Heroes of the Storm
First off, good job Anthony Kennedy. Now, onward.
Jason wants to know my thoughts about Blizzard’s newest game, Heroes of the Storm. He is stuck at work on a Saturday, so I’m writing this out for his eventual and/or incremental review.
Heroes of the Storm is a MOBA (Multiplayer Online Battle Arena), which is still an awkward name. It’s pretty much what you would get if World of Warcraft had a baby with the NBA. Or, for those of us old enough to have played it, it’s pretty much what you would get if Warcraft 3 turned into a five-on-five game, which turned into another one less Warcrafty, which turned into another one non-Warcrafty, and then eventually became one mostly Warcrafty. If you just fell asleep, sweet dreams.
Since I have played League of Legends, as has Jason, and since it is the 800lbs gorilla of MOBAs (and to a lesser extent, esports itself--lord, are we bad at naming things), I’ll do a lot of compare and contrast. I think this is fair because it is obvious that the HotS (naming...) team put a lot of thought into what parts of League of Legends they didn’t want in their game. Similarly, they clearly tried to smooth out some of LoL’s inherent rough edges, in much the same way that LoL made DOTA more accessible. Let’s take a look at some of those decisions.
Transferable Knowledge
Basic Mechanics - right click to move, left click to attack, QWER for abilities with R being your “ultimate.” A few number keys are also used. You have health and mana, for most heroes, and abilities have cooldowns. There are active and passive abilities.
Objectives - your goal is to take down the enemy Core (read: Nexus). Along the way, various structures will fire cannonballs at you, help the enemy team defend, etc. Incrementally defeating them moves you closer to victory. The longer the game goes, the faster you can push them down, putting a natural clock on play.
Teams - whereas League of Legend is a team game, the differences between playing in a team and playing as a team are enormous.
Laning - you assemble your team into 2-3 lanes, depending on the map. Minions periodically stream down each lane. Minions give you xp (more on this later). In the early game, you lane. At a transition point, you typically try to group and focus on objectives.
Roaming - during the laning phase, roaming is even more common. Supports will often jump between lanes wiht the game’s increased mobility and shorter distances, trying to catch other people off-guard and also picking up healing orbs from multiple lanes.
Leveling - xp levels you up and hitting levels faster gives you an edge in stats and skills. The big one is not level 6 for your ult, but level 10 for your ult. The team that hits level 10 first often has a huge edge in the first teamfight.
Free Hero Rotation - you won’t start out with any characters, but several rotate through being free each week and it’s best early on to get a feel for as many as you can before making any major purchase decisions.
Important Differences
“SoloQ” - in Heroes of the Storm, it is not really possible to individually carry a team, mechanically. The closest thing in HotS that I have experienced to a carry is getting paired with an amazing shot-caller. They carried the game by organizing everyone toward the right objectives at the right times. Individual mechanics are important and rewarded, but the some insane mid-lane AP Carry dragging you up the ladder with them, blowing up entire enemy teams, doesn’t really happen. A semi-competent team who moves to the right objectives at the right time will almost always beat less coordinated players with more skill. This, I think, is a very important distinction. Consequently, name-calling, hate speech, rage quits and all those other mainstays of League of Legends do not seem to be prevalent. I’m sure they exist, but I honestly have not encountered them yet. As more players transition, perhaps it will increase. Let’s hope not.
Maps - there are several different maps with different additional objectives and play styles from the main structure (see Objectives). Rather than just learning Summoner’s Rift, you have to get the hang of those as well. Luckily, they are not complicated.
Last-Hitting - it doesn’t exist, which is FUCKING AWESOME. You get xp by being within a fairly generous distance from dying enemy minions, which is called “soaking.” The laning phase can be done successfully without fighting by simply staying in lane, alive and soaking as much xp as you can. Because you only need one champ in each lane to soak, technically, this is what really supports early roaming.
Leveling - the team levels together based on collective experience. Your team can get slightly ahead or behind, but huge disparities are virtually non-existent due to a diminishing returns system. Consequently, there’s less snowballing on the basis of levels. Most of what appears to be snowballing is actually just a disparity in two teams’ understandings of the importance of...
Objectives - once teams hit 10, laning and killing minions yourself generally becomes a losing proposition. The equivalent of LoL’s jungle camps are “mercenary” camps, or mercs. Defeating them will cause them to lane for you, allowing you to focus on other objectives. You can tell when someone is new to HotS (and probably newly come from LoL) because they will stay in their lane and push forts on their own. They will feel like an uncontested god, despite the fact that they are basically helping the enemy team. The first lesson everyone needs to be taught is that if they are personally laning in the late game, they are losing.
Items/Gold - have you ever felt a little odd playing Ashe (an archer) and having an inventory of five swords and a suit of platemail? She’s clearly not shooting swords at people. Nor is she swinging them. Where do they go? In this game, only xp/levels and your build advance your character. This ostensibly makes game balance easier as the devs don’t have as many variables. Flavor-wise, it makes sense. Thrall, who wields the Doomhammer, always uses the Doomhammer. Your squishy assassin does not wear platemail. Teams cannot amass enormous gold leads and get ahead of the other team in both damage and mitigation at the same time.
Healing - unlike LoL, which shies away from healing and has trouble even balancing Soraka, Heroes is chock full of healing. Caster minions in lane drop hp/mp regen orbs and most supports have significant, re-usable healing abilities. Plenty of champions have lifesteal, regen or burst healing tricks as well. Taking out the healer early in a fight is crucial to not lose on pure attrition.
Traits/Builds - heroes start the game with all of their moves unlocked except the ultimate. So, from the beginning, you have three moves you can use. As you level up, rather than putting more points in those moves, you choose “traits” which usually either enhance those moves or add passives or secondary actives (e.g. healing wards). So rather than a different build for a character meaning leveling different abilities first and getting different items, a different build pushes your gameplay in a different direction by, say, emphasizing your crowd control over your healing or adding hops to your chain lightning instead of increasing your single target burst.
Game Duration - the average game time is about 15 minutes, with the upper bounds being in the 20s. You can play more games per day of HotS than League, generally.
Earning Heroes - okay, there is actually gold, but it’s the equivalent of IP. You have a player level (0-30, surprise) which unlocks periodic rewards such as free gold and extra free champ rotation slots. You also have hero levels, which unlock extra builds for the heroes and earn you one-time gold rewards. You can use gold to buy heroes and skins, or of course you can use $. Individual game wins/losses do not reward as much gold, comparatively, as LoL. Therefore, you’re not punished for being unable to grind as much--mostly you get gold from daily quests and your initial leveling. However, if you play insane amounts, you are not rewarded as much. That works out to be more friendly overall to filthy casuals. Like me.
The Quiz
Do you enjoy the play style (if not culture) of League of Legends or another MOBA?
Do you have fond memories of any of these Blizzard franchise games: Diablo, Warcraft, Starcraft?
Are you comfortable when you do you play your best, but lose anyway?
Do you get more joy from a well-coordinated team victory than from good dueling?
Do you have less time to play than you feel like you need for LoL?
If you answered yes to several of the items above, you are probably the target market. Either way, I’d give the game a try. Don’t skip the tutorial, even if you have the mechanics, as some of the banter is actually cute.
What’s my opinion? I’m sold. It suits me better than LoL for many of the reasons revealed in my bias above. Crucially, my youngest son also likes it better and so we play together sometimes. I would definitely give it a try. Hit me up if you want to add me as well.










