Souls: Difference between revisions

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== Gathering Souls ==
== Gathering Souls ==
'''Soul Distribution''':
Souls are earned by killing targets
 
'''Lane Soul Distribution''':


''Before 10 minutes''
''Before 10 minutes''
* Before 10 minutes, two players can receive 100% of a creep’s soul value, effectively doubling its worth.
* When a [[Trooper]] is killed, the killer will receive half of the Trooper's souls at once, then half again when the Soul Orb is destroyed by themselves, an ally, or it expires.
** This include both lane creeps (Troopers) and jungle creeps
* For two players in lane, Souls from Troopers are 'duplicated' between both players (about 50m from the kill). This means a Trooper kill worth 50 souls will grant 50 souls to ''each'' player.
** In order for jungle creeps to give souls to both players, both players must deal damage to the creep.
** In order for jungle creeps to give souls to both players, both players must deal damage to the creep.
* If 3 players attempt to receive souls from a creep, each player will instead receive 66% of the creep's soul value.
* If 3 or more players attempt to receive souls from a creep, the killer will receive the full Trooper value (EX: 50), while all other players will equally divide the duplicated amount (EX: 50 Souls divided by 2 = 25 Souls each) <ref>https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper Soul split in lane before 10 minutes</ref>
 
''After 10 minutes''
''After 10 minutes''
* After 10 minutes, souls are divided evenly among nearby players.
* After 10 minutes, souls are divided evenly among nearby players. There is no longer any "duplication" of Souls.  
** Souls from lane creeps (Troopers) are automatically split between nearby players.
** Souls from jungle creeps are split between all players who dealt damage to said creeps.
** Souls from jungle creeps are split between all players who dealt damage to said creeps.
* Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.
* Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.