Souls farm glitch, gamebreaking, WTF is THAT?

undefuzer

Member
Dear developers, what about the bug when a person can farm souls from two lines up to 10 minutes? Already everyone abuses this bug, you can say that it is a hidden mechanics of farming, but when a person to 10 minutes 15-20 thousand souls, it is unplayable. Banning laning 1-1-2-2 does not solve the problem, a person with a duo lane can also run up to the neighboring one, get money from a pack of creeps, go back to your line, it is impossible to play at high elo, until newcomers do not realize that there is such a bug at all.

And will you be banning those who purposely use this bug? I hope so, because it gives a huge advantage over the team, imagine 1 person in the team does it, it already gives an advantage of 3-4 thousand souls, and if the whole team does it?
 
Dear developers, what about the bug when a person can farm souls from two lines up to 10 minutes? Already everyone abuses this bug, you can say that it is a hidden mechanics of farming, but when a person to 10 minutes 15-20 thousand souls, it is unplayable. Banning laning 1-1-2-2 does not solve the problem, a person with a duo lane can also run up to the neighboring one, get money from a pack of creeps, go back to your line, it is impossible to play at high elo, until newcomers do not realize that there is such a bug at all.

And will you be banning those who purposely use this bug? I hope so, because it gives a huge advantage over the team, imagine 1 person in the team does it, it already gives an advantage of 3-4 thousand souls, and if the whole team does it?
At the risk of sounding like a dickhead, that sounds like a skill disparity in the person whos letting the other cross and farm without capitalizing on them being absent.

There's really no way for them to fix any of this unless they lower the range you can share souls. And for jungling that would really suck.
 
At the risk of sounding like a dickhead, that sounds like a skill disparity in the person whos letting the other cross and farm without capitalizing on them being absent.

There's really no way for them to fix any of this unless they lower the range you can share souls. And for jungling that would really suck.
Until the 10th minute, souls are not shared between the opponents, i.e. the one to whom they come on the line loses nothing.
 
Dear developers, what about the bug when a person can farm souls from two lines up to 10 minutes? Already everyone abuses this bug, you can say that it is a hidden mechanics of farming, but when a person to 10 minutes 15-20 thousand souls, it is unplayable. Banning laning 1-1-2-2 does not solve the problem, a person with a duo lane can also run up to the neighboring one, get money from a pack of creeps, go back to your line, it is impossible to play at high elo, until newcomers do not realize that there is such a bug at all.

And will you be banning those who purposely use this bug? I hope so, because it gives a huge advantage over the team, imagine 1 person in the team does it, it already gives an advantage of 3-4 thousand souls, and if the whole team does it?
Just made a thread with about this under bug reports with a video with more information. Honestly sad to see this most recent NA tournament get taken over by this. My proposed solution is to make it so that ONLY the lanes that are assigned a duo at the start duplicate souls to their members up until the 10 minute mark, with the solo lanes splitting souls up should their be more than 1 person in them as if it were already past 10 minutes. This seems to be the best solution as, although it would lower some gank potential, it would mean that someone from a duo lane would only ever gank a solo if the lane was in danger of being lost or for a guaranteed kill.

Either way, definitely liking this thread and any more speaking on the issue as this, if left in the game, will affect the meta and lower skill expression till it is removed.
 
Also people can just swap lines.
At the beginning of the game, you mean? If that wasn't intended then it would not be possible at this point in dev. It (along with the whole lane designation system) may still be changed at some point, but that doesn't make the current state a bug.
 
At the beginning of the game, you mean? If that wasn't intended then it would not be possible at this point in dev. It (along with the whole lane designation system) may still be changed at some point, but that doesn't make the current state a bug.

Yes, as we can see from latest patch:
- The lane allocation of 1-1-2-2- and 2-2-1-1 will no longer be a possible setup
But people can swap lines at the beginning of the game... so, i think, it was useless decision to just block some lane allocation.
 
Just made a thread with about this under bug reports with a video with more information. Honestly sad to see this most recent NA tournament get taken over by this. My proposed solution is to make it so that ONLY the lanes that are assigned a duo at the start duplicate souls to their members up until the 10 minute mark, with the solo lanes splitting souls up should their be more than 1 person in them as if it were already past 10 minutes. This seems to be the best solution as, although it would lower some gank potential, it would mean that someone from a duo lane would only ever gank a solo if the lane was in danger of being lost or for a guaranteed kill.

Either way, definitely liking this thread and any more speaking on the issue as this, if left in the game, will affect the meta and lower skill expression till it is removed.
I don't think that's a great solution, as in some games, people swap lanes in the beginning of the game if they feel more comfortable playing against other set of heroes or maybe are having difficulties laning against their assigned lane. I do agree though that this is a big problem and it needs to be looked at.

As for solutions, they can maybe make it so that if you go to another lane, the souls you get from the lane that's not yours, you gain a smaller percentage (30% or lower) so that it's not worth risking getting caught while switching between the lanes.
 
- The lane allocation of 1-1-2-2- and 2-2-1-1 will no longer be a possible setup

Those are suboptimal setups that will favor one side lane and hurt the other (one will be much more gankable than the other). I believe they eliminated those setups not because they wish for them to never happen, but because it creates a complex asymmetrical strategy that isn't a great default. If players choose to mess with their starting lanes to force one of those setups, it's unavoidable without a massive change like gaining reduced souls from a lane you didn't start in. Which cascades into other problems.

Besides, you could always lane swap slightly later than start even if they locked you into your lane on spawn.
Just assume that a lot of these things are still subject to change. It could be possible in the future that setups and/or lane designations are chosen, picked, etc. There's a lot of plans they may have that make changing such a thing now pointless in the near future.
 
As far as the main thread topic goes, I watched a (the?) youtube video going over this dilemma and his proposed solution was the one that sounded like it would have the least drawbacks. That being a solution of only allowing you to obtain a certain amount of souls (from troopers) per minute during the laning stage before hitting diminishing returns.

Say you're farming blue and you secure all of your orbs and the opposing team's orbs. That's roughly 450 souls per 30 seconds. If you're getting more than that rate from troopers at any time (such as double soaking blue and purple), apply DR.

Still, things like trooper equilibrium and double waves make this solution also not so elegant.

I'm interested to see what, if anything, Valve does about it.
 
As far as the main thread topic goes, I watched a (the?) youtube video going over this dilemma and his proposed solution was the one that sounded like it would have the least drawbacks. That being a solution of only allowing you to obtain a certain amount of souls (from troopers) per minute during the laning stage before hitting diminishing returns.

Say you're farming blue and you secure all of your orbs and the opposing team's orbs. That's roughly 450 souls per 30 seconds. If you're getting more than that rate from troopers at any time (such as double soaking blue and purple), apply DR.

Still, things like trooper equilibrium and double waves make this solution also not so elegant.

I'm interested to see what, if anything, Valve does about it.
That's a good solution too, but I think if they decide to do something similar, it should be for the first 10, maybe 15 minutes or basically until the laning stage is over.
 
That's a good solution too, but I think if they decide to do something similar, it should be for the first 10, maybe 15 minutes or basically until the laning stage is over.
Oh definitely, if implemented like that it would certainly stop applying at 10 min, when the double soaks no longer work and souls become split for everyone.
 
I don't think you know what a "bug" is.

Give it a few weeks and there will be counterplay to this strategy without any involvement from Valve.
 
Give it a few weeks and there will be counterplay to this strategy without any involvement from Valve.
Sure this could have been a feedback post instead, but implying this strategy is intended is bold and probably incorrect. Valve has already done things to mitigate the strategy, it has persisted.
 
I don't think you know what a "bug" is.

Give it a few weeks and there will be counterplay to this strategy without any involvement from Valve.
yeah and it'll probably be something equally as abusive.. im not sure this is something you want to encourage
 
How has it been fixed?
recent patchnotes, they made it so you can only farm souls per creep wave in your lane

if you try to farm more souls per wave in your lane then you will not get any and likely deny them from allies

you can still claim souls through denial or kills though

i assume it goes away end-game for lane roaming?
 
Back
Top