It's NOT Matchmaking/Urn. It's SIGNIFICANT SOUL COUNT GAPS causing DEMOTIVATINGLY TERRIBLE Match Quality

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Loveamato

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EDIT -- A reddit user identified a recent change that could be significantly contributing to this issue (soul sharing/kills). Added the screenshot below.

I am not sure what the specific change was that caused this but since sometime last week match quality has SIGNIFICANTLY went downhill. Ranked matches used to be so fun and filled with adrenaline and the feeling that every decision or action mattered. Even losing was fun because you felt like your team almost won.

Now? Maybe only 2/10 matches are close in soul count.
8/10 of every ranked match turns into a demotivating and impossible occurrence that you're forced to sit through (which can take ages because sometimes the team with a 50k+ soul lead just farms and waits for fights rather than actually ending it). Even if you're on the winning side the rest of the match becomes so effortless it's outright boring.

When the death-ball starts to sink in everyone on the team gets so demotivated that they give up, sit in spawn, or even worse; RAGE QUITS ENTIRELY. I went from being able to convince my team not to give up because we could easily come back to literally having to beg people not to give up or stay in spawn because they point out the obvious 50k soul difference.

The Core Issue: Overwhelming Soul Advantage within 12-18 min of match.
  • Matches used to be CLOSE (in soul count/kills/tower progress), fun, and adrenaline inducing.
  • Soul Counts
    • I suspect soul counts are a significantly contributing factor.
    • Before last week it was extremely rare to see:
      • 20k-50k+ team soul gaps (especially before 15-20 minutes)
      • Full team wipes within 15-20 minutes of ranked matches
    • Comebacks (through souls, objectives, or team fights) become effectively impossible.
I don't think the matchmaker or the earn are the problem.
  • Soul advantage is huge and exponential and can easily outweigh the advantage of higher-skilled players.
  • The Earn doesn't give enough souls early game by itself to cause a significant soul count lead
    • This is also happening in matches where both teams completely ignore the earn.
    • The new earn mechanic (closer to team behind in soul count) actually helps lessen the gap. Although if the gap is large enough the losing team won't win the fight even if they have more people there.

I don't think it's the earn or flanks. Soul gap between teams tends to increase exponentially between 12 minutes - 17 minutes into the match.



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These single changes back in 11/07 patch are what caused this:

- Troopers no longer change soul sharing rules after laning phase ends (meaning 2 heroes don't split souls)
- Troopers no longer increase their bounty by 20% at 8 minutes
- Hero Kill gold increased from 150->1400 to 175->2000 (from 0 min to 45 min)
- Neutral Creeps now give 5% less souls

These changes to how souls work encouraged snowballing out of control and made deathball (an inherently snowbally meta) to become king by generating free souls for the deathballing team. The fact they haven't completely reverted these changes despite massive community doesn't inspire confidence in the development team, and is just one facet of why the game lost 75% of it's players in just a few short months.
 
A reddit user identified a recent change that could be significantly contributing to this issue (soul sharing/kills).View attachment 29844
This idiot redditor pictured decides that the people complaining about broken soul sharing are to blame, instead of the idiots at valve for not reverting such an idiotic change. Soul sharing still hasn't been reverted. Teams still generate free value out of thin air for stacking in a lane and deathballing.
 
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I've just stopped playing rank until they fix this. It's absolutely horrid and I have over 700+ games played with over 100+ ranked games at archon 5 level.

Every game.

Winning team
First to win lane.
Rotate to neighbors lane.
Snowball the rest of the lanes.
Do the Urn.
Do the Boss.
Snowball for win because other team has no way to come back.

The weakest link in the game during lane phase is responsible for every loss. It was not like this 2 patches ago.
 
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I've just stopped playing rank until they fix this. It's absolutely horrid and I have over 700+ games played with over 100+ ranked games at archon 5 level.

Every game.

Winning team
First to win lane.
Rotate to neighbors lane.
Snowball the rest of the lanes.
Do the Urn.
Do the Boss.
Snowball for win because other team has no way to come back.

The weakest link in the game during lane phase is responsible for every loss. It was not like this 2 patches ago.

This is how it feels. No reason playing "late game strong" heroes or builds right now. I am done with this game until this gets fixed.
 
Ganking Wraith/Vindicta/Lash dominates every game now without questions, kills grant way too many souls. 2k per kill ? thats 4 items ? in dota2 you would be able to barely afford boots for a kill.
 
Those are private, which makes it hilariously easy for the devs to ignore. People should be shouting at the rooftops for this to be changed.
He wants the attention by making it a public post. probably also curious about what other have to say about the topic. Having private threads suck.
If you ever see devs online they're usually reading the private channels rather than the public ones. So it could be argued that if it were posted in changelog feedback theyd actually be more likely to read it when they're looking for balance feedback. They're private for a clearly stated reason.

Also id imagine if you're a dev reading bug reports, you'll be scouring the topic names for bugs. When you see the title of this post, you'd just disregard it because you're looking for bugs.
 
Late game carry players especially those who afk jungled a lot are in the mud. Laning phase should matter, but yes there should be minor adjustments to improve late game carry viability in the mid game.

I just hope the devs stay strong and do not roll back the nerfs to pve players who miraculously comeback from a 0/4 laning phase after 15mins of intense jungling. It's just bad PVP design.

I should know, I used to play Wraith this way and it was broken.
 
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