XP per kill

magic pole··1 votes·965 views

XP per kill and early XP in general is kinda out of control. I think this is the root of the problem of having many games feel hopeless only 5-10 minutes into a game.

have a bad back timing early on, or get killed as a wave or 2 is approaching your tower and your game (lane) is basically over. You can then cower in fear of your lane counterpart and try to avoid them for the rest of the game.

The fact that opposite laners can have a 2-3 level difference 10 minutes into the game is really frustrating and despairing. i know "comebacks & snowball" kinda explain this problem, but the level difference specifically is what makes the snowball so unpleasant. I can accept weaker turrets (they feel better after 5.23), and even like that they promote pressing your advantage. The excessive XP gained from a kill, however, snowballs games way too quickly early on.

A player landing a kill already will gain an item advantage; the level advantage is excessive. Obviously, a player killing the other should become more powerful and typically be able to 1v1 from that point on; but as it currently stands, there is often no coming back. The extra uncontested creep waves of gold and XP + kill gold really seem like enough advantages from a kill.

However, in addition to these advantages gained from the player landing the kill, the dead player misses out on gold and XP from creeps--effectively changing the difference in waves farmed from 1-2 to 3-4 as a result of 1 death.

imo kill XP should take (another) hit. Or at least make the XP for kills and/or minions SCALE through the early game up to what it currently is, kinda like how in the past (i forget the patch...maybe season 4), early kill gold was reduced and scaled to standard values instead. Typically, if you die in levels 1-3, your lane is far beyond lost, and this makes many games feel hopeless and completely unfun as a result of 1 single mistake in an early trade or duel.

3 Comments

Rocky21 votes

XP per kill was raised to 60% from 50% for awhile. This was changed back to 50% in 5.23, so perhaps you'll notice a difference now.

Champion Kills

Killing an even-leveled champion provides less experience.

Another accidentally undocumented change from 5.22's patch notes, the total experience you get from a kill was 60% of your level rather than 50%. This was done to ensure that people are properly rewarded for aggressive actions and making kills 'worth it' alongside bounties, but together with all of the other preseason changes just put snowballing on kills way out of control. So, we're switching it back to before 5.22. This won't singlehandedly reverse the tide of a losing game, but should mean you see less 'I'm level 13 and they're level 18' situations on average. 

EXPERIENCE FOR KILLS 60% of a full level for killing an equal leveled champion ⇒ 50% of a full level for killing an equal leveled champion

NoPaxt1 votes

If you're 0-2 and a tower down, hopelessness is a mind set. You CAN comeback in this game, and it's not too hard to do. It just requires patience. some problem solving skills, and team tactics...

Worst case scenario, you keep playing, never forfeit, and learn something from the event. But to quit, or accept hopelessness as a fact will never make you a better player.

Valderis Vandala1 votes

Wouldn't you rather wait and see what the full effects of the new minion changes will be before starting a discussion on champion kill exp gains?

The experience gained from champion kills will impact the timing when minions start to push harder, for good or bad.

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