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Leaver bonus isn't exactly balanced.


SickofOP
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This isn't meant to be a massive rant thread, I personally from experience tend to think that the leaving system is slightly imbalanced at this point. Just as of a few minutes ago in a public match (yes a public match), my team has a 3-0 lead, and then the leaving begins. To make a long story short, three of their players left, leaving only Nova and Toxi. What's the big deal you might be wondering? Less than 10 minutes into the game, Nova and Toxi both have stun knives, and Khali blade, as well as other items. Nova goes on to finish the game, and solo's my team of 5 with 33 kills, 3 deaths and 5 assists.

 

It was hardly a game, we couldn't farm, get items like DST or anything to counter these two units, and lost a 5v2 due to this. I'm not exactly sure what can be done, but let's be honest, you can't overcome these things in 10 minutes, and to lose in such a manner was absurd. I understand that the leaver bonus is designed to balance the game out for those who are left, by increasing income as well as damage, etc for the remaining players, how exactly are you supposed to counter this as, or even make the game playable?

 

Can we even agree that there should be no rating/records kept of matches that have 2 or more leavers for a team? Possibly even an AFK feature that kicks players who are inactive for more than 5 minutes?

 

I will post the link of the game that just took place, so you all can see for yourselves. This may be just an isolated incident with Nova, but it seems to be more and more common the more I play.

 

Feel free to leave your comments and personal experiences with this.

AOS leaver bonus, OP.SC2Replay

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I watched the replay and here's what I saw.

 

Vorpal was drunk, tried a Tosh build, got stun knife first, then pulse hammer = no tankiness = nova fodder early/mid game. Erekul got Ihan first which isn't so bad, but that caused him to get Korhal later than he needed it. Not to mention for some reason you guys never wanted to force 5v2 early so the Nova got fed off 1v1 and 2v2s, with the money boost she was going to be tough, but with the feeding it was ridiculous. The Nova on the 5 man team started with a crit build but then got blood letter, then went back to building Khali but refused to get sabre +5 mins and had multiple pool visits where he had enough money for saber, but he got the +dmg hammer first and waited until he had enough money to buy executioner axe so his Khali came way later than it should. Vessel kept trying to 1v1 or 2v2 them. Bad idea. There was no communication in the team on item coordination until late when vorpal was talking about DST. DST isn't what was needed. Chilling Artifact and Sword Breaker would have won this game, or just at least one competent tank. When Vorpal first complained that Nova had Khali already it was 20 minutes into the game and he tried to 1v1 Nova with that whack Tosh built Vorpal. That build may be fun in useless pubs, but I would save that for premade pubstomps to avoid this shap again.

 

As for team movement, when the top lane T1 tower was taken there was an opportunity for all 5 to push 2nd tower, but Vorp went shop and two others went toward middle lane leaving Nova and Vessel to try to take down the 2nd tower. Enemy team nova easily killed someone in river, then vessel 1v1. 5 Man team Nova tried to escape only to be cut off by Toxi. It was basically a team wipe when it should have been two towers. I think 2 man team Nova got top tower by herself at this point.

 

There was NO warding. Everyone can be held responsible for warding but as a tank/support like vessel/vorpal/tychus/erekul, surely one of you could have grabbed a couple wards.

 

TL;DR Vorpal build was squishy and didn't fill the needed role, Erekul had Korhal but was never with the group, Tychus thought he was a tank because he had OC but he needed more, Nova's build order was slow, and vessel was too aggressive when engaging. On a scale of 1-10 the teamwork was about a 3.

 

As long as our developers want to keep "players" in game for popularity purpose. The leaver bonus will not be changed.

You don't want to see Hero Attack beating AoS in turns of play hours, huh? Our developers want to keep you in game for as long as possible.

 

AoS is down to sixth in top played right now. Lowest I've seen it since I started playing.

Edited by Allstar
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We used to beta test several times before release then AoS starts to lose players to a point that beta test is hard to gather aside from the weekend.

 

Also, there are "sudden and unreviewed" changes made by other developers and not approves by Highdrafter who is currently in charges of balancing.

 

For that part of the changes, there are nothing we can do about it as they are from high authorities.

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how is that in any way balanced?

Its balanced becaus you normaly don't have leavers in inh and this is inh community so its totally fine even when you would get +200% no one would care you know....

 

Love the thinking of people saying: it doesn't affect inh so its ok but then care about such stuff that happens in pubs

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Its balanced becaus you normaly don't have leavers in inh and this is inh community so its totally fine even when you would get +200% no one would care you know....

 

Love the thinking of people saying: it doesn't affect inh so its ok but then care about such stuff that happens in pubs

?

i said it isnt ok, i play both pub and IH so it should be balanced for everyone

infact your post makes little to no sense at all i dont even know why it exists

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If ur team isn't completely retarded, which is usually the cause in EU, you want to stop the standard laning phase and gather ur entire team in the same lane and push together as a team.

 

Why?

 

1) your enemy's wont be able to get 1 vs 1 or 1 vs 2 kills like this.

2) You will melt towers so quick if they don't come to defend it, which means they won't be able to farm up properly on neutrals, or in other lanes / ur team mates. Even if they come to defend you'll eventually get the tower.

 

3) If they decide to take the fight it will be a 5 vs 2 situation, where you guys will benefit way more in gold due to everyone getting assists in ur team while only 1 of them gets assists. The same scenario occurs with everything, XP, Aeon money, Levi money, Levi buff, tower money, etc. As a team you guys benefit more in total.

 

I guess they benefit in terms of snowballing from items etc, but that can be countered with taser / swordbreaker etc, which unfortunately will probably be ur job as I personally see people use these items in about 1/100 pubs, and 3/10 ihs...

 

 

This is what I'd do if I wanted to continue and win this game

 

Nevertheless I personally I think that the rating system is as just about as good as the risk/reward ratio for jungeling is. So with that said: If I make a bunch of people leave from enemy team I'll consider it a victory.

Sitting around for another 20 min playing against 2 people with a handful of retards on ur team is hardly going to be entertaining.

 

Solution F10+q

Edited by John
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Hey John, nice idea you got there. Truly. Only issue is that pub players are unable to read. It's hard to get them to group up, they all are playing their own little game. One guy wants to farm the Thor, the guy building dps Drake wants to farm top lane and the other two are busy dying in a 2v1 lane (mid).

 

I am yet to discover what language pub players speak, so until then I am not able to communicate with them.

 

 

Your F10 Q solution seems much more appealing to me.

Edited by Mus
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Eu is so op. You say go top and half the team goes mid and one goes jungle, so only one comes top.

 

I found an effective method of winning a pub lane. Buy wards the entire game, and rage at your team when they get ganked. They will leave if you rage hard enough and you always play carry so you win with the buff.

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Hey John, nice idea you got there. Truly. Only issue is that pub players are unable to read. It's hard to get them to group up, they all are playing their own little game. One guy wants to farm the Thor, the guy building dps Drake wants to farm top lane and the other two are busy dying in a 2v1 lane (mid).

 

I am yet to discover what language pub players speak, so until then I am not able to communicate with them.

 

 

Your F10 Q solution seems much more appealing to me.

Mus, when you figure it out, message me pl0x.

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the funny thing when you all stack together pushing a lane.. you will be lvl 11 when the 3 enemies are lvl 18 cuz they jungled and pushed other lanes... then their aoe caster or hard dps carry with explosive will rape your whole team gg

 

I think they mean to group up very briefly to take down towers then disperse again unless they can quickly take the next tower. Your scenario is realised where there is a decently itemisd AoE caster like Cow to counter-push and buy time for their carry to max out. But the 5-men team can get a Sword Breaker each and lock down the DPS carry for 15 seconds.

 

Still I think Sword Breaker and Taser are not utilised enough in pubs. They're great equalisers that exploit the advantage of more item slots in a fuller team.

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I think they mean to group up very briefly to take down towers then disperse again unless they can quickly take the next tower. Your scenario is realised where there is a decently itemisd AoE caster like Cow to counter-push and buy time for their carry to max out. But the 5-men team can get a Sword Breaker each and lock down the DPS carry for 15 seconds.

 

Still I think Sword Breaker and Taser are not utilised enough in pubs. They're great equalisers that exploit the advantage of more item slots in a fuller team.

 

if you were a dps carry... you think in a pub where swordbreaker/taser is barely bought and honestly i think i have seen it once in like 20 games, its realistic to say 5 or even 2 people get it and manage to time it good? in the best case you could buy your team 7-8 seconds and they would simply get out for this short time and come back raping you again.... its not just cow,( btw he would 2/4hit you midgame) but also vergil, jack, maar

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