011

Because the objective of the game type isn't killing enemy champions. It's to hold more control points than your opponents. Killing them is just a means to an end.

 
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Panwar ?? Senior Member
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10-22-2011

Also, as has been said, it made the game extremely passive towards the end where everyone was so afraid to get killed. As well as putting the onus of the lose upon the very last champ that gets killed.

 
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Ansre ?? Senior Member
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10-22-2011

It's the only comeback mechanic I can fully get behind.

Quote:
Originally Posted by Panwar View Post
Also, as has been said, it made the game extremely passive towards the end where everyone was so afraid to get killed.
I'd say it's the death timers that have people scared to die, partially because the "loser" is given a nice discount on their own death timers.

 
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Noctrelis ?? Member
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10-23-2011

Quote:
Originally Posted by El Humblebee View Post
To me this is no display of skill
If the opposing team was able to hold you off of three points long enough to even up the score or even win, that isn't a display of skill? Any smart team will cap their points and windmill, then play defensively. It's only viable to cap the points closest to the enemies base in certain situations. It seems a lot of people don't understand that. Why spread yourselves out too thin? It opens up a lot of options for the other team.

 
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Brackhar Brackhar's Avatar ?? Technical Designer
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1 of 1 Riot Posts
10-23-2011

We stop the reduction of nexus health by champion kills at the end because leaving it in led to extremely negative player reactions where people would rage at allies for dying and costing them the game. Worse yet, you could end up losing the game as a result of doing what you should be doing, defending a point to your last breath. Even preventing a champion kill from winning the game alone wasn't sufficient to solve the problem, as it heavily removed the tension around the final few points of nexus health.

 
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Fox P McCloud ?? Senior Member
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10-23-2011

Quote:
Originally Posted by Brackhar View Post
We stop the reduction of nexus health by champion kills at the end because leaving it in led to extremely negative player reactions where people would rage at allies for dying and costing them the game. Worse yet, you could end up losing the game as a result of doing what you should be doing, defending a point to your last breath. Even preventing a champion kill from winning the game alone wasn't sufficient to solve the problem, as it heavily removed the tension around the final few points of nexus health.
I hope you guys come around on this mechanic--I realize it causes increased tension amongst team-members, but this is just the way ticket based systems are; any FPS player will tell you how frustrating it can be because that one newbie keeps bleeding out your tickets or you could win the game, but he goes off and dies, but the downside is a lot worse, and...in my opinion, this is really highlighted in Dominion.

When they have 5-15 points left and it's locked into a stalemate because everyone is doing their job admirably, a game is lengthened out considerably because of it--on top of this, it also feels very unrewarding to continue to go for kills (other than personal enjoyment or tactical reasons) once their team gets to the 100 mark.

I can certainly understand your reason for doing this, but I think the alternative you guys have chosen, in the long run, is a lot worse.

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