Gold

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Greevil's Greed icon.png
Play Now that's how you make gold.
Alchemist

Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings.


Reliable & unreliable gold

A player's gold is split into two categories:

  • Reliable gold - Any bounty you get from hero kills, Roshan, couriers, Hand of Midas, Track gold and global gold from towers is added to your reliable gold pool.
  • Unreliable gold - Everything else (starting gold, periodic gold, creep kills, neutrals, etc).

The only other difference between the two is how each one is spent:

  • Dying only takes away gold from your unreliable gold pool.
  • Buying items uses up your unreliable gold first before using your reliable gold.
  • Buyback uses reliable gold first.
  • Buyback makes you gain only 40% gold for the remaining duration on the death timer.

Hovering your mouse over the amount of total gold shown in the HUD shows your reliable and unreliable gold totals.

The purpose of separating gold into these two categories is to encourage ganking and tower pushes, which give reliable gold, rather than passive farming, which grants unreliable gold.

Acquiring gold

Starting gold

Every hero has 625 gold and a Town Portal Scroll icon.png Town Portal Scroll at the beginning of the game. Additionally, if the player picks one of the daily bonus heroes, they get an Enchanted Mango icon.png Enchanted Mango. If the player randoms, they get an Iron Branch icon.png Iron Branch in addition to the Enchanted Mango. None of these 3 free items can be sold.

Periodic gold

Each player receives 1 unreliable gold every 0.66 seconds (starting from 0:00 on the game clock), which results in 91 gold every minute. Some heroes may pick talents that increase that base rate.

Bounty Rune

Activating a Bounty Rune minimap icon.png Bounty Rune grants the player unreliable gold depending on the length of the game (50 + 2 Gold per minute), except for the first Bounty Rune, which provides 100 Gold. Their value increases in 30 second intervals.

Abilities

There are a few items and abilities in Dota 2 which allow you to boost your gold income, namely:

  • Greevil's Greed icon.png
    Base Gold Bonus: 4
    Extra Gold Bonus per Stack: 4
    Stack Duration: 30
    Bounty Rune Multiplier: 2.5
    Gold Type: Unreliable
    Bonus gold from Greevil's Greed can reach a maximum of 16/20/24/28 gold per kill.
  • Track icon.png
    Self Gold Gain: 150/250/350
    Allies Gold Gain: 40/80/120
    Gold Type: Reliable
    Bonus gold is awarded if enemy is killed while Tracked. The enemy's current gold is visible in the Track tooltip.
  • Devour icon.png
    Gold Gain: 25/50/75/100
    Gold Type: Unreliable
    Bonus gold is awarded after a wait period of 1 second per 20 health the unit had.
  • Hand of Midas icon.png
    Gold Gain: 200
    Gold Type: Reliable
    Does not give the creep's regular bounty.

Hero kills

Hero kills grant reliable gold to the killer. Bonus gold is awarded for stopping kill streaks. The first hero that is killed in a match gives a bonus 150 reliable gold to the killer; this is called "First Blood".

When a hero dies to enemy creeps or an enemy tower and has not been damaged by any enemy heroes in the last 20 seconds (regardless of distance between heroes), the kill gold is split among all enemy heroes. When a hero dies to enemy creeps or an enemy tower and is assisted by only one enemy, that enemy is credited with the kill. When there are multiple enemies within 1300 range, the gold is split equally amongst all heroes that assisted.

Every time a hero kills an enemy hero, the killer is awarded reliable gold using the following formula:

110 + streak value + (killed hero level × 8)

Streak Length Streak Value
Zero, one, or two kills in a row 0 Gold
Killing Spree
(3 kills in a row)
60 Gold
Dominating
(4 kills in a row)
120 Gold
Mega Kill
(5 kills in a row)
180 Gold
Unstoppable!
(6 kills in a row)
240 Gold
Wicked Sick
(7 kills in a row)
300 Gold
Monster Kill!!!
(8 kills in a row)
360 Gold
Godlike!
(9 kills in a row)
420 Gold
Beyond Godlike!
(10 or more kills in a row!)
480 Gold

The following deaths do not stop kill streaks or count as First Blood:

Assists (AoE gold)

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All allied heroes that are in a 1300 radius of a killed enemy including the killer (within 20 seconds of the last damage dealt to that killed enemy), is granted a certain amount of reliable gold and experience, depending on the amount of allied heroes in that area. Note that the assist counter on the scoreboard only counts assists if you dealt damage or applied a debuff to killed enemy, or if you applied a buff to the killer, but gold and experience are awarded independently of your "assist" counter.

Assisting Heroes Gold Awarded per Hero (NW = Net Worth)
1 Hero [140 Gold + (5 × dying hero's level) + (0.0375 × dying hero's NW × NW factor)]
× [1.2 - 0.1 × (dying hero's NW ranking - 1)] × [NW ranking factor] * 0.9
2 Heroes [70 Gold + (4 × dying hero's level) + (0.0375 × dying hero's NW × NW factor)]
× [1.2 - 0.1 × (dying hero's NW ranking - 1)] × [NW ranking factor] * 0.9
3 Heroes [35 Gold + (3 × dying hero's level) + (0.0375 × dying hero's NW × NW factor) ]
× [1.2 - 0.1 × (dying hero's NW ranking - 1)] × [NW ranking factor] * 0.9
4 Heroes [25 Gold + (2 × dying hero's level) + (0.03 × dying hero's NW × NW factor)]
× [1.2 - 0.1 × (dying hero's NW ranking - 1)] × [NW ranking factor] * 0.9
5 Heroes [20 Gold + (1 × dying hero's level) + (0.0225 × dying hero's NW × NW factor)]
× [1.2 - 0.1 × (dying hero's NW ranking - 1)] × [NW ranking factor] * 0.9
  • NW factor is defined as (enemy team net worth / allied team net worth) - 1 and has a minimum of zero and a maximum of 1.
  • NW ranking factor depends on the assisting hero's NW ranking among allies involved in the kill. For 1/2/3/4/5 heroes, from the richest to the poorest, they are {1} / {0.7; 1.3} / {0.7; 1; 1.3} / {0.7; 0.7; 1.3; 1.3} / {0.7; 0.7; 1; 1.3; 1.3}.

Buildings

Main article: Buildings

When an enemy tower is destroyed, gold is awarded to each player on your team. The player that got the last hit on the building is credited with destroying it and receives some bonus unreliable gold. If an enemy tower is denied, a reduced amount of gold is awarded to your team. If no player gets the last hit and the tower instead dies to lane creeps, no player gets the extra bonus gold.

Building Bounty Total Bounty Awarded
Tier 1 Tower 120 Gold to each player
150–250 Gold to killing player
750–850 Gold
Tier 2 Tower 200 Gold to each player
150–250 Gold to killing player
1150–1250 Gold
Tier 3 Tower 200 Gold to each player
150–250 Gold to killing player
1150–1250 Gold
Tier 4 Tower 200 Gold to each player
150–250 Gold to killing player
1150–1250 Gold
Tier 1 Tower (denied) 60 Gold to each player 300 Gold
Tier 2 Tower (denied) 100 Gold to each player 500 Gold
Tier 3 Tower (denied) 100 Gold to each player 500 Gold
Tier 4 Tower (denied) 100 Gold to each player 500 Gold
Melee Barracks 225 Gold to each player
100–150 Gold to killing player
1225–1275 Gold
Ranged Barracks 150 Gold to each player
100–150 Gold to killing player
850–900 Gold
Effigy Building 125 Gold to killing player 125 Gold
Shrine 125 Gold to each player 625 Gold

Lane creeps

The bounty for normal creeps increases by 2 gold every upgrade cycle (7 minutes 30 seconds), while the bounty for super creeps increases by 1.5 gold every upgrade cycle.

Creep Starting Bounty
Melee creeps.png
Melee Creep
38–44 Gold
Ranged creeps.png
Ranged Creep
54–60 Gold
Siege creeps.png
Siege Creep
66–80 Gold
Melee creeps.png
Super Melee Creep
19–27 Gold
Ranged creeps.png
Super Ranged Creep
21–29 Gold
Siege creeps.png
Super Siege Creep
66–80 Gold
Mega Melee creeps.png
Mega Melee Creep
19–27 Gold
Mega Ranged creeps.png
Mega Ranged Creep
21–29 Gold

Neutral creeps

Main article: Neutral creeps

Roshan

Roshan model.png
Roshan
150 Gold to each player on the killing team
150–400 Gold to killing player
Aegis of the Immortal icon.png Aegis of the Immortal
Cheese icon.png Cheese (from 2nd respawn onward)
Refresher Shard icon.png Refresher Shard (from 3rd respawn onward)

Summons

Main article: Summons

Couriers

Special

Selling

Items can be sold for 50% of the price they were bought for. Items can be resold within 10 seconds after purchase for the full price. Using an item prohibits selling it for the full price. For example, purchasing a Necronomicon 1 icon.png Necronomicon and activating it immediately cancels the 10 seconds, only allowing you to sell it for half the price. The same applies when buying multiple Observer Ward icon.png Observer Wards, placing one down, and attempting to sell the remainder. This is the case with any usable item, including Dagon 1 icon.png Dagon, Arcane Boots icon.png Arcane Boots and Power Treads icon.png Power Treads.

Items that have been purchased while dead can be sold if that item was bought during the same death, otherwise items cannot be sold while dead, even within the grace period. This is a measurement to ensure that players cannot exploit spending all their gold prior to death and selling back the stashed items within the grace period after death to cut down on potentially lost gold.

Selling items gives unreliable gold, even if they were bought with reliable gold.

Spending (or losing) gold

Picking a hero

All players start off with 825 gold. Picking a hero in any mode costs you 200 gold, leaving you with 625 gold. If you should decide to re-pick, it costs you an extra 100 gold, thus leaving you with only 525 gold to start off with. Should you decide to random (or play All Random), receiving a hero costs you no gold. You lose two gold per second if you have not picked a hero after the selection timer runs out in All Pick.

Swapping

Swapping a hero that you picked costs 0 gold, leaving you with 625 gold. Swapping a hero that you randomed costs you 100 gold, leaving you with 725 gold.

Items

The main purpose of gold is to purchase items. The player with the most gold is able to buy the most powerful items, and therefore has a very strong hero. The items each player buys depend on their role in the team and many other factors. Items can be sold back to the shop for half the price, unless they are sold within ten seconds of being bought and their active ability has not yet been used (e.g. Bottle (Full) icon.png Bottle or Arcane Boots icon.png Arcane Boots), in which case they are sold back for the full price.

ItemCost
Abyssal Blade6400
Aeon Disk3600
Aether Lens2350
Aghanim's Scepter4200
Animal Courier200
Arcane Boots1300
Armlet of Mordiggian2370
Assault Cuirass5250
Band of Elvenskin450
Battle Fury4100
... further results

Dying

Every time a hero dies, they lose 50 + Net Worth/40 unreliable gold. Dying does not take away reliable gold.

Respawn time

Main article: Respawning

Buyback

Buyback icon, located below the hero icon after a buyback
Play Buyback stinger

While dead, the player has the option to use "buyback", spending money in order to instantly respawn at the fountain. However, the buyback ability has a long cooldown of 480 seconds and has a scaling gold cost. Buyback takes away from reliable gold first, which allows the player to ensure a buyback by accumulating enough reliable gold which is not lost on death. It has a base cost of 100 gold, a scaling extra cost based on the hero's level and a scaling extra cost based on the current game time, using the following formula:

100 + (hero level × hero level × 1.5) + (game time in seconds × 0.25)

This means, every 4 seconds the cost increases by 1 gold, which translates to 15 gold per minute. This does not count the preparing phase. It starts increases together with the first creep wave spawn.


The gold penalty status debuff
Gold penalty icon

Besides the potentially high gold cost, buyback comes with a couple of more penalties. Buying back has the following negative effects on the hero:

  • 25% of the remaining respawn time of that death is added up to the next death's respawn time, meaning the earlier buyback is used on this death, the longer the next death will be.
  • The hero receives a debuff which reduces all gold income by 60%. This debuff's duration is based on how long the hero would still have been dead if buyback was not used.

Abandoning the game

After being disconnected from the game for more than 5 minutes, all of your gold is equally divided between the remaining players on your team, including your 1.67 gold/sec passive gold gain. If 1/2/3/4 players have abandoned, the remaining players receive 2.08/2.78/4.17/8.33 gold/sec. The passive bonus gold gain is restored once you reconnect to the game, but any gold that was distributed is not reimbursed.

Version history

Version
Description
  • 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 1 per 0.6 seconds to 1 per 0.66 seconds.
  • 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.png 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.png 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 XP/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.
  • Team AoE bounty for kills with 2 heroes around changed from 9 * Level + 95 to 12 * Level + 125.
  • Team AoE bounty for kills with 3 heroes around changed from 8 * Level + 20 to 10* Level + 40.
  • Killer bounty level multiplier increased from 200 + 5 * Level to 200 + 9 * Level.
  • Buyback cooldown increased from 4 minutes to 5.
  • Gold over time from 0.875 intervals to 0.8.
  • Added a 4 minute cooldown to Buyback.
  • Rebalanced the assist gold & XP system.
    • Most recent versions (since 6.55) have an extra portion of the gold/XP 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.
    • 6.68 Bonus Gold:
      • Hero Killer: 0
      • 1 Assist: 10 * Level + 45 (2 heroes involved in kill)
      • 2 Assist: 9 * Level + 40 (3 heroes involved in kill)
      • 3 Assist: 8 * Level + 35 (4 heroes involved in kill)
      • 4 Assist: 7 * Level + 30 (5 heroes involved in kill)
      • 5 Assist: 7 * Level + 30 (5 heroes involved in kill but no one got last hit)
    • 6.69 Bonus Gold:
      • Hero Killer: 0
      • 1 Assist: 9 * Level + 95 (2 heroes involved in kill)
      • 2 Assist: 8 * Level + 20 (3 heroes involved in kill)
      • 3 Assist: 6 * Level + 10 (4 heroes involved in kill)
      • 4 Assist: 6 * Level (5 heroes involved in kill)
      • 5 Assist: 6 * Level (5 heroes involved in kill but no one got last hit)
  • Added a new gold mechanic to the game.
    • "Reliable Gold" - Any bounty you get from hero kills or from the extra "AoE kill gold" bonus (feature from few patches ago) is added to your reliable gold pool.
    • "Unreliable Gold" - It is 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.
      • An example: You have 910 total gold (500 unreliable, 410 reliable). If you buy Boots of Speed, you have 410 total gold left (0 unreliable, 410 reliable). However, if you bought 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/XP system that is given in an AoE around dying heroes from being static unsplit to a dynamic split variation (numbers adjusted as well).
  • Reworked buyback cost scaling.
    • It uses the following formula: 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.
  • Tweaked Sentinel and Scourge tower bounty sharing mechanism slightly.
  • Changed and standardized the bounty values on all structures.
  • 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, 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 Assist players 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 Sent/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).
  • 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.