XP Distribution

I’ve put a whole lot of hours into the game. I’m like level 47 and I love it. But I feel the way XP Distribution is set up, it’s pretty unfair for certain characters. If a game starts, a character like Mike or Oscar Mike can just shoot an aoe into the minions and after a wave and alwalk away but get the full xp for the wave without putting themselves in any danger. This is fine but it’s unfair for melee characters or characters that have no aoe move. I mainly use boldur. He’s a strong character and I perform well with him. But in order to get xp, I have to face check a minion wave and hit everything with my axe while getting shot at. I have to put myself in danger to do what others do from complete safety. Half the time I go back to back I end up coming to lane to get some xp and already have half health.

So to make a long story short, make it so as long as you are near a minion when it dies, you get xp regardless of if you hit it. You know… like every other game that has minions.

huh… this is a good idea. For some reason, it didn’t occur to me WHY I was having so much trouble getting XP as Boldur.

In other news: Buy all the buildables

Right. Buildables do give you xp. Especially in incursion. So you fan easily keep up in that mode if youre diligent with building. But you get way less xp in meltdown. Not only that, some people dont want to play that way. Maybe the badass that farms shards all games and builds stuff isnt the the type of badass I want to be. Especially if I’m boldur. That isn’t boldurs role. His role is to crowd control, tank, and blkck shots for partners. And if I do that and get no xp for it, it isn’t rewarding to play the role I want to play. I contributed just as much as a Miko for instance and get nothing. But Miko can do no damage and get xp just from healing. What’s the difference? It causes an imbalanced system for leveling and can cause some crazy snowballing.

We had this in other MOBA games and it lead to people just sitting around letting everyone else take care of minions. If you put it based off who gets the kill they’ll wait till you deal some damage to them and they’ll take the final blow so they can hog income.

Maybe if they make it so you get the XP if you deal damage to them or you’re in their melee range, that way we don’t have any lazy fighters.

Yeah as long as you’re in range to get the xp you should get it

I don’t know the mechanics of this game yet, but most characters who have AoE’s in other MOBA games were damaged based characters that are called carries. They carry the team in damage and most of them really need the extra XP to keep up their abilities.

Certain melee characters who are carries also have AoE’s which melee character were you using?

Moved this to the Beta general feedback category.

Thanks for the suggestion.

I don’t know. XP distribution is a touchy subject in most, if not all MOBAs. On the one hand, I like it the way it is right now. During the CTT, it was more like what the OP suggests, and everyone would skyrocket in levels quickly. This resulted in everyone running around all decked out in their uber abilities and gear in the first 5 minutes of the game. It is much more prolonged now, which I like. As someone who typically runs a melee character, I find it best to dip in, hit some minions, then dip out once I even get a notion that I’m getting focused, and let my ranged people finish them off. Once I’ve got a few levels under my belt, I can scale up the amount of time I’m smashing minions, and eventually divert strictly to ganking. Just know your role and play smart. Killing buildables helps as well.

I get what you’re saying. But why not just have diminished xp gain than? If you hit it, full xp. If you didnt, half. There has to be a middle ground. The main problem is that there are characters who just level way faster because they can toss some kind of aoe into some minions and then ignore them.

I played a game earlier and I got to level 2 with Oscar Mike within the first minute without being touched. Doesn’t matter who I laned against. It’s just easy.

I feel like implementing area xp wouldn’t change the quality of the game to be honest. There’s no game that gives you no experience for being around a minion that dies.

On a side note, sometimes as boldur I WILL hit a creature. Take half of its health probably and then get 0 xp. Idk if that’s some kind of bug or you have a time limit to get the xp. Like if you hit an enemy then don’t hit it again for 5 seconds and it dies, you get nothing. And sometimes I’ll get a few hits on an enemy battleborn before they die and get no assist on that either. Weird.

Hard to say what is a bug and what is mechanical doctrine at this point, considering there are a few kinks that have yet to be worked out prior to release. To be honest, I really don’t even know how XP distribution currently works in this game. I just smash all the things.

I can get on board with a reduced XP from just being in the area. Based 60-70% would be nice, as it means pushers would outlevel folks through merely doing their job while the others Battleborn must engage the enemy to level efficiently.

Just please… Don’t use any last hit mechanics. That’s got to be the worst waste of “skill injection” into a MOBA I’ve ever seen. I have no interest in sitting around waiting on just the right time to attack an enemy minion. Honestly, attacking minions is one of the most boring aspects of MOBAs, in my opinion. I think that’s supported by the fact that every pusher archetype in MOBAs have AoE abilities they can just drop on minions and forget about. The fun is in the battle between teams to support their minion lanes and prevent the other team from supporting theirs, or downright exterminating the other team so they can’t support their lane.