|
On September 28 2014 06:24 TheYango wrote: I'm annoyed more that the community's focus has been so heavy on the gold aspect, when IMO, the astronomical XP gains have seemed equally, if not more impactful. All the graphs that people have posted have been XP graphs. I mean people probably don't even realize it, but still there is that.
I mean c'mon, they're GRAPHS. THEY MEAN SOMETHING.
|
Plus gold gains are visually represented on screen at the time of kill, and everyone's gonna have some idea of where there gold was at before the fight, and where it is afterwards. I don't think many people pay attention to how much exp they have before a fight, and how much they have after.
|
United States47024 Posts
On September 28 2014 06:28 Plansix wrote: I think a come back mechanic focused more on XP is a less intrusive way to assure more back and forth games. I'm not sure I agree with that. Gold swings turn into momentum swings with major item timings on particular heroes, but key levels allow for momentum swings on many more (a lot of heroes--especially supports--get more impactful shifts in power at level 11/16 than they do from any single item). So as a team, an enormous windfall of XP is likely to be a bigger deal, IMO.
On September 28 2014 06:34 Fleetfeet wrote: Plus gold gains are visually represented on screen at the time of kill, and everyone's gonna have some idea of where there gold was at before the fight, and where it is afterwards. I don't think many people pay attention to how much exp they have before a fight, and how much they have after. They do, however, notice that they got 3 levels despite only being in 1-2 kills before dying.
|
On September 28 2014 06:24 TheYango wrote: I'm annoyed more that the community's focus has been so heavy on the gold aspect, when IMO, the astronomical XP gains have seemed equally, if not more impactful.
The XP comeback factor is exactly what the gold comeback factor was before they toned the gold down.
|
I'm ok with xp changes. It makes the supports stay a viable level and allows some of the more level dependent ones a place in the meta.
|
I dunno I think supports got too much of a buff this patch. Having a xp rune, tons of gold after securing a kill on a carry, more gank/ward paths, easier denying and outlaning the offlane... I thought last patch was fine for supports, now I think we will be seeing a lot of greedy supports as I think we're starting to get with all these wisp picks.
|
SoCal8910 Posts
the problem is, from my understanding, that it values a 30k medusa the same as a 30k crystal maiden. an extreme example, but its effective in giving you an idea why its far from perfect.
i was originally for these changes until i played 2 games that went late after a big lead and small mistakes turning into big swings. there is no excusing the mistakes, however giving someone like a jugg 2k gold after he lost his lane really really hard and our team was starting to gain momentum..that's a little ridiculous.
originally i was excited about these changes because the comeback potential was really enticing. but in practice, i notice that its not perfect.
i also ran into a situation where the enemy had 2 leavers, so basically their networth was going to always be 2/5 lower than ours. they had a lifestealer and a medusa, so we lost 2 people due to miscommunication and suddenly the medusa finishes a butterfly and the lifestealer finishes an abyssal. despite dying several times, medusa was then able to afford 2 rapiers in a matter of 10 minutes. seriously?
luckily, we adapted and figured out a way to win, but it was a sweaty, scrappy game..and in my opinion, it should be possible to come back and be close…but not to the point where we have a naked ancient and BARELY kill the medusa, which gave my ember 2 rapiers…something i couldnt farm myself despite being 13-7-21 with 531GPM.
TLDR: in my 4k experience this mechanic really benefits teams with leavers and certain heroes over others
|
farm priority is farm priority. a 30k net worth hero is a 30k net worth hero.
there is no way to differentiate heroes because so many heroes blur the lines between roles.
and im going to ignore all the rest of the whine because they were 3v5 and you barely won.
|
SoCal8910 Posts
right right. ignore the part where she was able to afford a bfly and 2 rapiers in the course of 15 minutes because of a couple accidental feeds when youre unprepared for a sudden influx of items. very fair assessment of my experience.
|
I'm surprised Phantom Lancer's winrate is going down according to Dotabuff, I've played like 5 games on him now and he seems so fucking strong, like all you need is drums and a diffusal and you can walk around solo killing people. You just swarm them with illusion and they die.
|
On September 28 2014 02:01 mutantmagnet wrote:Show nested quote +On September 28 2014 00:42 Snerd wrote: Literally every game I've played so far in 6.82 the team that loses early game wins the game. You can win every lane and the other team still comes out on top somehow. I realize this has been said already, but it really is irritating. This is an exaggeration.. The gold swing has been a factor in only 1 comeback after my team fell behind in multiple games. In the reverse case only 3 games I could say the comeback mechanic benefited my enemies. The gold swing has a noticeable effect but there is still a huge advantage in map control that is gained by becoming ahead. I could even point to a recent game where my team was losing to the clearly superior laning team but we started to win when I decided to defensively ward around the map after we lost tier 2s and everyone was able to make more informed decisions with the increased vision the wards provided. Actually it isn't an exaggeration.
|
SoCal8910 Posts
|
Every game is a throw currently. Lost many many games to late game throws. Comebacks from 1 -2 set of raxes. Just bored.
|
Games simply not fun. If one team has hard carry, like Ta and other does not team with TA will eventually win. I had game my team was winning 40-5, and then TA got lucky crit, kill 3. after that my team have not won a simple team fight. That is simply not fun, to build all game around 1 hard carry.
|
SoCal8910 Posts
On September 28 2014 11:09 Mutineer wrote: Games simply not fun. If one team has hard carry, like Ta and other does not team with TA will eventually win. I had game my team was winning 40-5, and then TA got lucky crit, kill 3. after that my team have not won a simple team fight. That is simply not fun, to build all game around 1 hard carry.
yep, eventually it doesnt matter what you did all game. if the enemy has a hard carry and your team loses a team fight, thats a completed big item for that hard carry.
i'm all for comeback mechanics, but this is frustrating to play against. i want to have fun, not be a super try hard each and every game
|
On September 28 2014 11:09 Mutineer wrote: Games simply not fun. If one team has hard carry, like Ta and other does not team with TA will eventually win. I had game my team was winning 40-5, and then TA got lucky crit, kill 3. after that my team have not won a simple team fight. That is simply not fun, to build all game around 1 hard carry.
Even better to build team around 3 carries. rofl.
Undefeated on spectre this patch. Had never played him before. Fun stuff.
|
Every game I've lost this patch has been because our carries are fucking idiots who lose their lanes and continue to suck all game, so, no difference from 6.81 except some times in 6.81 it was because we got an early lead and our carry started playing like an idiot and blew the lead, so, no difference from 6.82.
|
On September 28 2014 10:55 Laserist wrote: Every game is a throw currently. Lost many many games to late game throws. Comebacks from 1 -2 set of raxes. Just bored.
It was fun game though.
+ Show Spoiler +
|
It is only fun for one who playing hard carry, for every one else it is frustrating
|
Yes playing support not so much fun atm. At the very least you have to play a support that scales with items and maybe can farm some. Makes me sad, because I love ogre and they buff to be even more of an early game monster but the gamestate very unfavorable.
Jungle cores soooooooooo much better than they were before. Losing lanes for first 10 minutes does not matter as much and having extra carry useful when game goes super late in pubs. Someone gets farmed.
|
|
|
|