Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Truly a Valve product.
Mind this, though, in DotA2, you lose gold on death, so the reckless suicides aren't always as profitable. Still, it's common to buyout before death, and I've seen pro's take an early death to coax out an ultimate from their opponent, only to TP scroll back in 20 seconds later and kill their opponent with their own ultimate and get the bounty.
It's kind of like an evolved noobtrap. On some level, it's smart, because a guy can get so many items as to be near unkillable, but if you can just draw out your death for 2 minutes, it makes baiting in kill hungry enemies worth it.
But it's also not that intuitive on paper, either. In a game like League, which is a 1v1 game for the most part, with little to do outside of the lane if you aren't the jungler, you'd think getting a kill would be the best play.
There's a level of tactics to letting an enemy go about their bizniz in DotA2, where it may not be worth chasing some worthless support down for 2 minutes straight. If the kill chains into an objective, then it's worth it, but early kills rarely lead to objective takedowns, and some characters are just better at fighting early game than others, so it's a bit weighted. If getting kills was too effective, the naturally stronger laner, or one with the kill lead (therefore a power lead because kills are most effective in this hypothetical), could just stand where the farm is, and now it's too dangerous to even try to farm at all, why return to lane ever?
It could just be that they want some level of comeback that isn't a big rubberband but still there to try and take advantage of. Players who are ahead maybe shouldn't get to just coast off of their lead and should still need to keep their wits about them.
Or it's all just a big mistake that it wasn't removed because objectives are more important now.
Although usually a team in the lead has more space to take, and the closest way of getting back into the game from a losing position is to kill a guy, rather than risk sneaking behind enemy lines for an objective so far from base. But doing the backdoor is good as well, so it's options I suppose.
Yo, quick aside, how is it that "MOBAs are bad" when this is a surface element of depth for a MOBA? these games are awesome!