After returning to this game from a long hiatus during the snowball item stacking meta on Coast City, I've found Gotham Divided to be a very fun map with much healthier gameplay than Coast City, but after dominating most of my matches upon my return, I've noticed one massively overpowered mod set-up that should be investigated, namely the double Investment 2 start, where you start with 2 gambits, usually olympus and a flavor gambit boosting the power of the type of champion you're playing. After as little as 10 minutes into the game, the 2 gambit start begins to outscale any other mods I can think of, and given the average game length of Gotham Divided is 30-40 minutes(40-50 according to the devs, but that's pretty hopeful considering the disparity of match-making atm), you're basically guaranteed to be making about a coda blade's worth of gold every game for basically no trade-off, considering that an olympus+ 1 other gambit start barely puts you off the stat mark of any Nil item start, and once you get used to CSing without the recycle passive, you will end up with an amount of gold that's insurmountable by a player of an equal skill level. I propose 2 possible changes:
1) Apply the Investment 2 passive on tier 2 gambits.
This is the easiest change and doesn't really affect the primary usage of these items, which is to bolster credit income for controllers/support-style junglers. It forces an extra 500 gold investment for carries looking to pad their gold income, and the salvaging cost of the tier 2 is more in line compared to the 25 credits lost salvaging a tier 1 gambit.
2) Keep investment 2 on tier 1 gambits, but make I2-modded gambits give no gold on salvage, perhaps nerf the income to 4 credits/10.
Once again, this is focused more on supports, who usually wouldn't be salvaging these items in the first place, and reduces the effectiveness of this start on carries by reducing the overall credits gained by this start once they start having to sell the gambits for item slots.
I'm curious to see the community's and developers' thoughts on this. I don't think the end-game potential of any other mods outweigh the mid-game benefits of this start, and I'm seeing it become alarmingly more common. Is the problem that this start is too strong or perhaps other mods should be buffed?