Understanding the Laning Changes

Doesn’t matter if LoL has it or not. That’s not the point. But why is it there? That’s the question.

Well, every level you need more experience to get new level. That means, the team which is lower level (usually team that makes mistakes, is worse then their opponents) gains percentually more for their level progress than the team with higher level.
Does it matter too much? No idea. But it is there and it influences the game.

Dumbing down because I think this promotes the flashy 5v5 fights. You gain experience (now increased) even when you are not doing anything. You don’t need to soak, push, anything, just 5v5 fight and you still gain levels.
Yeah, better to watch for esport, definitely.

An XP lead is simply a ‘win-more’ function, where you get rewarded for doing good by receiving a statistical advantage to help you do better. That gets stale.

By keeping the XP difference smaller, or at least making it harder to get talent tier advantages, it keeps the fights more interesting. That’s why it was necessary to cut out the big Fort XP gain and move your opportunities for getting XP leads into the lane, where the tension stays up.

Because right now, no one cares about denying minion XP in the lanes or even tries to accomplish that. Players just take turns clearing waves, then go back to fighting over the objectives.

You are right that LOL doesn’t matter but if both games have something similar then it might help to understand why it’s there.
To figure out how much of a catch-up mechanic it is we would need to know how much more exp a team needs for each lvl-up. I would assume that these 15% more passive exp has a very small effect as a catch-up mechanic. On the other hand, once you get a lead, it also becomes much easier to increase your lead and the game just tries to find a better balance.
It was already rare that teams get to lvl20 before they finnished the match and now teams will get even less exp because of the removed structure exp. Without the increased passive exp gain, lvl20 talents would probably not be needed xD The increased passive exp probably has more impact on reaching higher levels before the match ends than on the catch-up mechanic.

I doubt both teams decide to only fight 5v5 because both teams will gain levels… normally good teams want to get ahead so they would need to soak and push as well…

I’m not really sure.

Same, I’m not sure either lol

Well, you can check the experience on hots gamepedia (can’t post a link, sorry. check google).

Maybe, but I think that increasing the passive gain is not finding a better balance. If Blizz wants for the games not to last 25+ minutes, they shouldn’t remove the experience for buildings. Or when they did, they could add it to the creeps. Thus promote good rotations and soaking.

Originally the lvl 20 talents were strong, game ending talents. The games often ended before lvl 20 and usually the team which got to lvl 20 ended the game. Not sure what the problem with such thing is.

Exactly! good teams go soak and push. So why not get rid of the passive exp so players actively work to get the experience?

If they force you to HS, they denied your split push. If you can move around the map while they gank you and you don’t get ganked, they don’t know how to gank.

You can do that provided you’re not the OP.

Guys… It’s Vekkul… the guy understands nothing while thinking he knows everything.

/thread

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I confess: I get a little bit of sadistic pleasure knowing the trolls have to resort to Ad Hominem. :ok_hand: