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6.82 Balance Changes and Discussion Thread - Page 43

Forum Index > Dota 2 General
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Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 24 2014 19:46 GMT
#841
The bounty rune also encourages supports to roam and get out of lane, because its free XP and gold for them. And since every little bit helps with a support, the extra gold and XP makes it a win/win to get out of lane. The first rune can give them a quarter of a level and half a TP scroll.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
September 24 2014 19:49 GMT
#842
The gold and XP change is not nearly as dramatic as you people think, and it's nowherenear what Bulba is saying. I counted it for when you're very far behind (70k to 50k) and kill their 20k NW and level 20 carry. Here's how it looks like:

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 carry, this is how much assist gold each hero gets:

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
super gg
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 24 2014 19:51 GMT
#843
Every kill is a track kill now...
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
lolnoty
Profile Joined December 2005
United States7166 Posts
September 24 2014 19:53 GMT
#844
On September 25 2014 04:46 SoylentGamer wrote:
Show nested quote +
On September 25 2014 04:43 lolnoty wrote:
On September 25 2014 04:13 SoylentGamer wrote:
Okay, from what I know about runes, their main function is to allow the mid lane to gank more often, and get more gold because of it. The bounty rune? Instead it just gives them the gold that they'd get from a gank and be done with it .w. really kind of lame to me.


Bounty rune is nowhere near the gain of a successful gank in any form. The bounty rune's purpose is to alter the RNG of rune luck. In most cases the bounty rune is the worst rune you can get as a mid, but it's main function is that it fills bottles. The lowering of rune luck in mid as well as the buff to xp denial from last hitting promotes mid skill more.

It also PROMOTES more action from other lanes, because you will definitely see more supports and/or offlaners carrying bottles as well since they're so reliable and efficient. More mana/health = more spells thrown and health leverages. More contesting of guaranteed runes = more chance of action around runes.

double runes to me has no downside

I'm all for the double runes as well. I just find the bounty rune to be really lame. I could probably see players milking the rune waiting to grab it just before it despawns though, or even bottling it and saving it. finally Storm Spirit's quote "this will get better with age." for bottling makes sense :3


I think it kind of needs to be lame compared to the three "action" runes. If a team managed to secure two runes that are both DD/Haste you could see two lanes lost instantly off of that. I like double runes, but if both rune spawns were action runes (assuming they came up with a new rune that forced action similar to the other three) I think it would be potentially too snowbally.
"PPD is a very angry guy. He controls us." - Arteezy
SoylentGamer
Profile Joined August 2014
United States250 Posts
September 24 2014 19:53 GMT
#845
On September 25 2014 04:51 Sn0_Man wrote:
Every kill is a track kill now...

Didn't nearby players always get gold on a kill?
CK is the strongest hero in all of Dota 2, lore wise.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 24 2014 19:54 GMT
#846
yeah and its only about 3x as much now if ur even trivially behind
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
SoylentGamer
Profile Joined August 2014
United States250 Posts
September 24 2014 19:54 GMT
#847
On September 25 2014 04:53 lolnoty wrote:
Show nested quote +
On September 25 2014 04:46 SoylentGamer wrote:
On September 25 2014 04:43 lolnoty wrote:
On September 25 2014 04:13 SoylentGamer wrote:
Okay, from what I know about runes, their main function is to allow the mid lane to gank more often, and get more gold because of it. The bounty rune? Instead it just gives them the gold that they'd get from a gank and be done with it .w. really kind of lame to me.


Bounty rune is nowhere near the gain of a successful gank in any form. The bounty rune's purpose is to alter the RNG of rune luck. In most cases the bounty rune is the worst rune you can get as a mid, but it's main function is that it fills bottles. The lowering of rune luck in mid as well as the buff to xp denial from last hitting promotes mid skill more.

It also PROMOTES more action from other lanes, because you will definitely see more supports and/or offlaners carrying bottles as well since they're so reliable and efficient. More mana/health = more spells thrown and health leverages. More contesting of guaranteed runes = more chance of action around runes.

double runes to me has no downside

I'm all for the double runes as well. I just find the bounty rune to be really lame. I could probably see players milking the rune waiting to grab it just before it despawns though, or even bottling it and saving it. finally Storm Spirit's quote "this will get better with age." for bottling makes sense :3


I think it kind of needs to be lame compared to the three "action" runes. If a team managed to secure two runes that are both DD/Haste you could see two lanes lost instantly off of that. I like double runes, but if both rune spawns were action runes (assuming they came up with a new rune that forced action similar to the other three) I think it would be potentially too snowbally.

Maybe to reduce the chance of double action runes they could separate the bounty rune into an exp and gold version.
CK is the strongest hero in all of Dota 2, lore wise.
Fumanchu
Profile Blog Joined February 2008
Canada669 Posts
September 24 2014 19:54 GMT
#848
So bloodseeker is awesome now apparently?

Cast lvl 4 bloodrage on your zeus and furion. Have them cast their ults. An extra 40% damage on zeus and furion's ult?

Zeus aghs + refresher was already good. Trying adding 40% on to that.
Easy doesnt fit into grownup life.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2014-09-24 19:58:08
September 24 2014 19:55 GMT
#849
Only if the enemy team is ahead by 20K and you can drop their team. The more likely outcome is you kill one or two of them and then get wiped yourself, diminishing the benefit of the bounty gold. Then you lose rax.

The only time its going to be crazy is if some carry like Anti-Mage manages to kill another solo carry with a huge lead in a one on one fight. And even then, with the math above, you can afford a point booster.

Edit: that is 590 gold split between 5 heroes too. Not 590 each.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Mafe
Profile Joined February 2011
Germany5966 Posts
September 24 2014 19:56 GMT
#850
On September 25 2014 04:54 Fumanchu wrote:
So bloodseeker is awesome now apparently?

Cast lvl 4 bloodrage on your zeus and furion. Have them cast their ults. An extra 40% damage on zeus and furion's ult?

Zeus aghs + refresher was already good. Trying adding 40% on to that.

Wait what? I'll so have to try that.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-09-24 20:00:49
September 24 2014 19:59 GMT
#851
On September 25 2014 04:55 Plansix wrote:
Edit: that is 590 gold split between 5 heroes too. Not 590 each.

no its not jesus christ

and this is only if u kill 1 dude not "drop their team".
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Daralii
Profile Joined March 2010
United States16991 Posts
September 24 2014 20:01 GMT
#852
On September 25 2014 04:56 Mafe wrote:
Show nested quote +
On September 25 2014 04:54 Fumanchu wrote:
So bloodseeker is awesome now apparently?

Cast lvl 4 bloodrage on your zeus and furion. Have them cast their ults. An extra 40% damage on zeus and furion's ult?

Zeus aghs + refresher was already good. Trying adding 40% on to that.

Wait what? I'll so have to try that.

New Bloodrage increases damage dealt and received by 40% at level 4, and the duration is twice as long as the cooldown. Sit in base, drop it on Zeus and Furion, have them ult, refresher, ult, and acquire gold.

2GD's actually making the new PL look really good.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Tgee
Profile Joined November 2010
Denmark54 Posts
September 24 2014 20:02 GMT
#853
On September 24 2014 06:49 Plansix wrote:
(who knows these damage changes are nuts).

I feel like the simplification of the damage type system is very sensible as it was pretty impossible to get a grasp of before, and I've played this shit for a decade
SoylentGamer
Profile Joined August 2014
United States250 Posts
September 24 2014 20:05 GMT
#854
On September 25 2014 05:02 Tgee wrote:
Show nested quote +
On September 24 2014 06:49 Plansix wrote:
(who knows these damage changes are nuts).

I feel like the simplification of the damage type system is very sensible as it was pretty impossible to get a grasp of before, and I've played this shit for a decade

I understood it before, but calculating it was a hassle in game. Overall though it seems to have left things about the same. I think Lina was nerfed though, no Ethereal blade melting anymore :/
CK is the strongest hero in all of Dota 2, lore wise.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 24 2014 20:06 GMT
#855
On September 25 2014 04:59 Sn0_Man wrote:
Show nested quote +
On September 25 2014 04:55 Plansix wrote:
Edit: that is 590 gold split between 5 heroes too. Not 590 each.

no its not jesus christ

and this is only if u kill 1 dude not "drop their team".

Yes, if you kill one member of their team in a team fight, you get a bounty of 590 gold split between the heroes involved. Against a team that is 20K ahead. If you manage to wipe out the entire team, you get that 5 times over. So its 590 per hero, assuming everyone is still alive when the other team goes down.

So, yeah, if you wipe a team that is 20K ahead, you get an extra 3000 gold on top of it. I am not really freaking out about 3000 gold split among 5 heroes.

I have the Honor to be your Obedient Servant, P.6
TL+ Member
Rocket-Bear
Profile Joined July 2014
3070 Posts
September 24 2014 20:06 GMT
#856
New PL is like playing guild wars mesmer now. Actually seem like an illusion fighting hero
Favorite players: Gh and Zai
ZasZ.
Profile Joined May 2010
United States2911 Posts
September 24 2014 20:07 GMT
#857
On September 25 2014 04:54 SoylentGamer wrote:
Show nested quote +
On September 25 2014 04:53 lolnoty wrote:
On September 25 2014 04:46 SoylentGamer wrote:
On September 25 2014 04:43 lolnoty wrote:
On September 25 2014 04:13 SoylentGamer wrote:
Okay, from what I know about runes, their main function is to allow the mid lane to gank more often, and get more gold because of it. The bounty rune? Instead it just gives them the gold that they'd get from a gank and be done with it .w. really kind of lame to me.


Bounty rune is nowhere near the gain of a successful gank in any form. The bounty rune's purpose is to alter the RNG of rune luck. In most cases the bounty rune is the worst rune you can get as a mid, but it's main function is that it fills bottles. The lowering of rune luck in mid as well as the buff to xp denial from last hitting promotes mid skill more.

It also PROMOTES more action from other lanes, because you will definitely see more supports and/or offlaners carrying bottles as well since they're so reliable and efficient. More mana/health = more spells thrown and health leverages. More contesting of guaranteed runes = more chance of action around runes.

double runes to me has no downside

I'm all for the double runes as well. I just find the bounty rune to be really lame. I could probably see players milking the rune waiting to grab it just before it despawns though, or even bottling it and saving it. finally Storm Spirit's quote "this will get better with age." for bottling makes sense :3


I think it kind of needs to be lame compared to the three "action" runes. If a team managed to secure two runes that are both DD/Haste you could see two lanes lost instantly off of that. I like double runes, but if both rune spawns were action runes (assuming they came up with a new rune that forced action similar to the other three) I think it would be potentially too snowbally.

Maybe to reduce the chance of double action runes they could separate the bounty rune into an exp and gold version.


I'm pretty sure under this new system one of the runes that spawns every 2 minutes is always a bounty rune. So even if you don't get the good rune (still 50% chance), you get something and can refill your bottle.

I like this change. Gives more incentive for supports from both sides to wander down into the river, because if your team can secure both runes repeatedly it gives a strong advantage. And Haste/DD/Invis can be just as effective on some supports as it is on the mid hero for ganking.
FHDH
Profile Joined July 2014
United States7023 Posts
Last Edited: 2014-09-24 20:10:13
September 24 2014 20:08 GMT
#858
We were discussing after TI4 how deathball had been enabled by catch-up mechanics being fairly weak. This is a controversial point because the game is intended to be snowbally, which it is: you win fights and take towers and your team becomes harder to kill and it's easier to win more fights and take more towers. Everyone knows this. Rewarding a team that is behind not for nothing but for taking a win vs a team that overpowers them is a catch-up mechanic that you have to pay for. In games where teams are expected to have good coordination and discipline, you should be punished for not leveraging advantage, and rewarded for overcoming disadvantage.

I'm not totally sure this is balanced but I don't see why people are against it on principle. It's pretty clear mechanics as of 6.81b were pretty weak in this regard.

On Runes: I was shocked by this change at first but I really like it the more I think about it and read people's interpretation. It adds complexity to the support role and more decision points, and delivers another job for supports that does not involve running around getting no experience and hoping your cores aren't shit.
После драки кулаками не машут (Don't shake your fist when the fight is over)
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
September 24 2014 20:08 GMT
#859
On September 25 2014 05:02 Tgee wrote:
Show nested quote +
On September 24 2014 06:49 Plansix wrote:
(who knows these damage changes are nuts).

I feel like the simplification of the damage type system is very sensible as it was pretty impossible to get a grasp of before, and I've played this shit for a decade


The only thing I don't like is the complete disappearance of HP Removal. It wasn't an overly complex concept to grasp and the fact that it didn't register as damage made it interesting to use.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-09-24 20:09:17
September 24 2014 20:08 GMT
#860
On September 25 2014 05:06 Plansix wrote:
Show nested quote +
On September 25 2014 04:59 Sn0_Man wrote:
On September 25 2014 04:55 Plansix wrote:
Edit: that is 590 gold split between 5 heroes too. Not 590 each.

no its not jesus christ

and this is only if u kill 1 dude not "drop their team".

Yes, if you kill one member of their team in a team fight, you get a bounty of 590 gold split between the heroes involved. Against a team that is 20K ahead. If you manage to wipe out the entire team, you get that 5 times over. So its 590 per hero, assuming everyone is still alive when the other team goes down.

So, yeah, if you wipe a team that is 20K ahead, you get an extra 3000 gold on top of it. I am not really freaking out about 3000 gold split among 5 heroes.

Plansix, ur wrong. I don't exactly know what to tell you, because you literally are saying "1+1=3" and when I tell u ur wrong, you say "no really, 1+1=3". EVERYBODY GETS THE AOE GOLD
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
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