TDA101
10-18-2010, 07:10 PM
To me the exp system could do with a reconfiguration.
Unrelated. Dota added a +200 range for exp range from 1.2k from 1k.
That change made me think along the lines of why the exp range was a set boundary with everything inside it getting full and everything outside getting none.
The exp range is 1000 for any kill. But why? Why not 1001, or 1002? You get my point.
That means if somehow you are 1001 range outside a kill and you contribute to that kill, you get 0 exp!
There are also other skills which are impacted slightly by this.
----
Take for example Tundra's Piercing Shards. Your chasing someone and your waiting for the cooldown for your Shards to go down. As they run away you hit them with a max range Shards getting a nice amount of GOLD and EX.... oh wait, no EXP.... Kind of sux doesn't it?
I think a system should be added on top of the current exp system to award some sort of diminishing exp for finishing blows that are on a kill. Attacks don't generally break the 1k rule and it's mostly skills.
What I'm suggesting - A diminishing exp return rate for player of finishing blows for Heroes outside the full 1k exp range. -
Players should be rewarded in both gold and exp for their kills.
This is not a direct buff to any hero that I had in mind, nor a direct buff to any sort of category of heroes (Carries or Support etc). It mostly affects gankers because they have most of the spells which deal damage but this affects a wide range of heroes.
List of such spells that currently are impacted from 1k exp.
(Instant on the spot damage)
Tundra - Piercing Shards (1300 range)
Defiler - Wave of Death (1110 range) (Checked from DotA's DP)
Glacius - Tundra Blast (1100 range)
Behemoth - Fissure (1200 range)
Devourer - Guttling Hook (1100 range)
Pebbles - Chuck (1100 range)
Andromeda - Aurora (1400 range)
Gladiator - Pitfall & Call to Arms (1725 range - 1400 range)
Hellbringer - Summon Malphas (1800 range)
Flint Beastwood - Explosive Flare (1100 range)
Forsaken Archer - Piercing Arrows (1300 range)
Dark Lady - Taint Soul (1200 range)
There are other spells which have extensively large range (>2k) that I have not listed because I feel they are such a distance away which feels plausible not to gain any benefit of exp from a kill, however if such a suggestion is implemented they will be affected. (Spells such as Valkyrie Arrow to TB's Lightning Storm). There are also other spells which are arguable and contain a component such as a DoT or no specific limit on range.
Whilst this has never been a real issue in the HoN. I think this could improve a few things to the game because....
1. It rewards an aspect which S2 want the game to revolve around. Ganking. Ganking involves kills and the only reason you miss hero kill exp is because you've done a successful gank/kill, this helps alleviate that.
2. The hero affected gets a portion of the exp that they would normally get for successfully involving themselves in the kill. I can't think of any way to abuse an implementation of this.
3. It increases the pace of the game because getting extra exp speeds up the game.
4. You don't get jipped out on exp for being just 1 range away from full exp range.
Few extra things that could be considered.
1. You must have maintained vision for at least a small period during the prior 10 seconds before the kill. This helps to keep it fair rewarding gankers who are actively chasing players rather pot-luck kills in the blind. (IE Valk Javelin, Damage over Time spells)
2. Exp decreases exponentially as you move further away from 1k. A simple formula could be 1000^2/X^2 where X is your current range when the finishing blow happened. (1k = 100%, 2k = 25%, 3k = 11.11%)
I'd really appreciate feedback for this to maybe address issues or changes of implementing such an addition.
Unrelated. Dota added a +200 range for exp range from 1.2k from 1k.
That change made me think along the lines of why the exp range was a set boundary with everything inside it getting full and everything outside getting none.
The exp range is 1000 for any kill. But why? Why not 1001, or 1002? You get my point.
That means if somehow you are 1001 range outside a kill and you contribute to that kill, you get 0 exp!
There are also other skills which are impacted slightly by this.
----
Take for example Tundra's Piercing Shards. Your chasing someone and your waiting for the cooldown for your Shards to go down. As they run away you hit them with a max range Shards getting a nice amount of GOLD and EX.... oh wait, no EXP.... Kind of sux doesn't it?
I think a system should be added on top of the current exp system to award some sort of diminishing exp for finishing blows that are on a kill. Attacks don't generally break the 1k rule and it's mostly skills.
What I'm suggesting - A diminishing exp return rate for player of finishing blows for Heroes outside the full 1k exp range. -
Players should be rewarded in both gold and exp for their kills.
This is not a direct buff to any hero that I had in mind, nor a direct buff to any sort of category of heroes (Carries or Support etc). It mostly affects gankers because they have most of the spells which deal damage but this affects a wide range of heroes.
List of such spells that currently are impacted from 1k exp.
(Instant on the spot damage)
Tundra - Piercing Shards (1300 range)
Defiler - Wave of Death (1110 range) (Checked from DotA's DP)
Glacius - Tundra Blast (1100 range)
Behemoth - Fissure (1200 range)
Devourer - Guttling Hook (1100 range)
Pebbles - Chuck (1100 range)
Andromeda - Aurora (1400 range)
Gladiator - Pitfall & Call to Arms (1725 range - 1400 range)
Hellbringer - Summon Malphas (1800 range)
Flint Beastwood - Explosive Flare (1100 range)
Forsaken Archer - Piercing Arrows (1300 range)
Dark Lady - Taint Soul (1200 range)
There are other spells which have extensively large range (>2k) that I have not listed because I feel they are such a distance away which feels plausible not to gain any benefit of exp from a kill, however if such a suggestion is implemented they will be affected. (Spells such as Valkyrie Arrow to TB's Lightning Storm). There are also other spells which are arguable and contain a component such as a DoT or no specific limit on range.
Whilst this has never been a real issue in the HoN. I think this could improve a few things to the game because....
1. It rewards an aspect which S2 want the game to revolve around. Ganking. Ganking involves kills and the only reason you miss hero kill exp is because you've done a successful gank/kill, this helps alleviate that.
2. The hero affected gets a portion of the exp that they would normally get for successfully involving themselves in the kill. I can't think of any way to abuse an implementation of this.
3. It increases the pace of the game because getting extra exp speeds up the game.
4. You don't get jipped out on exp for being just 1 range away from full exp range.
Few extra things that could be considered.
1. You must have maintained vision for at least a small period during the prior 10 seconds before the kill. This helps to keep it fair rewarding gankers who are actively chasing players rather pot-luck kills in the blind. (IE Valk Javelin, Damage over Time spells)
2. Exp decreases exponentially as you move further away from 1k. A simple formula could be 1000^2/X^2 where X is your current range when the finishing blow happened. (1k = 100%, 2k = 25%, 3k = 11.11%)
I'd really appreciate feedback for this to maybe address issues or changes of implementing such an addition.