Alright let me start this a bit plain, I honestly do not think that these changes really needed to happen. I feel like HotS was in a good state in terms of gameplay and that futzing with the XP kind of throws everyone for a loop to try and figure out the new "meta" of it all.Over these past two days I have noticed two things that have really gotten to me; the higher priority on just pure soak and proxying waves. For those of you who do not know what I mean by proxying waves it is simple: going behind the enemies fort to stop the wave, allowing your own wave to push into the enemies towers and eventually wear them down. This feels really...boring to me, as well as not very interactive. It forces you to answer whoever is proxying which in turn actually causes you to lose out on the soak if no one is there to pick it up for you (and usually this proxy hero is something like a Murky or Murky with Aba hat so killing him really doesn't solve anything). The other thing I have noticed as of late is passive soaking. This is the simple act of just allowing the minions to kill each other while you are in range of the XP, allowing the enemy minions to push up to towers so you can easily soak it and the enemy team does not really have much of a choice put step out far to catch their soak. This opens up to getting easy ganks, which is nice for your team, but can feel awful that you are actually losing because the enemy is choosing to actively not do anything in their lane.Now onto my next point. I really do believe that the passive soak increase given by killing forts and keeps now was a good idea to at least try and mitigate the standing issues that the PTR version of the XP changes brought. Apparently (according to reddit) it takes roughly 5 minutes for that passive increase to equal out to the XP of killing the fort before, which is good because it still gives the benefits from before but with less of the snowball instant reward. This change is something I think was really smart and can very easily be adjusted as needed in either direction.Lastly I want to point out the rather large slug in the room, Abathur. Abathur has been a bit of a force this past year in higher levels of play and the pro-scene. He brings to the table so many good tools from healing, duping a hero with 25% increased damage, empowering friendly heroes with the top hat, and the ability to globally soak any lane with friendly minions as well as his body. All of these things combined with these most recent changes have made him an insanely powerful force to fear and pretty much a ban in every single match now. If you were to let him through you would be exponentially behind in soak and post 10 the enemy doesn't really ever have to fight until Clone is up. I really hope that Abathur sees some hard nerfs soon, perhaps taking away MULE which I have hated since it's inception. Another idea could be to putting his healing talent on the same tier as shields last after top hat to tone down his ability to solo heal as a "support" with the new roles coming soon.All in all, I like it when the devs try new things and try to force the game into new metas and game styles to keep it interesting. I do like how they have listened and added the passive increases to Forts and Keeps. I wish to see a way to combat proxying waves with these new changes (maybe a single tower between fort and keep? idk) and changes to Abathur as well. Thank you all for listening to my rant and if you'd like to hear more of my thoughts or ideas, I got a lot of builds on this site. I'll see you, in the Nexus!