Originally Posted by Morello
* Players don't get enough "moments of glory", and don't easily see how their success can effect the game.
Progression and personal success are hallmarks of MOBA in general. In our effort to make a balanced experience strategically, we really lowered the ability for that one in twenty matches players get to experience "running away with the game"
****...I really didn't want to see snowballing comeback in Dominion. But I guess it's pretty understandable. There's been a massive campaign about comebacks and not enough 500-0 games when you're "clearly better" than the other team... Just goes to show you don't have to be right...just louder :-p
We will be focusing systems that allow more (gold, specifically) power differential between players...
...* A few champions are way too good on Dominion
This is actually the most surface-level thing, and is fixed when we adjust with the other aforementioned systems. To summarize, this is caused by the certainty of progression, where hyper-scaling champions can reach a late game, farmed state with certainty. Addressing that will address most of the specific egregious champion issues.
I don't understand. You basically want to bring back that "I'm a fed carry look how I can make all these noobs cry and rage for the next 20min"
feeling in Dominion. Won't that make the problem with hyper-scaling champions worse? How do you address this while touting a feature that, at first glance, will seem to make it a lot worse?