I think it’s too late for such titles because it’s been a long time since the first game patch released and it gets less attention. I will state it however:
My idea is to reduce the cap level from 30 to 25 and a bit change on scale number. Because most matches end in a short time and so we don’t get the cap in most of matches, so why have they designed such a cap level that is actually unattainable? and according to the given reason, most heroes will not get their best state (hp, dmg, etc)
personally I’d like it if there was no cap, but that’s just me, I’ve reached level 25 in a lot of my games, this would end up negating the winning teams exp lead and slowing down the match more, which I’d argue is a bad thing.
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Good, but If we mean to reach the infinite level, we actually need a different base for the game especial the scale number, like the LoL game, which each match lasts about 50 minutes. (not to mean this the scales become the LoL scales i mean’t a specific scale numbers).
Otherwise, I cannot accept, in the first two ways that higher levels is much less likely to happen, and second, that as the level goes down, the chances of a loser team come back increase, and they have a second chance to win and also about the game feature, which ends soon, will not have a particular problem in terms of time.
isn’t this average time belong to Hots? and what is your main idea of saying this?
No cap sounds fun! having teams wanting to make and break world records for longest game matches!
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3 lane vikings for 2 hours, the enemy team stands no chance…
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No, Hots is still faster. Average time was around 15-18 minutes.
Cause I play league as well. Game time decreased a lot during the years. Nowadays, if a league game goes over 35 minutes it’s considered a really long game. Without comparing the actual time, it would be like when a Hots game goes past 25 minutes/level 25.
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Thank you league!! But is all this because of level 30? Even most of those games that end in an average of 15-18 minutes don’t reach high level. I think level 25 is a good idea, especially when they increase the scale number (for example up to 5% or more) to make them more fixed. Because so far, the real power of heroes has not been used much and has become more of a fun tool as said.
I would hazard for the sake of balancing. A lower level would make the match take longer. They could balance the power per level, but then the player would have less, “power progression”.
The cap is kinda like a soft time limit. Most games end before this limit. They needed to strike a balance between levels that earn talents and the amount of levels that just increase power. Increasing power indefinitely will just cause trolls to keep playing forever and camp.
I would also guess that they made 30 levels and couldn’t fill the rest of the levels with talents.
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Let’s farm lvl 100 and make people suffer
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My idea was it to change the utility of cap level from a soft time limit to a final step to get the winner better, as i as gamer want to play in standard cap and get the profits too.
And as a describe of my idea while a team get the cap sooner they should do all necessary to win and the weaker team must do more try to reach cap and fighting for victory, it make a more fun and competitive match i think.
If there is a problem about trollers i can say the cap is better for league rather quick match and they should care on QM more,
Who needs winrates when you can cause 9 other people to suffer for 2 hours straight…
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This happens currently. Even if the cap was 5 or 100.
I don’t understand the rest of your post.
I’ve had a 45min ranked or QM dont remember which
AND GET THIS
47 min ARAM
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What would be the benefit of lowering/reaching the cap?
The main benefit of not reaching the cap and being able to (continue to) level is that it ensures XP is never completely meaningless. You can always try to outlevel your opponent and have a tiny advantage in stats, if only for a brief period until your opponents catch up.
The cap is at 30 mainly because games typically never reach that (wheres 25 does get reached every once in a while). Even long games tend to end at 28-29.
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The cap at level 30 is to limit the amount of swing scaling differences have on hero performance. Some heroes like Li Ming have a lot of abilities that only scale at 3% as opposed to the usual 4% so become relatively weaker as the match progresses. Like wise other heroes like Tracer’s ultimate scale beyond 4% so become relatively stronger as the match progresses. The maximum difference is limited by the maximum level.
Another reason for the maximum level cap is to avoid the maximum experience cap. Once a game passes 524,287 experience you gain 0 experience from it due to integer overflow. Level 30 is currently positioned such that there is still a few hundred thousand experience to earn spare before this limit so in most PvP games it will never be encountered.
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I like level 25 cap because it makes the ultimate power of a hero clearer and more achievable and we can reach the maximum level and enjoy it, it becomes more interesting when we change the scales to some extent and fit do. In fact, I want the game to be more targeted and purposeful and the idea of getting XP to be clearer, not just XP as a tool to overtake the opposing team. If the game can be completed at any level, the game becomes monotonous and boring because there is practically no difference between high and low levels.
Anyway, this is an idea that came to my mind and I think it will be interesting, thanks for the comments
By level 20 there’s almost no structures on the map, or at very least one lane gets exposed as a win condition. Four bonus forts make little to no difference on most maps and you can pretty much ignore them entirely (except on ST or BB where objective follows an order of targets).
In my opinion, structures fall over to auto attackers a little too fast even in the early game, made only worse 15 minute in. The game stops being fun at that point because teams have insane amounts of burst and one mistake risks losing everything. There’s no safety of structures, they don’t provide valuable vision, they don’t provide sustain through moonwells and they don’t serve as an enemy repellant any longer.
Nearly every hero except a few outliers scales the same in health and damage through 25 and up to 30 so it doesn’t significantly affect the outcome of a teamfight, but continued scaling increases the chances of a possible sole survivor to end the match, otherwise fighting would get prolonged in perpetuity until one side finally WINS HARDER.
A healer or most mages for example can stand on, or trigger an objective, but only certain auto attackers will be able to destroy the core even at level 25, because of how strongly minions and catapults scale in damage (you’re likely to lose a third of your health to an awkwardly timed spawn before you position yourself to the back end of the core, some cores even have bonus defensive mechanics which waste even more of your uptime).
Sounds like you enjoy seeing big numbers fly up on your screen. I get that seeing your spell do its potential maximum of 700 damage is more awesome than it only doing 580. However, that damage is all relative. Your opponent will also have more HP so your spell is still only going to chunk off ~15% of their health.
I know this is a bit mathy, but I think 4% scaling is great. It hits that sweet spot of giving the winning team a decent enough power advantage, but it’s not so extreme that the losing team still have a shot.
Currently, teams refrain from fighting at critical talent advantage levels (e.g. level 10) but imagine being deterred at every level up because the scaling was too high?
There is currently a lot of clarity around reaching level 20 because you get access to big, fun, powerful talents. This is enjoyable.
From this point onwards players only clear waves for tactical reasons such as killing catapults and de-pushing. No one is in it for the xp anymore and this is further exasperated by the fact that each level up beyond level 20 is slow and takes a long time.
In a sense, the game already has what you want…two teams juking it out on (near) equal power level. However, having an unobtainable cap makes xp gains still valuable right to the end.