r/DotA2•
igits

A few nerfs for Outposts and Neutral Items

Discussion

With games getting too snowbally nowadays, with few opportunities for later comebacks, I thought about giving away some suggestions on how to slow down the pace of the game:

  • Outposts' experience is capped to increase the exp advantage of one team to 6k total exp, except for the first outpost, whose total exp cap is reduced to 3k . Meaning that if one side has about 5k total exp advantage by the 5:00 interval, they'd be only getting 1k total exp, distributed evenly among every one of the 5 heroes . If one side has already more than 6k of experience advantage, then outposts will yield no exp whatsover

  • Neutral items from tiers higher than tier 2 will only be unlocked once both teams have dropped the three tier items from two early tiers . Meaning, for example, that Tier 4 items will only be unlocked once all the three Tier 2 items from both teams are dropped

  • Finally, make all neutral items of tiers below tier 4 work the same way as Third Eye, with about 2 or 3 charges, consumed upon death, with the item getting destroyed once all charges are used up . The only exceptions are for items that require recipes, like Ironwood Tree or Vambrace . Some neutral items will have to become recipes in order to remain viable after this change though

What else can be done, other than removing neutral items and/or outposts' exp altogether?

Posted Dec 2, 2019, 7:16 PM UTC

15
guardee90•

I feel like the second suggestion would hurt the team that’s behind and not help prevent snowballing.

1
igitsOP•

If one team is so far behind that they are about 3 neutral items behind, then the other team will not get too much out of map advantage

Although the idea scenario is for one early tier, not two

1
baskinmygreatness:lifestealer: Better to die free than to live in chains•

i have an even better idea.

are you ready for it?

remove neutral items.

-1
igitsOP•

no

2
Spodirmam:morphling:•

No i love neutral items

0