Diminishing gold returns on Rise of Immortals

>> Saturday, June 30, 2012

Diminishing gold returns on Rise of Immortals
Perhaps this is less of a factor between the tied teams, and probably not an important factor in a team full of pug vs. premade level low, but I am quite certain the application of gold retreating returns is an eternal kills MOBAs great thought. What you all thought about this? What’s your idea on this?
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#2
Old 18-09-2011
Wyvern Wyvern is offline
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Re: Diminishing gold returns on Rise of Immortals
I'm generally in favor of the snowball in a modest degree, but without degrading performance to win gold, no double snowball effect going on. The first is the gold earned. Suppose a channel bot kills his opponent Kyrie. Not only get an extra reward, but she gets to go to agriculture without opposition. The second is experience. Kyrie is a bit of experience to qualify a killing champion (OK), but also is ahead in the exp you earn, while the opponent is knocked down, and can still afford to return to base, buy shiny new items, and return to the lane before his opposition.
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#3
Old 18-09-2011
ApplePowerPC ApplePowerPC is offline
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Re: Diminishing gold returns on Rise of Immortals
The way I see it, giving up a single kill in the first 5 minutes or so decide who wins the lane, one lane in either solo or 2v2. While the team certainly deserves it first struck an advantage, I feel like the snowball effect starts too. The team, who gets the first blood, with one or two more deaths, has 1 to 2 champions who are positioned to dominate the 3v3 or 5v5 skirmish follows.
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#4
Old 18-09-2011
MacIntel MacIntel is offline
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Re: Diminishing gold returns on Rise of Immortals
Get gold and exp for early death is well deserved, but leads to a lot of energy in the lane - the power that can be used to continue feeding in the lane that leads to a biased team first battle between the team. With the dominance of rail and the first-team battle in hand, the chances of losing are pretty low, maybe a little too low. Qualified work deserves to be rewarded, but an initial error should not explain a defeat is guaranteed. Sometimes I forget that the open beta is for people-oriented solutions.

I recommend that the award obtained against an immortal in a spate of death was reduced by 33% for death, at a least of 30 gold, so that this possible snowball effect at a standstill stands as a reward but less marked than it is today.
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#5
Old 18-09-2011
Abbie Abbie is offline
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Re: Diminishing gold returns on Rise of Immortals
There is really no incentive would be as I see it or learn to be cautious. XP control and the lane is not really a factor of about 10 minutes in, in my opinion, anyway. The problem I see is people are running face for the first time in what is in your lane, and then complain when they lose. I see almost every game.
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#6
Old 18-09-2011
Common Common is offline
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Re: Diminishing gold returns on Rise of Immortals
Do not penalize others to be able to kill (which means it is our enemy). Try to find a way to stay alive. If you cannot stay alive, come here and ask why he keeps dying. If we cannot reach some kind of solution, then it is probably something that needs to be adjusted. If the mobs are being taken too quickly, try to be near the tower. Do not rush into the tower, the crowds on their own tab. If you are melee against an opponent from a distance that will be left behind. Know your distance movement or consider switching to a tankier or character from a distance.
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#7
Old 18-09-2011
desilva desilva is offline
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Re: Diminishing gold returns on Rise of Immortals
I agree with you a little. But I feel a mixed game will be even more difficult for the weaker team as they continue to die. It feeds on the other team they have improved a lot better team than make it more difficult for the losing team to make a comeback. I agree that people need to play smarter, but the pros outweigh the cons, in my opinion. The reduction of gold would gain no sense intentional food and keep the game yet.
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#8
Old 18-09-2011
Loverface Loverface is offline
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Re: Diminishing gold returns on Rise of Immortals
I will attempt a realistic metaphor to help clarify the point. If the bonus is to get the first blood was 10 levels worth of exp and gold 10,000, the probability that team A wins the game if you have blood for the first time? 80 percent? Higher? What would the other team come back from that?
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#9
Old 18-09-2011
RyanInt RyanInt is offline
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Re: Diminishing gold returns on Rise of Immortals
If people have a problem with the lower gain of gold, then I suggest you do more powerful towers. I cannot tell you how many times I've seen people die or how many people I killed them thinking it will save a turret, I have learned the lesson from the start and run more than if I have to base and heal. You can just run past the beginning of the game (or take the path of the forest) and killing someone if you have a large capacity and run.
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#10
Old 18-09-2011
AZUL AZUL is offline
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Re: Diminishing gold returns on Rise of Immortals
Diminishing Returns in the deaths hero look quite needless for me in this game. I can appreciate the logic of the snowball, but contrasted to other games of MOBA, the snowball effect in this game is quite insignificant to what I can say. This is mainly due to the fact that many skills are not adapted at all. I think I'm saying that gold diminishing returns seems less important for this game that I played MOBAs other. That does not necessarily matter if implemented, although diminishing returns.
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#11
Old 22-09-2011
RockOn RockOn is offline
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Re: Diminishing gold returns on Rise of Immortals
There are several characters that either flatten out or start to go back in the mid to late game. It'll be fixed sooner or later, I have no doubt. There are only a few characters at the moment actually snowball in the right direction.

What I'm hearing is 4 people must somehow be able to deal competently with 5 based solely on the amount of gold not give up on their lives, and should not be punishment for the operation of the towers without thinking.
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