Comeback gold is good, if you ahead and losing teams fight you're probably doing something wrong
A game dependant on early game and snowballing sounds aweful, if you're behind at ten minutes the game shouldn't be over for you
You could still comeback without those bounties in the past. Generally through split-pushing and ratting, but also classic smokeganks. Deathball strats with won early game are also still extremely hard to comeback from, unless the enemy gets extremely cocky.
Also the comeback gold/xp has been toned down a lot since it was introduced, you generally only see it being impactful when a team is like 15K+ behind. But when you see all the gold rushing in to your teammates (or enemies) it can be pretty extreme sometimes. I wish it was removed too and they'd just strengthen structures/increase the armour aura from towers instead (if the purpose is to draw out the game and avoid deathball meta).
Tbh I think it's fine.
Could still use a small nerf. Dying as a roaming bounty hunter with a score of like 8-7 and dumping 1000 gold is pretty gay buy generally your carries have the most farm and are worth the most because they are the hardest to kill.
How is it unfair? I live for the outplays...or lived (damn, 2 months already).
Winning by outplaying bitches and taking their gold is something everyone should like. Also, I'd rather lose because the other team outplayed me and punished my mistakes than by them simply having more gay heroes in than my team.
Just remember what DOTA 2 was like ~2 years ago before this "comeback mechanic". Supports were important, because early game advantage meant something. Right? Now it is no matter what you do in early game it means NOTHING. And if support dies in late game it means A LOT.
So, Valve, please, remove comebacks and make DOTA 2 great again. Amen.
all the big patches followed the same trend for several consecutive years - making positions 3 to 5 more relevant, and farming 1 - less relevant.
@Triple
Look at TI 6. Look at all those Shadow Demons and Keepers of the Light who finished their Scepters at 10-15 minutes marks. If this is how Valve makes supports "more important", I want to jump off this train...
I think the fastest aghs on a support was like support mirana and that was still like 20 minutes and a mirana
Comeback gold is bad and only bad. It discourages team to work together since you can always comeback. Do nothing in the laning phase which your enemy has been fully controlled for the first ten minutes and one teamfight is all it takes for the mechanic to pay off. Even at only 5-10k gold advantage, you could be giving up 1k per death, and imagine the enemy Spectre getting all these gold? It is not pretty extreme but outright ridiculous seeing how people being ripped off their supposed win just because you took a bad fight, or your teammates took a bad fight themselves looking to throw it away giving up 5k gold to the enemy carry, when your whole team has been working hard for the past 20-30 minutes.
This has been exploited by TI6 teams so many times on main stage, thanks to the fight recap exposing this unconventional, dishonored yet functional strategy. Every time a team that's behind took a 2-for-1 or even 3-for-1 trade they would say "it's ok" because their carry just got richer for more than 1000 gold each trade, and it is literally taking 1 fight to undo the results done by 10 previous fights. Big gold swing is nowhere near healthy for the players who work hard in the early-mid game to spit it back to the enemy carry, but that just happened so many times on main stage because people just had to use it for the money (it's TI anyway). No amount of patience and care can overcome the need to risk the advantage when it comes to objective.
Just tell me how is it fair for a team leading even just by 5-10k gold to give it ALL back within half a minute.
besides like oracle, dazzle, wisp, kotl, the sustain these heroes bring makes them relevent even if the game goes 65 minutes
Killstreak gold should be removed entirely. Just base it around networth/exp differential
at 5-10k you are only just begining to have a definite lead over you're enemy so it makes perfect sense that one teamfight can turn that around. Also you make it sound like you're winning the game and then suddenly your support gets picked off and the game becomes unwinnable, which isn't how it is.
It is exactly how things are. Especially with the important heroes to get the comeback gold (even more applicable when all the heroes can actually make use of the gold), this just shows how messed up the game is considering 1 fight/pickoff is all it takes for the momentum to start switching or even switch side, sometimes even without you to control or realize it happening.
It isn't though because I just played a Luna game in which we got a pickoff on the other teams fucking antimage AND their tinker and we still didn't come anywhere close to coming back.
It teaches people to not throw their advantage and learn to use their time efficiently
I expect a slight nerf to it tho,seems slightly unfair for the winning team
when you kill 5 times i row means u got 1500 gold +_ and when someone knock u down he will get 700+ gold max so its not a real comeback
If you really want comeback gold to be nerfed post it in reddit, and hope it gets upvoted to fro9ntpage
It always works
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just as unfair as it was newly introduced, people leading suddenly getting into trouble for the idiots playing carries dying just twice to give away the entire gold lead to enemy's single carry, which got him 2/3 more items and won the game himself. this needs to stop, we have seen enough comebacks in TI6 and that is no longer fun for teams to feel winning only to be dumpstered later on and lost wondering why the hell did the game end that way. comeback gold is not only anti-fun but also unfair and rewards turtling, feeding by supports (to give more gold to carry) while punishing good teams that controlled a game early on only to lose it dramatically later on due to this mechanics.
this seriously needs to stop for no one to suffer this bullshit already.