In a nutshell, the idea of a deathball strategy is to get an early advantage, snowball, push, team fight to hold ground, and never let go. Vici Gaming (VG) made this strategy recently popular during The International 2014 (TI4). The rolling of the deathball may slow down if not come to a halt with the following changes:
Glyph of Fortification cooldown is now refreshed whenever you lose a Tier 1 tower
Tier 2 Tower’s armor increased from 20 to 25
Tower bounty gold for destroying Tier 1/2/3/4 reduced from 264/312/358/405 to 160/200/240/280 (denied is 50%)
There’s also a significant change in how teammates gain extra experience when sharing a kill. It involves math, which may or may not prompt you to just skip this, but in general, what this means is that shared experience for kills is now reliant on the experience of your team and your opponent’s instead of just on the victim’s level. If you’re the type that isn’t deterred by math then take a look at the formula:
OLD:
VictimLevel = Level of the Victim
1 Hero: XP = 120 + 20 * VictimLevel
2 Heroes: XP = 90 + 15 * VictimLevel
3 Heroes: XP = 30 + 7 * VictimLevel
4 Heroes: XP = 20 + 5 * VictimLevel
5 Heroes: XP = 15 + 4 * VictimLevel
NEW:
VictimLevel = Level of the Victim
VictimXP = Total XP of the Victim
EnemyTeamXP = Enemy team’s total XP
AlliedTeamXP = Your team’s total XP
XPDifference = ( EnemyTeamXP – AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP )(minimum 0)
XPFactor = XPDifference * VictimXP
1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15
I'm surprised they don't take the attackers XP into the equation instead of the whole teams.. what if you are under farmed and you kill a highly farmed hero by your self you should be rewarded. Instead if you have a highly farmed team mate you are losing out. I dunno.. I guess i'll wait and see how it pans out.
whoops wrong calculations
but basically the more farm you get on a core the more punishing it is for that core to die, since he exp and gold he gives is based on his current level and networth
for scale imagine enemy team has 40k networth and my Terrorblade has 40k out of the 60k networth on my team (lvl 25), and I get killed by opposing team
VictimLevel = 25
VictimNW = 40k
EnemyTeamNW = 60k
AlliedTeamNW = 60k
NWDifference = (60k-40k)/(100k)
NWFactor = 40k*0.2
1 Hero: Gold = 4215 (4215 Total)
2 Heroes: Gold = 2980 EACH (5960 Total)
3 Heroes: Gold = 2145 EACH (6435 Total)
4 Heroes: Gold = 1710 EACH (6840 Total)
5 Heroes: Gold = 1310 EACH (6550 Total)
anyway the interesting thing is that for even games this change basically amounts to nothing, but the further ahead one team is the more punished they are for any single death, especially on farmed cores.
or take my last game with AM as an example (if they kill me near the end)
http://www.dotabuff.com/matches/915873778
VictimLevel = 25
VictimNW = 43 880
EnemyTeamNW = 123 267
AlliedTeamNW = 88 646
NWDifference = 34621/211913=0.163
NWFactor = 43 880*0.163 = 7152.44
1 Hero: Gold = 3791 (3791 Total)
2 Heroes: Gold = 2683 EACH (5367 Total)
3 Heroes: Gold = 1933 EACH (5799 Total)
4 Heroes: Gold = 1540 EACH (6161 Total)
5 Heroes: Gold = 1183 EACH (5914 Total)
basically quite ridiculous numbers
tl;dr CUM BACKS ARE REAL BOYS (DONT DIE IF YOURE AHEAD)
^Pub tards feeding from overconfidence with no buybacks at 50 minutes now even more of an issue.
Basically when you are lvl 6 invoker and you sunstrike that lvl 12 antimage you not only get 3k gold but 4 lvls
Nothing in this changelogg is as hughe and game changing as this.
Будь ласка, увійдіть до системи для написання коментарів.
Any maths pro here care to elaborate their predictions on how this will affect the game?