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League of Legends Community > Maps and Modes > Dominion
The Minions are Imbalanced.

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VoidInsanity ?? Senior Member
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06-20-2012

I feel that half the problem with casters being weak and Tanky bruisers being too strong is that the creeps scale differently in Dominon compared to Rift and favour AD damage too much. AD Malz, Yorrick, Urgot, Jax, Riven, among others.

In dominion the starting melee minion has 6 armour, the caster minions 1 armour. This means that ad are doing true damage to the minions and getting full lifesteal from attacking them as there is no armour to reduce it.

By contrast the starting Melee minion has 23 magic resist and the ranged 17 magic resist. Casters do a reduced damage, cannot sustain off them like their ad counterparts and are limited by their cooldowns. They are forced to invest in flat spellpen in order to "keep up" with the minion true damage ad's put out and they need runes or items to do it.


I don't see why the armour on minions is so low. Why only increased MR?

 
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Stiff Tacos ?? Senior Member
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06-20-2012

AP casters probably wouldn't bust their cooldowns to kill minions anyways. The only champs that use abilities to kill minions are the ones with AOE damage, and they don't need help.

A good example that you already mentioned is AD Malz. While building no SpellPen or AP, his Q,W, and E melt minions insanely fast. Sure, his minions help, but the majority of the damage on minions is from his spells.

The real problem is that Dominion promotes pushing. In SR, if you push too hard, the creep line moves towards your opponents tower. He can last hit easily while you can be susceptible to ganks. In Dominion, ganks are easier to avoid. Also, in SR, a creep wave alone can't take out a tower. In Dominion, two waves can easily neutralize a tower. Of course, auto attackers can push creeps better than nuke casters. AA has no cooldown and uses no resources. Changing the resists on creeps wouldn't really change anything.

 
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Ka0tiK ?? Member
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06-21-2012

Possible they wanted the AP casters auto attacks to be able to damage the creeps? Given that they will not be building AD if the creeps did have equal armor they would almost have to use abilities to clear even the small groups so there would not be a pile up.

 
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Super Nomegeta Super Nomegeta's Avatar ?? Game Designer
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1 of 3 Riot Posts
06-21-2012

SR and TT turrets currently use an interesting mechanic to help AP-dominant champs stay relevant. To quote the LoL Wikia:

Quote:
Damage to a turret is based on your base attack damage plus the higher of your bonus attack damage or 40% of your ability power.
Is there interest in adding this mechanic to the melee minions on Dominion?

 
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Talith PA ?? Senior Member
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06-21-2012

Yes

 
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Runieux ?? Senior Member
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06-21-2012

That sounds really interesting. Considering last hitting isn't really as important in dom so much as simply clearing waves. This would be something I'd like to see.

 
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ObPrinny ?? Senior Member
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06-21-2012

RiotNome, make it so, please :P

 
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Stexe Stexe's Avatar ?? Adjudicator
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06-21-2012

Quote:
Originally Posted by RiotNome View Post
SR and TT turrets currently use an interesting mechanic to help AP-dominant champs stay relevant. To quote the LoL Wikia:

Is there interest in adding this mechanic to the melee minions on Dominion?
They use an interesting guy who repairs stuff to help? I think you mean mechanism. =)

(Taking back the word "mechanism" one day at a time!)

 
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IronAegis ?? Senior Member
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06-21-2012

Do it nome!

 
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Ourthun ?? Senior Member
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06-21-2012

Quote:
Originally Posted by Stexe View Post
They use an interesting guy who repairs stuff to help? I think you mean mechanism. =)

(Taking back the word "mechanism" one day at a time!)
Language evolves, mechanic also means "having to do with tools" -programming languages being tools.

Either works. I personally prefer mechanic, simply because http://en.wikipedia.org/wiki/Game_mechanics

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