Shadohz, threatening can have significantly greater disparity between players, such as 4-5k for the top player, 1-2k for the other players. If a well-equipped player really runs ahead of the team, avoids stopping for any rooms or vases, tries to MoD double long shot bug everything, etc., he can easily get 60+ kills while the rest of the team has 5-20 kills.
Luckily, not too many people are @$$hole enough to try to meta-game like this, but as more people get griffons and become aware that there is little self-gain to help the team loot and much potential self-gain for killing everything, it will become an increasingly worse problem.
Again, I am not suggesting that xp should be reduced for killing mobs, at least not directly. Rather, xp should be given to people for doing chests, vases, and guardians, such that people are rewarded for their contribution to looting in this game. This will allow people who really like to run around killing things to keep running around killing things, and those who like to take it easy and do vases and such to do so, and most importantly, it will incentivize people to stop splitting apart from each other.
Here is a picture I took to show a friend how broken reaver was, but I'm posting it to show you just how much xp difference and disparity in kills there can be if someone wanted to do so. This was after I had found a level 22 rare greataxe, and was so excited that I kept on killing everything before my teammates could. Other than the few games where I went crazy attacking enemies with new weapons, the only time I ever go ahead of my team is to grab aggro, and if I think my teammates can take initial aggro then I am always the last one out doing the vases and chests, because I don't want my teammates to feel bored to death.
