I feel like these elements acts only a “win more” for the leading team, as map control is heavily linked to the capabilities a team has to access these elements of gameplay.
In a lot of a my games, I ended up looking at the 7x and 20 minutes marks when in the lead to steal the XP rune and, depending on conditions, the Tormentor, thus giving an advantage for my team and denying the forward of the opposite teams, which will usually not risk losing a teamfight only for securing a bit of experience and possibly a Shard, which would ultimately make them vulnerable for a gank.
Keeping the momentum is already quite easy in Dota, hence my question on if these gameplay elements are working as intended; as the leading team did usually not need more elements to secure a win, especially since Roshan may already act as an element to help securing the victory.
What are your thoughts, and how do you play around the XP runes/Tormentors?
Source: https://www.reddit.com/r/DotA2/comments/12xwdso/are_the_xp_runestormentors_acting_as_intended/