|
Czech Republic18921 Posts
On September 24 2014 17:22 ahswtini wrote:Show nested quote +On September 24 2014 17:19 cecek wrote:On September 24 2014 17:14 Targe wrote:On September 24 2014 17:11 cecek wrote:On September 24 2014 16:59 hfglgg wrote: ok so did some math on the xp change:
when your team is 10k xp behind and you kill a level 20 hero with 21k xp with 3 heroes involved you gain 4.3k xp.
if you kill the same hero with the same level and xp, but you are 1 xp ahead you gain a whooping 40/70/90/108/125 aoe xp. (you gank arteezy or hvost and you gain 25xp per hero for it, not sure if i like that). Found this on reddit: + Show Spoiler +Seems like the game will be really swingy. Getting a lucky lasthit on a well farmed carry as a poor support will give you a fuckton of gold. risky/flamboyant plays when ur ahead now even more balls to the wall losing a rapier gonna be hilarious I actually wonder how that's gonna be calculated. Does your gold on death count with the rapier or without it? Chances are if you die with a rapier, you might not only drop the rapier but also feed enough gold to the killer to buy a new one. :D By the way, does anyone know how the bounty rune exactly works?? It says "Grants 50 XP +5/Min and 50 gold + 2/Min." I really don't get it.. so I activate it and instantly get 50 gold, 50 xp and then I get 5 xp and 2 gold a minute for the rest of the game and it stacks indefinitely with itself? The way I interpret it, the base xp and gold gain is 50, and for every minute it increases. So picking up the 2 minute bounty rune gives you 60 xp and 54 gold? Oh, so that's how it works, that makes more sense. Seems like the rune doesn't do much, refilling the bottle seems to be the most important use of it. I wonder how the midlane is going to work out. I hope it's not going to be bottle spammers 24/7.
|
Does anyone know if the new phoenix ult protects people who are teleporting?
Because the ult usually does not interrupt channeled spells, it shouldn't interrupt teleport.
|
I don't know if the gold comeback change is a good thing or not. I think it will make the winning side play even more passive which is bad.
Also more ricing carries to secure the late game. Playing early game lineup against a better late game lineup is so risky. 1 failed teamfight, the momentum swing the other way.
XP change is good for supports though.
Yea mid lane is definitely bottle spam + strong supports to secure runes. I think the viable mid hero pool will get much smaller. And if teams put so much attention to help mid lane, they might as well put a farming mid that can make use of bottle. I won't be surprised if i see more pos1 heroes put in the mid lane and dual lane mid.
|
I'm not sure if I get this new ap thing. In a pick phase, all players of one team have the chance to pick - the fastest one gets his hero. Then it is the other teams turn with the same mechanism?
|
On September 24 2014 17:11 cecek wrote:Show nested quote +On September 24 2014 16:59 hfglgg wrote: ok so did some math on the xp change:
when your team is 10k xp behind and you kill a level 20 hero with 21k xp with 3 heroes involved you gain 4.3k xp.
if you kill the same hero with the same level and xp, but you are 1 xp ahead you gain a whooping 40/70/90/108/125 aoe xp. (you gank arteezy or hvost and you gain 25xp per hero for it, not sure if i like that). Seems like the game will be really swingy. Getting a lucky lasthit on a well farmed carry as a poor support will give you a fuckton of gold.
for gold its the AOE bounty that got changed, a last hit will still give you the same amount of gold but everyone around (including the killer).
|
On September 24 2014 17:11 cecek wrote:Show nested quote +On September 24 2014 16:59 hfglgg wrote: ok so did some math on the xp change:
when your team is 10k xp behind and you kill a level 20 hero with 21k xp with 3 heroes involved you gain 4.3k xp.
if you kill the same hero with the same level and xp, but you are 1 xp ahead you gain a whooping 40/70/90/108/125 aoe xp. (you gank arteezy or hvost and you gain 25xp per hero for it, not sure if i like that). Found this on reddit: + Show Spoiler +Seems like the game will be really swingy. Getting a lucky lasthit on a well farmed carry as a poor support will give you a fuckton of gold. The are lies, damned lies and statistics. If you look at how at the formulas in the patchlog, the gold/exp you gain for all kill depends on (rougly speaking), the "relative net worth difference of the TEAMS": But here, there are no teammates involved, which makes everything way more extreme than it will be in a real game. You will only see such amounts in 1on1 solomid games. Or am I missing anything?
edit: In that cm-am example, cm gained ~3,7k exp. But if I calculated corrected, in a real game (assuming each 4 teammates at lvl 10 on each side), she might receive 1,5k-2k exp less for the same kill.
|
i can't wait for a professional team to drop all of their items before they kill someone in a gank to lower their networth and suddenly they get +20k gold.
|
United Kingdom14103 Posts
On September 24 2014 17:50 idonthinksobro wrote: i can't wait for a professional team Cloud9 to drop all of their items before they kill someone in a gank to lower their networth and suddenly they get +20k gold. ftfy
|
On September 24 2014 17:52 Targe wrote:Show nested quote +On September 24 2014 17:50 idonthinksobro wrote: i can't wait for a professional team Cloud9 to drop all of their items before they kill someone in a gank to lower their networth and suddenly they get +20k gold. ftfy
if abuse like this will work or the game becomes worse due to this change it will be 6.82b in no time , this is a game breaking mechanism if not working properly.
|
On September 24 2014 17:27 Pinnacle55 wrote: Does anyone know if the new phoenix ult protects people who are teleporting?
Because the ult usually does not interrupt channeled spells, it shouldn't interrupt teleport. It doesn't interrupt shit like black hole, fiend's grip, freezing field, etc. It shouldn't interrupt TP.
http://imgur.com/a/amssO
|
Czech Republic18921 Posts
On September 24 2014 17:46 Mafe wrote:Show nested quote +On September 24 2014 17:11 cecek wrote:On September 24 2014 16:59 hfglgg wrote: ok so did some math on the xp change:
when your team is 10k xp behind and you kill a level 20 hero with 21k xp with 3 heroes involved you gain 4.3k xp.
if you kill the same hero with the same level and xp, but you are 1 xp ahead you gain a whooping 40/70/90/108/125 aoe xp. (you gank arteezy or hvost and you gain 25xp per hero for it, not sure if i like that). Found this on reddit: + Show Spoiler +Seems like the game will be really swingy. Getting a lucky lasthit on a well farmed carry as a poor support will give you a fuckton of gold. The are lies, damned lies and statistics. If you look at how at the formulas in the patchlog, the gold/exp you gain for all kill depends on (rougly speaking), the "relative net worth difference of the TEAMS": But here, there are no teammates involved, which makes everything way more extreme than it will be in a real game. You will only see such amounts in 1on1 solomid games. Or am I missing anything? Ok, I'm gonna try to decypher it. Here's the formula:
New: ============== The player that got the last hit now also gets the area of effect bounty.
VictimLevel = Level of the Victim VictimNW = The victim's Net Worth EnemyTeamNW = Enemy team's total Net Worth AlliedTeamNW = Your team's total Net Worth NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) (minimum 0) NWFactor = NWDifference * VictimNW
1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5 2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35 3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25 4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2 5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15
Let's say team A has 50k networth, team B has 70k networth. And a 2k networth cm from team A is around when a 20k networth level 20 antimage from team B gets killed.
VictimLevel = 20 VictimNW = 20 000 EnemyTeamNW = 70 000 AlliedTeamNW = 50 000 NWDifference = ( 70 000 - 50 000 )/ ( 70 000 + 50 000 ) (minimum 0) NWFactor = 0.166666 * 20 000 = 3 333.33333
So depending how many heroes total are present around the dying antimage, this is how much gold the cm gets, no matter who kills him, this is just assist gold:
1 Hero: Gold = 40 + 7 * 20 + 3 333 * 0.5 = 1846 gold 2 Heroes: Gold = 30 + 6 * 20 + 3 333 * 0.35 = 1316 gold 3 Heroes: Gold = 20 + 5 * 20 + 3 333 * 0.25 = 953 gold 4 Heroes: Gold = 10 + 4 * 20 + 3 333 * 0.2 = 756 gold 5 Heroes: Gold = 10 + 4 * 20 + 3 333 * 0.15 = 590 gold
That's a lot of gold for 1 kill, if you win a teamfight when losing and live through it as a support, you're getting a whole lot of gold.
|
|
This is absolutely mental!
|
Just me that think Techies just got an awful lot stronger? - Statis Trap now way better. (easier to stun people) - Ward their entire jungle at lvl 1. (if they have a shitty jungler) - Bloodstone is pretty much goto item now. - Way better traps against heroes such as pudge.
Remote mine change honestly doesn't matter that much.
|
Some interesting changes, but i really dislike 2 runes and BS changes.
|
Aghanim's Scepter now allows Holy Persuasion to target Ancient Creeps (maximum 1 Ancient Creep per level of Hand of God)
hahahah this is so awesome :D Chen solo mid midas into scepter? It still affects the ultimate the same way right? Puppey will get a boner reading this
|
United Kingdom14103 Posts
2 runes is sick, it grants a support half a camp if they take it so camping runes hurts less if you get a bad spawn
|
Elder Titan Added Aghanim's Scepter: Causes units that are pulled in by Earth Splitter to be disarmed in addition to being slowed. Slow/disarm duration increased from 3/4/5 to 4/5/6.
total counter to void with scepter. Elder offlane scepter incoming
|
I am so damn hyped. Changes look great. It will feel like playing a new game again :D
|
Elder scepter is the worst scepter upgrade ever, considering other aghs upgrades. It is a nice edition but not enough for 4200 extra gold.
|
|
|
|