Reducing positive and negative agency of single player

A lot of times it can feel frustrating to have a single person on your team feeding harder than a soup kitchen while the rest of your team is still going even. That snowballed enemy then just takes over the game and there isn't anything you can do about it. I know that it's important for individual players to have the ability to carry a game, but are we in a situation right now where a single feeder is having too large an impact? Taking into account that number tunings would be critical, would it be exploring to have a small, but significant, percentage of all earned gold and experience to instead be pooled and distributed to the rest of the team? For example instead of giving 300 gold to the killer, 240 may instead go directly to the killer and the remaining 60 divided amongst the team.

We're testing a new feature that gives the option to view discussion comments in chronological order. Some testers have pointed out situations in which they feel a linear view could be helpful, so we'd like see how you guys make use of it.

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