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How can we improve Dominion's point system?

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Rebonack ?? Senior Member
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06-27-2012

Change Kills - Deaths - Assists on the victory screen to Kills/Assists - Neutralizes/Captures - Deaths.

That should be sufficient. The point system is kind of silly.

 
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Kierloway ?? Senior Member
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06-27-2012

We can do a few things to improve the point system. I have a few ideas here. One would be to give a few more points for grabbing health packs. I see people don't grab them often enough and they only give 2-5 points, I don't remember exactly but maybe give them a small boost to 6-10.

There is tactical gameplay too. You could reward people for negating a suppress or holding off a tower cap for 15 seconds to three people while your team gets there. Do people get points for stopping a killing spree? What about stopping that killing spree and keeping that person in check the rest of their game, earning nemesis points. Perhaps give a bonus to people who make use of the jungle effectively and get streaks going as a result or a bonus for amount healed in a game. Yes people could use these to boost their own ratings, but if you do it for amount of actual health healed and damage shielded it would work. I'm not so sure about giving points for sitting in brush and ganking but something along those lines would be alright for dps characters.

A good way to do this would be to distribute this across a sort of role based system. Although you have 90 something champions, you could still break them down into groups and roles and give out kind of assignments to get in each game. They would be tiered and you would get points on working on your role in the game, whatever that is. You could do it for tanking roles, healing/shielding/cc roles, damage roles. Then, you could actually have them accessed by every character so if say Sona decides to dps instead of shield and heal as much then she still gets points. A tank could get points for holding off a bunch of people or providing a certain amount of cc if that's even possible. At least damage sustained would be ok and perhaps some additional points when fighting under a turret or with a group.

The other points to add would kind of be a couple of general things that I have mentioned previously or even finding a way to give more points towards the end of the game for making a comeback. It would be cool if there were ways you could get points for setting up successful ganks in the jungle as a team maybe.

These are all ideas and I'm not saying to implement any or most of them, but I just figured I'd throw some out there.

 
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CrystalGuard292 ?? Junior Member
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07-01-2012

I would say give "point defense" points to a player for each enemy player that is within the detectable range of the tower (so it wouldn't give stealth characters away.)

It would really make the contribution of an Alistar holding a point vs. 3 enemies for 20 seconds or so show up, instead of just the martyr bonus that the player who got liquified instantly got.

 
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Soren Kaleth ?? Senior Member
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07-01-2012

Increase Assist points.
Decrease Kill points.
Increase Defense points.
Decrease Cap points.

Promote team play and team composition by decreasing single player 1v1 kill and cappers rewards.

 
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Helixes ?? Senior Member
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07-01-2012

This has probably been mentioned, but it should be considered that
1) Punishment by negative score to encourage people to avoid bad play
2) Remove the passive score gain. A player afk all game should have 0 score.

 
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Dnightx ?? Member
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07-01-2012

Quote:
Originally Posted by Helixes View Post
This has probably been mentioned, but it should be considered that
1) Punishment by negative score to encourage people to avoid bad play
2) Remove the passive score gain. A player afk all game should have 0 score.
1) If someone is doing bad in Dominion, it doesn't matter if you give them a negative score, they're still going to do bad lol.

2) /agree

 
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Helixes ?? Senior Member
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07-01-2012

Quote:
Originally Posted by Dnightx View Post
1) If someone is doing bad in Dominion, it doesn't matter if you give them a negative score, they're still going to do bad lol.

2) /agree
Yes but if they see the game itself telling em it's bad, they will be less likely to do it.

For example, some people still think death has no consequence what so ever. So if someone is being stupid and going on a death streak, punish them.

 
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austseraph ?? Member
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07-02-2012

Someone mentioned a Nemesis reward. Now that is a great idea. Similar to FPS games where you have nemesis and payback pins (payback for breaking a nemesis run - say 3 consecutive kills of the same opponent without being killed by them).

Definitely reduce the martyr points and increase the time until a point defense reward is earned or just remove it entirely. Point defense should only be earned if there is combat within the turrets range. Also defense point gain should increase proportionally around the number of enemy champs attacking the point and the time held whilst under combat (in the turrets range).

Bonuses for kill streaks should be increased - but reset if you go back to spawn and heal up.

Definitely increase support points - 1 point for a heal, shield or other boost is almost worthless. Those supports can win you the game yet you get more points just from running past a capped point? dumb.

Points awarded for summoner spells is not a good idea. It would remove creativity from the game.

Maybe bonuses for total damage dealt, health healed or shields applied during the game ? Like 25k dmg = 50 more points. 1k healed = 75 points. 500 shielded = 50 points. Something like that anyway. The numbers would need to be investigated to determine averages but it would create more opportunities for team play and encourage teamwork.

Are points awarded for 5 capping? or Ace-ing the other team?

It's a tough ask to crunch the numbers and come up with a fair equitable system for each player type but certainly worth developing further.

 
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Radbolt ?? Senior Member
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07-02-2012

1) The Top capture point is key to dominion, so it should offer more points for capture and defense.

2) Less points for capturing enemy side capture points (at least relative to your own side)

Not a fan of seeing games where my team ignores Top and our side, and keeps trying to backdoor capture (usually failing).

 
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Redenbacher ?? Senior Member
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07-02-2012

Quote:
Originally Posted by Soren Kaleth View Post
Increase Assist points.
Decrease Kill points.
Increase Defense points.
Decrease Cap points.

Promote team play and team composition by decreasing single player 1v1 kill and cappers rewards.
Along the same vein as this post, capture assist and capture point values should be equal. You should receive capture assist points as long as you were in range of the player who makes the cap, when they begin capping (as opposed to requiring the player to be in range when it is capped for the assist).

This way, there is no advantage to sticking around to make the cap outside of the time bonus, which is inherent, and it therefore encourages players to get to the next point instead of hanging around a point already captured (or to go back, heal, and return in time to fend off the next assault).

@Radbolt - I think that would be fixing the wrong kind of play. Dominion seems to be more a challenge of where you allocate player resources, rather than what point is 'key'. Ideally, I believe, all points should be equally valuable, and no one point should be worth more than any other to encourage capping points other than just top. When the enemy is turtling on Windmill, it should be equally valuable to go gank their bottom or middle instead of fruitlessly trying to beat your head against a brick wall, because that brick wall is worth 'the most'.