Yes, and each takedown is 1 point. where getting the highest of the game in the categories (siege, hero damage, xp) is 2, and highest on team is 1. Death timer reduces your score based on time spent dead, where this is applied percentagewise.
As a game can easily have 30 takedowns on 1 side. This dominates all the scoring together with time spent dead (which in the late game does affect quite a bit as 1 minute dead in a 20 minute game is already 5% - or 1.5 takedown in the 30 kills example).
They got hit the hardest. But werent the only one. All low waveclear heroes currently suffer as they become very incapable of proper soaking when it turns into a 1v2. And yes, this is less than 10 heroes. But that doesnt mean it isnt negative. Soaking should be rewarding towards all heroes.
Going QM as nova and facing horrible teammates is a very common thing.
then again, you went nova… which might be considered equaly horrible
But still, QM should be decent for all heroes, and having some flexibility in tasks is therefor nice. Even if suboptimal. Soaking is however one of those things that just should be rewarding in order to get players to do so.
This is a complete nonsense comment. Because it is irrelevant to the issue. Soaking should especialy be rewarding on lower ranks, as thats where you want to teach the importance of soaking.
And although to a certain degree it still is, popular bronze heroes should generaly not suffer as much (these are the typical heroes that are bad at waveclear and only work for PvP).
I could even say that master/GM knowledge is counter productive towards understanding bronze/silver. Because those players play a completely diffirent game, just because a lot of skill aspects simply do not exist there.
Rank doesnt say anything for everything. And i had personal experience at balancing mvm missions in team fortress to get an idea of how diffirent skill levels are. In my map it was extremely difficult to make missions for the easiest mode, just because you need to balance towards the clueless. And to a certain degree that comes down to guiding them, and not overload them with stuff that they just cant follow. Again, at the lowest skill levels they play a diffirent game.
And on a side note, the last change in which XP stays longer is to me the positive change it needed in order to push those players to soak. It could still be better, but at least it provides the teaching aspect. So its not too bad entirely anymore. Its now more of a factor of which benefits do you consider more important.
So before you misunderstand me here. I do like that they tried changing it, and the current approach is an improvement. Its however currently not as optimal as it could be. And thats because of those situational cases.