When the first bounty system was implemented, it was an unbalanced affair, with it giving out more gold than what the actual difference was. Now Riot are going for putting bounties on objectives, and it may not be a bad thing.
Riot have announced a new way for losing players to come back into the game back in August, with their initial announcement of the new season 12 mechanics. Now they bring us the gold values these bounties will have, and looking at them, shows that the amount of one-sided stomps will lessen.
Objective Bounties activate only when a team is sufficiently behind and are highlighted on the minimap for both teams. If a losing team takes an objective with an active bounty, every member of the team receives the objective bounty gold, split amongst the team.
Objective Bounties are calculated based on four factors: XP lead, Gold lead, Dragon lead, and Turret lead. The base amounts of additional gold gained by taking an objective with an active bounty are as follows:
- Baron/Elder Dragon - 500g,
- Dragon/Rift Herald - 500g,
- Outer Turret - 250g,
- Inner Turret - 400g,
- Base turret - 400g.
As the losing team falls farther behind, these base amounts can increase by up to an additional 60%.
Objective Bounties have a 15 second warning period when coming online and a 15-second lingering duration when falling off. This time can be extended if the losing team remains in combat with an active Objective Bounty.
This will make the game more macro-oriented, with overpowered early and mid-game champions not having as much of a potential for ending games early.