: For supports I completely agree. It's very easy to fall behind on a support when ADCs frequently want solo exp after losing tower, and the support laning with one of the other laners will set them behind to an extent. Possibly implement passive exp gain on the 3rd tier support items that would function similarly to Nidalee's old hidden passive, or make it so that T3 support items don't force another laner to take shared exp while the support is there. For the rewards that you're talking about implementing, I don't understand how this change is different from the existing game mechanics. I was under the impression that slingshot exp was already in effect for kills/assists on champions higher level than you. If you could do 1-2 examples of how this would impact say, a level 9 support participating in a kill on a level 12 mid laner, with what currently happens/what would happen with these changes, that would be cool. The information currently available on XP gained by killing another champion is worded very strangely on lolwiki. I don't think junglers need more slingshot exp honestly. They can catchup from being 2-3 levels down by just doing a full clear and not dying, due to how the jungle xp scales. You can see this gameplay in KR soloq especially, where junglers will run around the map at level 3 as Elise, and won't necessarily worry about their level relative to laners, since a full clear will typically slingshot them back to a similar level to a jungler who chose to farm all their camps.
> For the rewards that you're talking about implementing, I don't understand how this change is different from the existing game mechanics. I was under the impression that slingshot exp was already in effect for kills/assists on champions higher level than you. We already have these mechanics in the game true. The Underdog bonus usually misses supports on winning teams however. They may actually be at level parity with most of the people on the opposing team.
: Hmm not sure if I would agree with junglers falling behind in levels. Junglers can quite easily match solo lane xp if lanes are relatively even by simply farming properly. Are there specific examples, reasons, or targeted groups/players that this is aimed at? While there are good preventative measures so that numbers are controlled (enemy doesn't instantly come back when you screw up once) as explained above, this makes throws even more punishing (as it should but why make it even more so?) Anyhow, my point is that I'm not sure if I see the need for these changes. Especially with carry supports being meta as well. Perhaps the idea is to nerf solo carry potential and inventivize more teamwork. Just wanted a little more on the context. Very interesting change for sure.
Yeah, so Junglers that can clear quickly and apply pressure are not going to be behind their team in level. Therefore they will not benefit from this change. There are a sub-set of junglers however who have trouble catching back up in the jungle if they fall behind. These are people whose clear speed is a bit lower. Amumu is probably a good example. This change will benefit them if they can acquire kills.
: Hmm, I believe this should be for supports only because a jungler falling behind is usually from bad decision making. There shouldn't be any further cushions in-game to get a free ride back into the game after playing horribly. If you played your hand wrong, you should expect to lose unless you can somehow drag the game out past 40 mins. Also, I would like to see this for supports only because of the experience they lose whilst roaming (helping other lanes, providing vision, and clearing vision).
> Also, I would like to see this for supports only because of the experience they lose whilst roaming (helping other lanes, providing vision, and clearing vision). In internal games, I have seen a huge majority of the bonus go to under-leveled supports. (Admittedly small sample size, but we will be tracking closely) Junglers are rarely getting significant XP. Most of the controls in-place for how the exp is calculated mean that only "critically under-leveled" players get the exp.
: This still doesn't solve the fact that supports are underleveled before any takedowns (skirmishes) begin. Is this designed to help those who D/C from their games? Besides support, when are you possibly 4 levels behind the enemy team?
> Besides support, when are you possibly 4 levels behind the enemy team? The bonus scales with how far behind the player you are. I just used 4 levels behind because I thought it made the number easier to understand.
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: Eyes hurt after 1 game on Evelynn
Hey guys, Sorry for the late update. I checked in a lighter purple effect. Hopefully it will be a little easier on your eyes. Give it a try and let me know what you think. -Colin
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Riot Colin

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