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Leavers bonus


Psyght
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Seriously leavers bonus needs to be gone, why in a pub when im rolling alone, i have to depend on random teamates to win when the other team has a buff, like seriously, i can carry a team 5v5, but when it gets to the point when they other team has a good player, and its 3v5 or 2v5, i cant do everything. i just have to roll super powerful chars every game and cant roll support due to leavers bonus, as soon as people start raging its just worthless to play, cause its not gonna be a good game, its gonna be 1:30 game where you die 20 times and have to grind out your gear on neutrals. seriously so frustrating. theres a reason other MOBA games dont have leavers bonus... CAUSE ITS OP IN PUBLIC GAMES

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So your argument is that leaver bonus gives the team an advantage when players leave? And your justifying this argument because you were on the opposing team? Plus your complaining that you have to grind harder to fight the other team? Leaver bonus is an incentive for teams that have rqers to not leave if they have a bonus. It helps balance it out and reciprocates the idea that this is a team game. If there are only two or three players that have the extra damage bonus and minerals, your team of five must work harder. This gives the public games, an incentive to work together as a team to fight the buffed but low in number team. It not only improves the gameplay of public games by encouraging teamwork.

 

I'm sure if you had rqers on your team and you had no bonus you'd shap yourself and cry. If you want competent players on your team, then wait and get a team together like I suggested in the chat. Leavers bonus has been a mechanic since the early stages of AOS and i doubt it will change.

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Leavers bonus in some cases is retard, in others it's fair.

If residente reads this, He'll know what i mean.

We (3 GOOD players) played with two idiots against a four man team, consisting of a Zera and A Shadow a long with ... (I think) a Kerri. They completely raped us after turteling for 30Mins. Guz was playing Queen and Residente was Tycus.

 

Conclusion:

-Votekick must be added

-Zera bubble needs reworking

-Leavers bonus must adapt, Stupid turteling must STOP.

 

EDITS: italic

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Leavers bonus in some cases is retard, in others it's fair.

If residente reads this, He'll know what i mean.

We (3 GOOD players) played with two idiots against a three man team, consisting of a Zera and A Shadow a long with ... (I think) a Kerri. They completely raped us after turteling for 30Mins. Demonioll was playing Queen and Residente was Tycus.

 

Conclusion:

-Votekick must be added

-Zera bubble needs reworking

-Leavers bonus must adapt, Stupid turteling must STOP.

 

It was Guz playing Queen, the point of Qlx is that we dominated the laning phase, and Shadow said, I gonna be afk till you finnish, but they just turtuled.

 

And their team were 4 players, also Ironhide

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The leaver bonus doesn't bother me. Its the leaver money that pisses me off, when I have more kills/creep/assists and am still out itemed it makes me wonder why I bother trying. The easiest way to fix this would to finally make the base somewhat easy to break. True damage towers make games take forever when they should have ended in 25-30 mins.

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The leaver bonus doesn't bother me. Its the leaver money that pisses me off, when I have more kills/creep/assists and am still out itemed it makes me wonder why I bother trying. The easiest way to fix this would to finally make the base somewhat easy to break. True damage towers make games take forever when they should have ended in 25-30 mins.

The one and only truth. But...

You don't want to loose because you lost ONE teamfight, eh?

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leavers bonus makes for massive troll potential, IE tower whores, but it really won't cost you the game so long as you pay attention.

 

The leaver money is acceptable, at least the "X is plit among the forces" money.

 

The leaver INCOME boost is jsut silly...

 

why do you get extra income because your team mate is gone? He wasn't goign to be making YOU any money either way...right?

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I will say that the leaver bonus is incredibly screwed up in terms of money given. Right now it follow a parabolic curve, giving you 0 minerals if someone drops before the game starts (which is total BS) and insane minerals if someone drops with mass gear in the late game. The current leaver bonus is only really fair in the mid game when it gives you an average of about 1-2k tops. Its total BS that you get maybe 100 mins if you are lucky for someone leaving in the early game, and in the late game you can easily receive 3-5k+ from one person dropping.

 

I think to make it more fair, there needs to be an added bonus in the early game (so you actually get more than like 100 mins) and in the later game there should be a cap on how much is given to each player. Yes there are ways to counter what someone builds but it can still be staggering how drastic an extra 5-8k out of no where changes the game.

 

For reference heres a game where my team was getting roflstomped until we lost our 2 worst players, and the bonus money I got allowed me to go from like 8-4 to 22-6 by the end of the game (in the span of about 15-20 mins). Granted the other team was retarded and never got any barbed plating or shrapnels even though I was playing a leechless AA crit build on darpa, with an axe to shut down their darwins etc, but still the turnaround was rather staggering. God I love his silence grenade, it shuts down so many moves and amps damage like a boss :)

 

http://www.sendspace.com/file/q1e43v

 

The game is rather long, and nothing really OP starts happening till around the 1 hour mark (before then I had max attack speed but didn't do all that much damage (was barely able to farm at all to get the items I needed, they had constant pressure), the bonus minerals let me buy a shard and khali) We were pushed all the way back into our base before the first guy left, and won the game with 0 towers (we actually recovered long enough for the buildings to rebuild and creep snowballing to end, then snowballed their side)

 

Now again I must point out that the enemy team should have sold an item each and got barbed instead to counter me, forcing me to ditch shard for darwins, and forcing them to get axe to level the field, and in the end I would kill myself trying to kill them if I wasn't careful. But really all I am trying to point out is that the leaver money system needs to scale better across the game. Its stupid UP in the early game, and stupid OP in the late game.

 

Not going to lie every time my team is down in a game, I start praying that 1-2 people drop so I get enough money to start roflstomping the enemy team and make a comeback. Sure it doesn't always work out that way, because a well coordinated team of 5 will easily crush a team of 3, but a surprisingly high number of games can be won being down 1-2 people, if the remaining 3 work really well together and can pick off packs of 2-3 on the opposing side. The game isn't just about numbers, its also about money, a fully decked out hero can easily crush a half built one ;)

 

EDIT:

Actually after further thought, the most fair thing to do would be to make you get a set amount of money based on the time in game when someone leaves. Then we can scale and balance it perfectly across the game, and when people don't have items or afk forev then leave you still get the money you should.

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no one cares about the one tiem mineral boost.

 

the part that is absurd is the increased rate of income...as in all remaining players passively gain money faster...that is annoying as hell.

 

Tell you what, lets start a game, and halfway through it, I will randomly get 10K, and you get nothing

You can tell me then how much no one cares about a 1 time boost as I proceed to roflstomp you with all that extra gear

For perspective its the equivalent of me killing around 300-400 creeps, or getting around 30+ kills on demand....it will take you a very long time to offset that

 

The passive money increase is nothing, so I get an extra couple minerals a second, it takes a shap ton of seconds for that to equal 10k

 

The passive increase is only a problem if it starts early game, where as the sheer money you get in the mide-late game dwarfs everything else

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In this case, the probem is not leavers bonus, but how fast the waves spawn by giving you less time to damage enemy towers (in early/mid game).

 

@Eliwan: 2 hard lane, 1 mid, 1 safe lane, i don't see how it can be far too painfull in early game, all your team can farm better and faster, at most it gives enemy team more advantage in controlling river creeps, but overall your team will have: 1.- More income 2.- More experience (you can outlevel safe lane by 2 or even 3 lvls early game). Of course if one of your lanes feeds like hell, you are flobed, but it's the same if it was 5v5, the lane feeding would allow to gank mid and the other lane so in the end is the same...

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It is beyond me why people complain about the leaver bonus. Assuming all players involved are competent, the team with the most players will ALWAYS win (especially late game). This is because they can stack item/spell effects much more then the opposing team and can have a better composition (see: Synergy). In addition, you also have more ability to control the map and push lanes as you have more players to do so. In the case you mentioned, you lost because of feeders NOT because of the leaver bonus.

 

In all honesty, the leaver bonus is slightly under-powered As long as you can survive the short-term burst there is no reason other then bad players htat you should struggle to decimate them in the long term.

 

@Eliwan: By the time that the leaver mineral bonus gets you enough minerals to make a difference, it's late enough in the game that it won't give you the advantage over the other team who has more players.

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@Muto: Leavers bonus is boost to every aspect of the game, not only to the HP pool, Weapon damage, Spell damage, phys resist, spell resist. In early game the lack of 1 player is hardly noticeable to a team with decent players and good team comp specially if that team has a good initiator like micro/drake/boros or a good killer combo like shadow/rory, rancor/raynor, nova/cyprus etc... with just a 7% boost you can farm faster and with less risk, snowballing pretty hard in mid game and allowing ur team to reach late game items/lvl/stats much sooner than the enemy team, 15 minutes equals 900 minerals (only per natural income boost) add to that a 20% more neutral farming wich could be around 3k more minerals in those 15 minutes? Maybe 5 or 6k for a shadow/darpa/"insert High MS AA hero here"

Sorry man, but i wouldnt' say that leavers bonus is UP at all...

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if this game is balanced based on team play:

 

the team with feeders should not be given a second chance to win. one person failing should make the team lose.

 

 

individual play:

 

leaver bonus is fair assuming that every player has the same skill level. you would expect the team with more people to win. but if the bonus is given to the team with better players, then they will have the advantage. do you think this is far? is it ok for a team who was doing well and about to win to lose?

 

 

 

plus, leaver bonus is a stupid way to drag the game out.

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if you have too many bad players on your team (espec those that dont listen) it really does not matter how many teammates/enemies you face as they will get hyper-fed anyway.

 

afaik its not affecting IHs, so this is only about pubs where i would not prefer having to start 5 games in order to play one that lasts for more than 10 minutes.

i rather go down slowly and have to struggle against worse players with bonus than having to restart games every 10-15min.

 

also its never to late to educate your fellow teammates. this is a game where better players will always prevail even if going against bonus you can just turtle a bit and stomp the bonus team later on or just push all sides, since in the end its about destroying the base, not about fragging all day long without pushing a lane.

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Having to spend an extra hour finishing a game against a boros and a zeratul with leaver money + bonus is NOT fun at all.

I'd rather win games in 15 minutes than never finish a game properly because they get ridiculous.

 

If two people on the enemy team decide to ragequit, then so be it. The game should be over by then if almost half the team decided they don't want to play anymore.

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It is beyond me why people complain about the leaver bonus. Assuming all players involved are competent, the team with the most players will ALWAYS win (especially late game). This is because they can stack item/spell effects much more then the opposing team and can have a better composition (see: Synergy). In addition, you also have more ability to control the map and push lanes as you have more players to do so. In the case you mentioned, you lost because of feeders NOT because of the leaver bonus.

 

In all honesty, the leaver bonus is slightly under-powered As long as you can survive the short-term burst there is no reason other then bad players htat you should struggle to decimate them in the long term.

 

@Eliwan: By the time that the leaver mineral bonus gets you enough minerals to make a difference, it's late enough in the game that it won't give you the advantage over the other team who has more players.

Assuming all players involved are competent - Do you even play pubs? jesus, you cant depend on a single teamate, so if you were playing with a competent team its not a problem, but it is a problem when your playing with a team of morons, you can no longer solo anyone, you cant take the game into your hands and win, you must depend on much less talented people to preform, which is shap.

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  • 2 months later...

Bump!

 

Lets compare mineral gain per second for entire team:

- no leavers = 5 (5*1)

- 1 leaver = 8 (4*2)

- 2 leavers = 9 (3*3)

- 3 leavers = 8 (2*4)

- 4 leavers = 5 (1*5)

 

Shouldn't all values be equal no matter how many leavers there are? If u want to keep that stupid leaver bonus then scale it at least in right way so both teams gain exactly the same amount of minerals - 5 per second. Or 1 mineral more, but per entire team, not one single player. Less players means already more experience and more money from creeps and jungle per player. Everyone can agree how unfun is to play against lower number of enemies, especially if enemy team has some good carry player or some hard caster player. So basically every pub with uneven number of players is completely unfun for one team - during first 5 minutes its look quite even, but after enemy team start simply to snowball. Please understand that it destroying entire meta-game. Casters which shouldn't be able to one-shot enemy carry - they are able to. Carries which shouldn't be able to win 1v3 situation - they are able to. And so on. Just make it fun for both sides. Currently I'm leaving immediately every single 3v5 if it happens before 15 minute mark...

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