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@RiotNome Wave Respawn System and Nexus health mechanics encourages bad play.

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AlphaFerric ?? Senior Member
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01-18-2013

As Nome stated, its a long term project, which potentially means several tournaments and 100's of blind pick matches away. While I don't think it would be as large an issue in blind queue game play (where you have no indication of enemy team strength), has anyone thought about dropping MS/pen quits for reduced res timers + def masteries for the specific case of a mid game comp that will run into this issue against a strong late game one? I know it sounds counter-intuitive as a mid game comp would rely on the quits+extra points in offensive masteries, but in blind queue its one of the few scenarios where I notice that large of a comeback occur, and it was very apparent in the last DD tournament.

It would even scale pretty hard if you were way ahead (as the effect is larger the longer your res timer is) when the losing team begins to zerg.

 
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Eyemite ?? Senior Member
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01-18-2013

It's not broken but there is always room for tweaks to improve game play.
When losing games I am not sure I can recall a time when I was thinking that if the timers weren't so screwed up we would have won. 9 times out of 10 it's because we were outplayed, made game changing mistakes, or just had an inferior team comp.

 
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A12MO12 ?? Senior Member
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01-18-2013

i've played over 4k dom games and yeah what he is saying is true. A game will be neck and neck and at the end the team with the respawn advantage will spawn after losing a team fight and go on to win the game because of that.

 
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Panzerzs ?? Senior Member
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01-20-2013

-I've played games where somehow, even when the team was doing well all game, we still lose a 400-50 lead.
-I wasted my time re-watching the tourney for the 2nd time and I relle do agree with you that riot has to look into those respawn timers
-There were timers where Infeed (hue) was getting a 22 second respawn timers with no window respawn (wtf 6 seconds while sifu's team gets 28 seconds?)
-There were also a lot of times where respawn windows relle do play a huge role, sifu's team were getting a lot of team fight kills which enabled very sick respawn windows like 10-12 seconds
-The respawn windows are PERFECTLY FINE... BUT!!! If ur going to give the losing team a window respawn timer that can be enabled at 10 seconds (there was a time where a member of PECs gets a 10 second respawn timer) that's when you have to look into that; it should not go to like 10 seconds, respawn windows for losing teams should close at like... 14 seconds or something, not 10 or 9....

-The top is all agreed with sifu's team, there is also another huge factor though that caused the loss, answer is simply team composition
-W/ what buwberry said, their late game scales better than ur late game, especially when vayne has a cc support like leona
-Mainly imo, there were a lot of "risks" taken that became disastrous for ur team at the end (like diving a PECs member while Vayne and Leona were missing --> very dangerous
-Otherwise, the 4 v 4 team fights kind of tilted in favor of PECs LATE game b/c of team comp

 
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inFe eD ?? Senior Member
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01-20-2013

Quote:
Originally Posted by Panzerzs View Post
-I've played games where somehow, even when the team was doing well all game, we still lose a 400-50 lead.
-I wasted my time re-watching the tourney for the 2nd time and I relle do agree with you that riot has to look into those respawn timers
-There were timers where Infeed (hue) was getting a 22 second respawn timers with no window respawn (wtf 6 seconds while sifu's team gets 28 seconds?)
-There were also a lot of times where respawn windows relle do play a huge role, sifu's team were getting a lot of team fight kills which enabled very sick respawn windows like 10-12 seconds
-The respawn windows are PERFECTLY FINE... BUT!!! If ur going to give the losing team a window respawn timer that can be enabled at 10 seconds (there was a time where a member of PECs gets a 10 second respawn timer) that's when you have to look into that; it should not go to like 10 seconds, respawn windows for losing teams should close at like... 14 seconds or something, not 10 or 9....

-The top is all agreed with sifu's team, there is also another huge factor though that caused the loss, answer is simply team composition
-W/ what buwberry said, their late game scales better than ur late game, especially when vayne has a cc support like leona
-Mainly imo, there were a lot of "risks" taken that became disastrous for ur team at the end (like diving a PECs member while Vayne and Leona were missing --> very dangerous
-Otherwise, the 4 v 4 team fights kind of tilted in favor of PECs LATE game b/c of team comp
The 22 second timer was with the death reduction timer mastery. It's +/-4 max, and I've never seen anything proving otherwise that didn't involve catching a wave respawn.

 
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Panzerzs ?? Senior Member
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01-21-2013

Quote:
Originally Posted by inFe eD View Post
The 22 second timer was with the death reduction timer mastery.
Thank you for correction~

 
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Nyx87 ?? Senior Member
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01-21-2013

This screenie is from a game i just played with a bud. We had a 300 point advantage, in which the mechanic kicked in. If you take a look at the deaths of both teams and the amount of time spent dead you will see that the team with the least amount of deaths spent more time dead. The enemy team managed to crawl back and win because of the rubberband mechanics and the fact that they a had better late game team than we did. That's just silly.

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SifuCalvin ?? Member
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01-22-2013

There should be a minimum respawn time of say, 10-12 seconds.
The problem with this is simply that a team can build and spec entirely for late-game meanwhile also playing horribly but there will be a strong momentum shift when zerg rushing into the enemy team doesn't matter because you all spawn in <10 seconds. Then their late-game will start turning fights in their favor and slowly push the enemy into a loss. You can play horribly and/or intentionally feed the enemy your nexus health in order to take advantage of the nature of the respawn mechanics. These mechanics can be abused and it isn't fair to the players who actually try to play well. Currently, Dominion is the only game mode that your whole team can have positive scores with an average Kill/Death ratio amongst the whole team of 2-3 and still have a game end with single-digit nexus health on the winning team.

 
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Armed Weasel ?? Senior Member
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01-24-2013

Yeah, please just make the respawn timers "normal" and a bit longer. It's dumb that you can't even recall and make it back to top in time immediately after acing the enemy team. Honestly, I'm not sure Revive should even be a Dominion spell, considering it's not optional for competitive play.

 
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BluesMusic ?? Member
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01-24-2013

I've been saying this forever, it's called reverse snowball.

But it's LOL and we all know they don't give a **** about dom, so I'm sure they will do absolutely nothing.