ee is highlighting my issue with the comeback mechanic right now:
He's talking about how shortly after 6.82 he didn't give a shit about the draft, just yolo draft and pick terrorblade, get outplayed the whole game, down 50-20 in kills (c9 being the 20), yet still win the game because of the rubberband. Shit like that should never happen. The comeback mechanic took a lot out of the drafting stage and marginalized the laning stage. You can argue that now the drafting stage/laning is too important, but I'd rather see some happy balance between 6.83's comeback mechanic and 6.84's lack thereof. Meet in the middle with small buffs to the xp/gold factor.
?? you're vastly oversimplifying shit. Yolo pick TB worked if:
- enemy team didn't have tools to reliably push hg (whihc is a problem with hg itself, and with heroes like DP, Pugna, Rastha being nerfed after TI4 or just bad)
- enemy team didn't have a carry that could do anything late game vs terrorblade
Comeback mechanic isn't punishing for the better team, it's rewarding teams which understand the game better. In this case, teams who don't draft early game strats with no reliable HG push or which don't draft even a single lategame core.
A simmetric game can't have a mechanic that favor the "bad" team it's just impossible. Tell me one tournament that was won by a "bad" team in 6.83, there wasn't. Compared to most games and sports, cinderella's stories are almost impossible. The closest i can think about is DTS vs EHOME.
Comeback made all phases of the game comparatevely equally important, whereas now it seems it's only the first 10 mins that matter. This is a game where advantages breed more advantages, and need serious mechanics to avoid the game just being decided by the first tower in 65+% of games like it was in 6.82.