Dota received some rather interesting new changes. Patch 7.11 once again concentrated on the game’s economy layer, rather than going after the hero balance and the consequences of this patch should be quite noticeable, albeit unpredictable.
There is a clear reduction in the buyback costs for supports. Even very late into the game the cost of a buyback for a position 5 support should not exceed 1000 gold. There is also no longer a buyback penalty, so for an exceptionally quick farming hero there is an argument to be made that buying back early in the game to get back to farming can be a worthwhile course of action, as it will allow the hero to progress through levels faster.
Reddit user RedSpah created a comparison chart of the buyback costs in 7.10 vs 7.11 for a Game 1 between Virtus.Pro and Team Liquid and the findings should generally hold true for the majority of typical Dota games:
In this particular example all core positions would pay more for a buyback in 7.11 than in 7.10, while supports would pay considerably less: Solo’s Ancient Apparition would cost less than 500 gold to buy back even 30+ minutes into the game, since his net worth was rather low.
The second point of the patch has to do with the comeback gold mechanics. If you are playing from behind and kill an enemy hero, you no longer get extra benefits from the overall net worth difference between the two teams, but only a bonus directly tied to the net worth of the killed hero.
It should stop exceptionally farmed carries from inflating the kill bounty on all the members of their team, so a support dying wouldn’t suddenly give the losing enemy 500+ gold.
The end result of all these changes is hard to predict. On one hand coming back into the game after a failed start should be a lot harder. Single support pickoffs no longer give as much bounty and the overall comeback component is smaller: it gives roughly the same amount for a kill on the most farmed enemy hero, but progressively less for kills on positions three to five.
On the other hand, buying back as any hero in the early game is very cheap. It means that when the enemy has the tempo and pressures your towers, it might be a viable strategy to take a fight with numbers advantage through buybacks. It is only useful in the earlier stages of the game, when net worths are quite low, but can potentially prevent the enemy from snowballing.
Denying the enemy the gold bounty from early towers as well as having better chances of punishing their overextension could balance out the removal of a safety cushion in the form of extra comeback gold Dota players got accustomed to and perhaps make for an even tenser and more action-packed early game.
Pretty interesting to see that carry will probably struggle a bit more to buyback and need to save up more gold for buyback in the late game.
3
I do like the change mainly because of that making players more fight and defend then just farm, so end of the day is more exciting game.
buy back for win
Kawai is legend
@P9^, Divine, actually)
ez 60min game :D
just saw a 70 min first game of Navi and Fnatic
Buyback seems so expensive now for cores, damn. My last core game, I was bloodseeker, i was shocked when my buyback cost was 1.8K at 31 mins. Wtf!?
RTZ dan cancel would be happy, #ragebuyback
Navi vs Fnatic in GESC: Indonesia ... I saw too many buybacks.
nice review
Once again favoring more kills, making kills even more common. Makes it hard for the game to have exciting highlights.
That being said, making a team work more to dig out of a hole is a good thing, and putting less emphasis on the supports is definitely appropriate. Buybacks won't be as punishing, but it's good because the punishing aspect has been injected back into the game instead of being somewhat artificially tacked on via reduced farming gold.
Good for Chapie
@SHISP Gaben nerfed chappie
The increase of buybacks in my games in insane
I've seen over 5000 gold buyback when I was core.... The buyback is insane now... 3000-5000 gold if you're 6 slotted.
WTF TEAMMATE LEFT AT 1 MIN MATCH STILLRECORDED PART OF PATCH?