Quote:
Originally Posted by Lisztomaniac
the huge irony is that they made this new map so tanky dps wouldnt reign like they did in the old one.
|
I think I saw some mention of "more viable team comps" and a statement that a physical carry/ mage/ tanky guy team comp works, but what have they actually done to fix the Tanky DPS problem.
On the old map, I think that the problems focused around the team size just as they do on the new one, mainly on these points:
A. Less crowd control to protect a carry.
B. Less damage to focus down a bruiser.
C. Drawn out team-fights due to lower damage levels, suiting bruisers.
D. Lower game time, and thus less gold, keeps physical and magical carries from scaling to defeat bruisers as well as contributing to lower damage levels as a whole.
What have they actually done to address these fundamental problems created by a lower team size?
Dominion fights are mostly either 1v1 or 4v4, where good duelists take the 1v1 bot lane and others can fight 4v4.
The game time is shorter, but passive gold generation is geared to the point that players end the game with full builds- as in Summoner's Rift- but it is more standardized due to a lower connection between gold and performance.
Thus, Dominion does not suffer from this problem of lowered damage output or reduced crowd control beyond 4v4 fights rather than 5v5, and thus SR balance works better there.