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Changelogs
 

Version History

Version
Description
  • Fixed buyback not being usable if the hero is disabled while dead (e.g. during Toss icon Toss or Winter's Curse icon Winter's Curse, which are not dispelled by death). [?]
  • Reduced buyback cost from 200 + Networth / 12 to 200 + Networth / 13.
  • Increased hero kill bounty from 99 + (KilledHeroLevel * 7.2) + KillStreakValue to 120 + (KilledHeroLevel × 8) + KillStreakValue.
  • Reduced hero kill assist gold from (45 + VictimNetWorth * 0.033) / NumberOfHeroes to (30 + VictimNetWorth * 0.038) / NumberOfHeroes.
  • Increased passive gold income per minute from 85 to 95.
  • Denying lane creeps no longer grants the denying player 20% of its gold bounty.
  • Passive gold income now grants reliable gold, instead of unreliable, and is now the only source of reliable gold.
  • Increased hero kill assist gold from (45 + VictimNetWorth * 0.027) / NumberOfHeroes to (45 + VictimNetWorth * 0.033) / NumberOfHeroes).
  • Reduced hero kill assist gold from (50 + VictimNetWorth * 0.03) / Number of Heroes to (45 + VictimNetWorth * 0.027) / NumberOfHeroes.
  • Reduced hero kill bounty from 110 + (KilledHeroLevel * 8) + KillStreakValue to 99 + (KilledHeroLevel * 7.2) + KillStreakValue.
  • Reduced kill streak gold bonus from 200/270/340/410/480/550/620/690 to 100/135/170/205/240/275/310/345.
  • Increased kill streak gold bonus from 60/120/180/240/300/360/420/480 to 200/270/340/410/480/550/620/690.
  • Removed the team based rubber band mechanic for hero assist gold
Old Hero Kill AoE Gold:
Definitions:
NWRankingFactor: 1.6 -> 0.4 based on the killer's NW rank within the team
NWPoorFactor: 1.2->0.6 based on the victims NW rank within their team
ComebackFactor: 1 if the team is behind, 0 if ahead
1 Hero: NWPoorFactor* NWRankingFactor * ( 126 + 4.5 * VictimLevel + ComebackFactor * ( VictimNetWorth * 0.026 + 70) / 1 ) )
2 Hero: NWPoorFactor* NWRankingFactor * ( 63 + 3.6 * VictimLevel + ComebackFactor * ( VictimNetWorth * 0.026 + 70) / 2 ) )
3 Hero: NWPoorFactor* NWRankingFactor * ( 31.5 + 2.7 * VictimLevel + ComebackFactor * ( VictimNetWorth * 0.026 + 70) / 3 ) )
4 Hero: NWPoorFactor* NWRankingFactor * ( 22.5 + 1.8 * VictimLevel + ComebackFactor * ( VictimNetWorth * 0.026 + 70) / 4 ) )
5 Hero: NWPoorFactor* NWRankingFactor * ( 18 + 0.9 * VictimLevel + ComebackFactor * ( VictimNetWorth * 0.026 + 70) / 5 ) )
New Hero Kill AoE Gold:
( 50 + VictimNetWorth*0.03 ) / #Heroes
  • The periodic gold income is no longer tied to the courier, and now continues even when the courier is dead.
  • Hero Respawn timer for level 1-5 rescaled from 6/8/10/14/16 to 12/15/18/21/24.
  • Rescaled buyback cost from 100 + Networth / 13 to 200 + Networth / 12.
  • Gold bonus for the team that is behind is no longer considered if the team net worth difference is only 1000 or less.
  • The periodic gold income no longer increases by 2 per minute based on the courier's level.
  • A hero's periodic gold income is now tied to the courier. The player now only gains the periodic gold if the courier is alive, meaning its death stops the gold passive gold income until it revives.
    • Reduced passive gold income from 91 per minute to 85 per minute.
    • The passive gold income now increases by 2 per minute based on the courier's level. [?]
  • Heroes that have recently applied damage or a debuff on an enemy hero that dies are now considered part of the area assist gold even if they are no longer alive or in that area.
  • Assist gold distribution multiplier for Net Worth ranking factor in the area is changed from multiplying based on the heroes in the area, to globally.
  • Net Worth Ranking factor for Gold changed from 1.3->0.7 to 1.6->0.4.
  • Denying a tower now grants half the team gold bounty to each team, instead of no bounty for anyone.
  • Reduced death cost from 50+Net Worth/40 to Net Worth/40.
  • The denying player now gains 20% of the denied creep's gold bounty.
  • Hero Respawn timer for level 1-4 rescaled from 5/7/9/13 to 6/8/10/14.
  • Buyback now increases the next respawn time by a flat 25 seconds, instead of adding 25% of the remaining respawn time to the next respawn.
  • Rescaled Level 12->25 respawn time curve to be slightly less early and the same later on (changed from 48/52/54/56/58/60/70/74/76/78/82/86/90/100 to 44/46/48/50/52/54/65/70/75/80/85/90/95/100)
  • Buyback cost changed from 100 + ( Level * Level * 1.5) + (Time * 0.25) to 100 + Networth / 13
  • Buyback no longer reduces gold earned after respawning
  • AoE gold for the losing team no longer scales with the overall team networth difference, just the individual networth of the dying hero.
  • The comeback component is now just: ( DyingHeroNetWorth * 0.026 + 70 ) / # of killers
  • The gold multiplier based on the dying hero's net worth rank changed from 1.2/1.1/1.0/0.9/0.8 to 1.2/1.05/0.9/0.75/0.6
  • Reduced starting gold from 625 to 600.
  • Hero Respawn timer for level 12-20 rescaled from 46/48/50/52/54/56/66/70/74 to 48/52/54/56/58/60/70/74/76
  • Randoming a hero no longer grants 200 extra gold to the player.
  • Heroes can no longer be repicked for 100 gold.
  • Hero Respawn timer for level 1-5 rescaled from 8/10/12/14/16 to 5/7/9/13/16
  • Rescaled death cost from 100+Net Worth/50 to 50+Net Worth/40.
  • Increased Buyback cooldown from 7 to 8 minutes.
  • AoE hero kill Gold and XP bounties reduced by 10% [?]
  • Reduced passive gold income from 100 per minute to 91 per minute.
  • Hero kill gold bounty from [110 + Streak + Level * 9.9] to [110 + Streak + Level * 8]
  • Death cost reworked:
    • Old: 30 x Hero Level
    • New: 100 + Net Worth/50
  • AoE assist gold per hero adjusted:
1 Hero: 150 + 6 * Level to 140 + 5 * Level
2 Heroes: 100 + 5 * Level to 70 + 4 * Level
3 Heroes: 40 + 4 * Level to 35 + 3 * Level
4 Heroes: 25 + 3 * Level to 25 + 2 * Level
5 Heroes: 20 + 3 * Level to 20 + 1 * Level
  • Reworked Respawn Timetable
    • Ultimate levels roughly same respawn time now as before.
    • The pattern is increments by 2, then jumps by 10 after ult levels. Starting at level 18 it increments by 4.
  • Reduced AoE Bounty Gold based on number of nearby allies from 8/7/6/4/4 to 6/5/4/3/3.
  • Melee creep gold bounty reduced from 40 to 38.
    • Mega and Super melee creep bounty reduced from 22 to 20.
  • Lane creep bounty upgrade over time increased from 1 to 2 gold per normal upgrade cycle.
  • Lane creep bounty now increases by 1 gold per normal upgrade cycle.
  • Fixed Buyback gold penalty not affecting gold earned with Greevil's Greed icon Greevil's Greed.
  • AoE gold bounty, for teams that are behind, now has a small additional component that does not fully scale with net worth (100/75/50/35/25 for 1/2/3/4/5 heroes, scales linearly from 0 to 4k net worth difference).
  • Small adjustments to AoE gold (non-net worth component):
    • Old:
      • 1: 154 + (7.7 * Level)
      • 2: 115.5 + (6.6 * Level)
      • 3: 66 + (5.5 * Level)
      • 4: 38.5 + (4.4 * Level)
      • 5: 33 + (4.4 * Level)
    • New:
      • 1: 150 + (8 * Level)
      • 2: 100 + (7 * Level)
      • 3: 40 + (6 * Level)
      • 4: 25 + (4 * Level)
      • 5: 20 + (4 * Level)
  • AoE bonus gold component based on Team Net Worth difference reduced by 25%.
  • Melee lane creep bounty reduced from 43 to 40 (-7%).
  • Range lane creep bounty reduced from 48 to 45 (-6.25%).
  • Hero kills (the non-net worth portions) are worth 10% more.
  • Reduced the direct hero last hit bounty by 100 and redistributed that gold into AoE gold (in ratio of 100/75/40/25/20 for 1/2/3/4/5 heroes).
    • If you are the only person contributing to a kill, you still get the same gold overall.
  • AoE bonus gold is now distributed based on the relative net worth amongst the heroes involved in killing the hero by +/- 25%.
    • Example: If 3 heroes kill an enemy hero, and the extra AoE bounty would normally be 200 gold for each player, it is instead 200 + 25% for the poorest hero, 200 for the middle, and 200 - 25% for the richest.
  • The amount of AoE bonus gold given is now increased/decreased by up to 20% based on the dying hero's relative rank in net worth amongst all the enemies on that team.
    • Example: If the total AoE gold would normally have been 600, if the hero dying is the lowest in net worth, the bounty is reduced by 20% giving only 480. If the dying hero is the highest, it is increased by 20%, giving 720.
  • Instead of Buyback temporarily preventing unreliable gold gain, it now reduces all gold gained (including hero and AoE gold) by 60%.
    • This means that if you buy back when the enemy is pushing and you get a few kills, the amount of gold you get for that, including the net worth difference bonus, is reduced by 60%.
  • Melee Barracks team bounty increased from 175 to 275.
  • Ranged Barracks team bounty increased from 100 to 225.
  • Ancient Black Dragon bounty reduced from 199 to 170.
  • Ancient Black Drake bounty reduced from 50 to 40.
  • Ancient Rumblehide bounty reduced from 83 to 65.
  • Satyr Tormenter gold bounty reduced from 104 to 84.
  • Hellbear bounty reduced from 65 to 50.
  • Ogre Frostmage bounty reduced from 52 to 40.
  • Reworked Mud Golems:
    • Gold/XP bounties rescaled so the total value for the camp remains the same (Mud Golems 32/42 gold/XP each, Shard Golems 13/23 each).
  • Track icon Track now shows how much gold the enemy is carrying in the debuff tooltip.
  • Respawn time rescaled from 4 * Level to 5 + 3.8 * Level (total is still 100 at level 25).
  • Melee/Ranged Barracks team bounty from 125/75 to 175/100 gold.
  • Melee and Ranged Barracks bounty reduced from 352-370 to 100-150.
  • Melee and Ranged Barracks now give 125 and 75 gold to each player, respectively.
  • Buyback cooldown increased from 6 to 7 minutes.
  • AoE gold NWFactor reduced from 0.06/0.06/0.05/0.04/0.03 to 0.05/0.05/0.05/0.04/0.03.
  • Reworked how the AoE bonus gold calculation is done slightly: NWDifference variable is now (EnemyTeamNW / AlliedTeamNW) - 1 [Min 0, Max 1].
  • Rescaled the AoE gold constant multipliers (in part to account for the formula tweak) from 0.26/0.22/0.18/0.14/0.1 to 0.06/0.06/0.05/0.04/0.03.
  • Kill Streak Bounty from 100->800 to 60->480 (6.81: 125->1000).
  • Adjusted bonus area of effect gold and XP.
  • The gold for ending a spree is in turn reduced, from 125->1000 to 60->480.
  • Reworked bonus area of effect gold and streak ending.
  • You now lose one gold per second if you have not picked a hero after the selection timer runs out in All Pick.
  • Buyback prevents gaining unreliable gold (creeps, neutrals, etc) until your normal respawn time finishes.
  • When buying back, 25% of the remaining respawn time is added to your next death.
  • Starting gold increased from 603 to 625.
  • Random gold bonus reduced by 50.
  • Gold for ending a spree changed from 75->600 (3x->10x) to 125->1000.
  • Your gold income is now 1 per 0.6 seconds, up from 1 per 0.8 seconds.
  • Tower Last Hit bonus gold increased from 100-200 to 150-250.
  • Deny XP and bonus experience/gold AoE is now the same as regular XP AoE (1000->1200).
  • Gold for ending a spree changed from 50->400 (3x->10x) to 75->600.
  • Buyback cooldown increased from 5 to 6 minutes.
  • Towers no longer have separate bounty values when creeps or allies get the last hit, it now gives the same reliable bounty to all players as if a creep killed it.
  • Hero getting last hit on tower gives 100-200 bonus gold. Does not affect team bounty in any way.
    • Previously if you get the last hit:
      • You would get no team bounty.
      • Allies get slightly less gold.
    • Now:
      • Allies always get the same amount regardless of who last hits.
      • A hero last hitting gets roughly the same overall amount as before.
  • Swapping a hero that you randomed now costs you 100 gold.
  • Increased team AoE bounty for kills with 2 heroes around from 9 * Level of Killed Hero + 95 to 12 * Level of Killed Hero + 125.
  • Increased team AoE bounty for kills with 2 heroes around from 8 * Level of Killed Hero + 20 to 10 * Level of Killed Hero + 40.
  • Increased killer bounty level multiplier from 200 + 5 * Level to 200 + 9 * Level.
  • Increased buyback cooldown from 4 to 5 minutes.
  • Increased gold over time from 0.875 intervals to 0.8.
  • Added a 4 minute cooldown to Buyback.
  • Rebalanced the assist gold & experience system.
    • Most recent versions (since 6.55) have an extra portion of the gold/experience that is not a pure split like standard XP usually is.
    • For gold "Assist" means the number of heroes in the area besides the killer. "Level" always means the level of the dying target.
    • Old: (6.68 Bonus Gold)
      • Hero Killer: 0
      • 1 Assist: 10 * Level of Killed Hero + 45 (2 heroes involved in kill)
      • 2 Assists: 9 * Level of Killed Hero + 40 (3 heroes involved in kill)
      • 3 Assists: 8 * Level of Killed Hero + 35 (4 heroes involved in kill)
      • 4 Assists: 7 * Level of Killed Hero + 30 (5 heroes involved in kill)
      • 5 Assists: 7 * Level of Killed Hero + 30 (5 heroes involved in kill but no one got last hit)
    • New: (6.69 Bonus Gold)
      • Hero Killer: 0
      • 1 Assist: 9 * Level of Killed Hero + 95 (2 heroes involved in kill)
      • 2 Assists: 8 * Level of Killed Hero + 20 (3 heroes involved in kill)
      • 3 Assists: 6 * Level of Killed Hero + 10 (4 heroes involved in kill)
      • 4 Assists: 6 * Level of Killed Hero + 0 (5 heroes involved in kill)
      • 5 Assists: 6 * Level of Killed Hero + 0 (5 heroes involved in kill but no one got last hit)
  • Added Reliable Gold mechanic to the game.
    • Reliable Gold: Any bounty you get from hero kills or from the extra "AoE kill gold" bonus )from few patches ago) is added to your reliable gold pool.
    • Unreliable Gold: Everything else (creep kills, neutrals, etc).
    • Dying can only take away gold from your unreliable gold pool and not from your reliable gold. Buying items uses up your unreliable gold first before using your reliable gold.
      • Eg. You have 910 total gold (500 unreliable, 410 reliable). If you buy Boots of Speed icon Boots of Speed, you have 410 total gold left (0 unreliable, 410 reliable). However, if you bought Chainmail icon Chainmail, you would have 360 reliable gold left.
    • The process is seamless to the user, you do not have to do anything extra to make it work. Your total gold is still displayed in the same place. Your reliable gold is displayed in your scoreboard title.
    • This is a new experimental idea that may be adjusted and tweaked over time depending on feedback and results after it is released. As always, let me know anything you want to see in future versions.
    • Buyback uses reliable gold first. There are some other plans and ideas for Buyback adjustments in the future but I would like to see these changes stabilize first before considering further stuff. There may also be some other changes related to the AoE bounty in the future but I want to take it slow one step at a time and see how this change is reflected in games first.
  • Readjusted the bonus gold reduction/experience system that is given in a radius around dying heroes from being static unsplit to a dynamic split variation (numbers adjusted as well).
  • Reworked buyback cost scaling.
    • New: (100 + Level * Level * 1.5) + (Time * 15)
    • Roughly the same during the early-midgame, but scales higher as the game progresses.
  • A message is now displayed when a hero buys back.
  • Increased the non-splitting portion of hero kill gold from 40 to 30 + 5 * Level Gold.
  • The non-splitting XP/Gold bonuses are now doubled for EM like the rest of the Experience Experience / Gold Gold bounty system is.
  • Tweaked Sentinel and Scourge tower bounty sharing mechanism slightly.
  • Changed and standardized the bounty values on all buildings.
  • Denied towers give 50% team gold rather than 0%.
  • Global team tower bounty increases a little per tower level.
  • Hero Kills now give a flat gold bounty in an area (+40 gold, not to killer).
  • Slight adjustments to gold bounty variance on Sentinel and Scourge creeps.
  • Tower gold is split if Sentinel or Scourge gets the last hit.
  • Changed First Blood to be given to the players assisted when creeps kill the hero rather than giving it to Sentinel or Scourge and splitting.
  • When there is only 1 assist to a Sentinel or Scourge kill, the kill is instead given to that hero. When there are multiple assists to a Sentinel or Scourge kill, the gold is split amongst those assisters rather than the entire team.
  • First Blood bounty is shared with the team if Sentinel/Scourge gets the last hit.
  • Adjusted starting gold between all game modes like -ap/xl/rd/sd to be the same (all the same as xl) and for randoms to be like -ar. Gold is now give at the start and income starts with the first creep wave.
  • Income is now distributed in 1 gold intervals instead of in 8 gold intervals (same total gold).
  • Adjusted starting gold in -rd to give you the same amount you would have when the creeps come out in regular pick game (right now it is a little less than normal).
  • Sentinel and Scourge hero kills now share the gold with the team instead of it being lost.
  • Bonus gold is given to the allies of the tower killer (even if creeps kill it).
  • You can now set the player slots to Computer to reduce the starting gold if you are playing in less than 5v5 (so you do not have to start with 3500 if you do not want to).
  • The host now gets same gold as rest when picking a hero in -sh.
  • Leavers' gold is now properly distributed throughout the game as they gain gold.
  • In regular pick, you get back 175 from the 250 hero gold cost (not -lm).
  • Made shortmode shorter, a little more gold and exp.
  • Cannot get bounty by suiciding.

Patch History

Patch
Description
  • Tweaked the gold sound limiter.
  • Gold tooltip now shows Death Time below the Death Cost.
  • Temporarily reverted a recent out of band change that considered the killer to always be part of the proximity gold regardless of distance.
  • The hero who gets a kill is now always considered as part of the AoE for gold bounty purposes
  • Updated kill gold chat messages to show the full amount of gold the killer receives, now includes proximity gold.
  • BUYBACK now only accepts Keyboard White Mouse Left Left Click.
  • Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000).
  • Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10.
  • Reduced AoE Gold bonus Net Worth Factor for 1 hero kills from 0.5 to 0.38.
  • Alt+Keyboard White Mouse Left Left Click on the BUYBACK button or your gold will notify your team of your current buyback status.
  • Fixed the area Gold Gold being calculated before the direct gold were given out.
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