So, the leveling up algorithm

I was watching a game being streamed, and there was this Leoric that decides to go to 2nd keep using his ghost ability. (this started when the game was below 5 minutes)
through out the whole game, he kept on dying to the tower, and by the end, he fed 25 times.
What really bugged me, was the fact that Blue Team & Red Team had a difference of ONLY “3” levels, even though he kept on feeding.

Does this have anything to do with the leveling up algorithm? (which I’m about to type below)

When your team has higher level than the enemy, HotS seems to compensate quite heavily (in terms of EXP) if the higher level team dies, giving the lower level team more EXP for them to catch up.

So I assumed that Leoric was feeding a whooping 25 times, but because the lower level team gets more EXP if they get a kill, the level difference was kept at 3.

I was expecting something like 5 level difference if Leoric fed 25.

Additional to what is being said above, have you had games when your team had more kills, but your enemy team reached level 20 faster than your team? (I mean, there can be many reasons behind this like specialist tactics)

All in all, I don’t feel having an advantage really lasts a good amount of time when the levels try to balance itself to equalize.

I like this game, just a ramble from a fan.

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Maybe because this game is not called cold of duty deathmatch game. You dont win by killing more, you win by destroying the core. Clearing two waves gives more than a kill in terms of exp. Nor should you be rewarded with unbeatable advantage if one player is bad or even trolls.

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3 lvl lead is all you need.
This game was designed so snowballing is hard. This is kinda the sideeffect but it’s better this way overall.

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But…did he get the inside towers?

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Xp required to level up also scales.

he didn’t get the tower at all, just dying trying to get it.
The map was spider queen btw.

yes. its been modified a few times. actually i want to say they touched it again not very long ago to rebalance it.

here is the original info on the Underdog Bonus:
https://heroesofthestorm.com/en-us/blog/14502320/incoming-changes-to-in-game-experience-6-23-2014/

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If you’re a higher level, it gets modified negatively.
If you’re a lower level getting a kill is positively modified.

Whats the value exactly?
The way I always understood it, team ahead gets kill xp equal to enemy level.
So its not literally “lower”, they just get xp lower compared to scenario if enemy team was on equal level.

I have no idea how it is exactly modified.
But I’m very sure it is negatively modified.

At equal held it’s 300 exp iirc.

???

At lvl 1 kill gives 300 xp and later on it scales. Thats why killing old buildings was a big xp boost early on and borderline irrelevant later. Soaking minions is relevant early on till midgame, hero kills start to take over midgame.

Level XP required for Level Sum of XP Hero Kill XP
1 0 0 300
2 2010 2010 350
3 2154 4164 400
4 2154 6318 450
5 2154 8472 500
6 2154 10626 550
7 3303 13929 600
8 3303 17232 650
9 3303 20535 700
10 3303 23838 750
11 3303 27141 800
12 4452 31593 850
13 4452 36045 900
14 4452 40497 950
15 4452 44949 1,000
16 4452 49401 1,050
17 5600 55001 1,100
18 5600 60601 1,150
19 5600 66201 1,200
20 5600 71801 1,250
21 9000 80801 1,300
22 10000 90801 1,350
23 11500 102301 1,400
24 13000 115301 1,450
25 15000 130301 1,500
26 17000 147301 1,550
27 19500 166801 1,600
28 22000 188801 1,650
29 25000 213801 1,700
30 28000 241801 1,750

Now, I watched some hella old youtube vids. Turns out above numbers are xp given on equal levels and indeed there always been some xp modifier, depending on xp difference of both teams. Im actually surprised how accurate hots wiki is D:
A - team ahead
B - team behind

It looks like if team A gets a kill, they get xp equal to enemy lvl - modifier. Kinda weird/big ones tho.

This is cool :smiley:

A team that is behind the opposing team gets an “underdog bonus” for every enemy hero that is killed. The amount of bonus XP earned per takedown will scale significantly based on how many levels apart the teams are, and caps off at a four-level difference. Bonus XP will be granted for each takedown until team levels become even. Additionally, a team that is ahead in levels now earns fewer experience points for takedowns, and the effects work inversely. Likewise, this handicap ceases when the teams are leveled.

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Oh this is the one. I ignored it, thinking its the last one :slight_smile:

The “ahead” debuff still exists. I always thought there is only “underdog” one. Ty!

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by the accurate information provided here, it gave me the impression that it doesn’t punish someone like Leoric feeding 25 times (to the extent that I wish) due to a modifier blizzard intends.

I’m glad to understand this game a bit better, that feeding costs a high toll when you’re ahead in levels.

Many thanks. :slight_smile:

added note* My personal statement, the come-back system is a little too rewarding.

Never mind the level lead, what more important is that Leoric also gave the other team the 5v4 advantage in team fights.