Originally Posted by Soren Kaleth
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'.