+ The current distribution of experience has two flaws with it; it largely favors players that survive on the outskirts of the fight even if they contributed the least, and it punishes those that are first to engage even if they contributed the most. These flaws create a high level disparity among teammates and cause players to not be properly rewarded for their contributions. Distributing experience to dead players that have earned valid assists and kills in combat will serve as a level equalizer lowering the incentive to strictly survive and allow players to still progress in levels even if they're severely behind.

- Players will now split hero kill experience with other players in range, even if they are dead, as long as they contributed to the hero kill.

- Antlings, Antlore Healers, Antlore Necromancers, Zomblings, Ebulas, Skeleton Boss, Werebeast Enchanter and Sporespitter all have their attack backswing reduced to 0.05s

+ Snowballing, when it occurs too quickly, can obsolete any meaningful decision making or good plays from the opposing team. We want matches to always be fair and interesting, when teams snowball too early, it can result in a long painful game where the result has already been determined. To combat this, we are reducing the experience bounties from heroes in the early levels and increasing it at the later levels. Teams that are behind will now gain a larger benefit when exchanging kills.

- Antlore Necromancer's Summon Zombling no longer interrupts his previous actions and no longer requires him to turn to cast

- Hero kill bounty experience changed from 90 per level to base of 40 + 35 per level + a 10 increment per level.

- Unshared EXP changed from 12 to 15

Gold distribution was largely favoring people that gain the killing blow. This caused a high gold disparity between teammates often times leaving supportive heroes with very little gold for their contributions while offensive heroes continue to scale excessively. We've tweaked the gold distribution in favor of team benefits to ensure all players amongst a team can have meaningful progression for their contributions in fights. Overall there will be a net increase of gold for a team, but reduction in individual snowballing.

- Kill gold bounty decreased from 400 to 350

- Assist gold increased from 50% to 70%

+ Early game deaths double down on the power difference between both teams. Firstly, a large gold and experience bounty is given to the killers. Secondly, the victims are denied valuable time to collect resources on the map. This can cause a large power difference between teams too early in the match and often times decide the result of the match before bases are even sieged. We're lowering the respawn timers in the early levels to allow players to recover quicker but evening it out at the later levels.

- Werebeast Enchanter Movement Speed reduced from 320 to 280

- Sporespitter's Movement Speed remained the same due to potential usefulness when dominated

- Respawn timers significantly decreased at early levels, small increase at later levels.

+ When progression is so heavily centralized around hero kills, comebacks can often times be difficult for a team to accomplish, especially if they lack the resources to combat the opposing team accordingly. We've reduced the timer for creep waves to spawn additional units. With the increased creep strength occurring much sooner, teams will have more opportunities to push with creeps, while the defending teams will have more frequent access to resources.

- Additional melee creep spawn timer decreased from 16,44,49,58 minutes to 11,33,42,50

- Additional ranged creep spawn timer decreased from 33 minutes to 22 minutes

+ Experience required to level has been tweaked very slightly to reduce snowballing by creating level milestones that serve as an equalizer.