AGREED.I don't undertsand the complaints about increased bounties:
- patch 6.81 was unforgiving about early game: if your teammates feed a few deaths to Slark + Crystal Maiden on the top lane while you are bottom, it can almost mean "gg" but it is not your fault and you cannot concede anyway.
- patch 6.82 is unforgiving at any stage of the game: if you make a mistake, no matter the lead you have, everything can change ; moreover, the patch gives hope to win even if you don't have the lead, so it is in agreement with the "no concede" option.
Even during TI4 final games, we have seen some "gg" after only one barrack lost. I don't remember exactly, but we might have seen a "gg" called even before a set of barracks was destroyed.
I don't undertsand the complaints about increased bounties:
Even during TI4 final games, we have seen some "gg" after only one barrack lost. I don't remember exactly, but we might have seen a "gg" called even before a set of barracks was destroyed. People say they are pros so they have the right to concede: this is just bad for spectators and would mean the death of dota2 esports. The patch makes it more difficult for pros and more interesting for spectators.
- patch 6.81 was unforgiving about early game: if your teammates feed a few deaths to Slark + Crystal Maiden on the top lane while you are bottom, it can almost mean "gg" but it is not your fault and you cannot concede anyway.
- patch 6.82 is unforgiving at any stage of the game: if you make a mistake, no matter the lead you have, everything can change ; moreover, the patch gives hope to win even if you don't have the lead, so it is in agreement with the "no concede" option.
Mostly I think the idea is good. The numbers might need to be tweaked a little bit but I think a lot of disdain and elation regarding the change as a whole comes from what side of the win/loss you come out on.
I have a feeling it is going to lead to more stale drafting since you pretty much NEED to draft for big team fights and late game now. Since the patch the quickest a game I've been in ever finished was 38 minutes because my entire team drafted carries (aside from a Shaker that wasn't supporting) and the feeding lasted from minute 1 to minute 38 without stopping.
edit: is there any more anecdotal evidence of games lasting a lot longer in general now? Most of my games have been right around the hour mark.
6.82 is like double points in F1.
In the current championship, Hamilton and Rosberg are 3 points apart, that means that it doesn't matter who wins the next 4 races, because the one who wins Abu Dhabi (the last one with double points) will be the champion. There is no way this is fair, but sure it makes things more "exciting" for the viewers.
How is this like that in any way? If you get five man wiped with a huge gold lead, you already done fucked up. It'd be more like if you got a worse and worse car every time you lost and then, if you won a race after losing 100 races, you finally won a race you got a competitive car. You've got the car but you still have to drive it and there's a reason you lost 100 races in a row.
Yeah, that's the feeling I'm getting as well.Oh man, all these "we were 0-287 after 20 minutes, all three lanes kept feeding but then our spectre got a kill and it was ez game" stories.
People vastly exaggerate the comeback potential because everyone is so used to calling gg after first blood.
Wipes can happen, no matter how far ahead and how good your team composition is. Sometimes shit just happens. You think you should lose an entire game of dominating performances based on one late game fight? Check out this game that we "stomped" today:
http://www.dotabuff.com/matches/923384443
We almost lost this twice at the end there (look at that those graph dips, jesus) even tho half their team fed all game. Our Void whiffed one Chrono near the end of the game that nearly lost the entire game for us. This was a single bad play by 1/5th of our team that nearly cost us all.
Bug I discovered: Tinker's march still aggroes ancients, even though it doesn't damage them.
Why does this matter at all: A couple of reasons.
1. You can still efficiently stack jungle camps 100% of the time with it, as Mud Golems won't fuck it up.
2. Not as big obviously, but you can stack ancients for someone else.
The range and time it takes to walk all the way over there.w.r.t. 2 I was gonna say "why would Tinker waste his March cooldown when he could just right click the ancients" when I realized it's Tinker we're talking about and I desperately need sleep or coffee (or both)
Good. There's few things more insidiously toxic than an earnest early gg. Saps morale like few other statements.I call gg at first blood.
That's why I'm banned from chatting.
I'm actually unsure on how they should proceed with earth spirit at this point.
coolI call gg at first blood.
That's why I'm banned from chatting.
I think this will be good enough.* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
http://store.steampowered.com/news/14528/
* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
http://store.steampowered.com/news/14528/
* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
http://store.steampowered.com/news/14528/
* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
http://store.steampowered.com/news/14528/
Oh man, all these "we were 0-287 after 20 minutes, all three lanes kept feeding but then our spectre got a kill and it was ez game" stories.
People vastly exaggerate the comeback potential because everyone is so used to calling gg after first blood.
* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
http://store.steampowered.com/news/14528/
I honestly don't have a problem with XP rubberbanding.I think this will be good enough.
Xp still the same tho
This is spot on.
People like to find easy things to blame.
I hope these changes weren't done to support the kneejerk reaction of the vocal minority in the community and it's actually based on upon a lot of data. Them rewarding reddit and "pros" crying on twitter isn't a good move for the future of patches. But I'm sure that Valve and Icefrog knows what they're doing.
lol Zephyr![]()
OB just Necrophos'd Rave's 4 protect 1.
Wow this new riki, kinda impossible to run away from him.
Anyway, best patch ever now that the gold has been fixed.