6.82 Balance Changes and Discussion Thread - Page 43
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Plansix
United States60190 Posts
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cecek
Czech Republic18921 Posts
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 | ||
Sn0_Man
Tebellong44238 Posts
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lolnoty
United States7166 Posts
On September 25 2014 04:46 SoylentGamer wrote: 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. | ||
SoylentGamer
United States250 Posts
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? | ||
Sn0_Man
Tebellong44238 Posts
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SoylentGamer
United States250 Posts
On September 25 2014 04:53 lolnoty wrote: 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. | ||
Fumanchu
Canada669 Posts
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. | ||
Plansix
United States60190 Posts
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. | ||
Mafe
Germany5966 Posts
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
Tebellong44238 Posts
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". | ||
Daralii
United States16991 Posts
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. | ||
Tgee
Denmark54 Posts
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
United States250 Posts
On September 25 2014 05:02 Tgee wrote: 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 :/ | ||
Plansix
United States60190 Posts
On September 25 2014 04:59 Sn0_Man wrote: 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. | ||
Rocket-Bear
3070 Posts
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ZasZ.
United States2911 Posts
On September 25 2014 04:54 SoylentGamer wrote: 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
United States7023 Posts
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. | ||
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CosmicSpiral
United States15275 Posts
On September 25 2014 05:02 Tgee wrote: 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. | ||
Sn0_Man
Tebellong44238 Posts
On September 25 2014 05:06 Plansix wrote: 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 | ||
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