![]() It gave them unnecessary and misleading knowledge. Providing the players with proper tutorials would have been one solution, but HotS chose not to do so. There are too many heroes, maps, and strategies lanes that are not role-defined and specifics that are hard to understand. The Nexus is an odd and complex place characterized by diversity. And how do you get that? Through experience, of course, but also through excellent and well-founded tutorials. For that, you require plenty of things, but more than anything, you need good players. The essence of enjoying any game is for the game to be of good quality. Simplifying the mechanics of maps, quests, and objectives could result in HotS becoming the truly casual game it wants to be. Sometimes even the standard composition is hard to perform because of the knowledge of specific players. ![]() This complexity requires players to learn a lot and gain experience some are just not into it. Some maps require a composition of 4-1, 2-2-1, or the standard one on top and bot and three on mid. In a game filled with an abundance of maps, different rotation techniques, and always challenging matchmaking, the players will have a rough time.įor anyone, mastering a single map is hard enough, so performing adequately on fifteen seems impossible. It requires a focus on what has been made, enhancing it, and balancing it out. The Heroes of the Storm does not require a focus on the new, it has already brought so much. Eventually, the reworks began, but the list was long, and some are still in the queue. A severe imbalance followed, with some heroes being overpowered while others were left as insignificant choices. Many heroes craved rework, but none came, simply because the factory was busy building new ones. Blizzard got that wrong, and the Nexus got an addition every few months. The quality and quantity debate should not be taken as a black-and-white choice but as a motivator to find a middle ground and a balance. In the never-ending debate of quality versus quantity, Blizzard opted for one side, allowing a steady influx of new heroes, whereas previous ones were not “finished”. The developers should make better algorithms for matchmaking and ensure realistic metrics for it. This only deepens the problem of an unfair fight in the HotS. More than often can the players see poor performance in top leagues, while some of their counterparts with high skill sets are stuck in lower tiers. It is sometimes almost unbearable to play any mode besides ARAM.Įven if some matches got past the stage of randomness and allowed a fair fight by draft, the player matchmaking system gave it another setback. One of the biggest ers of HoTS developers is their matchmaking system. The solution is simple: the QM should include at least some degree of the draft, countering randomness and gifting the players what they deem most necessary - a fair match. ![]() The unattainability of fair fights was ensured, and in the end, HotS failed the casual players it wanted to draw in so much. Teams consisting of three bruisers and two assassins could face off against an optimal composition. The total randomness of picks it brought accompanied by a variety of maps, which are wildly different, disallowed any fair matchups. ![]() With the “Pick-what-you-want” game, Blizzard refreshed the market but only negatively. Their quick match mode was supposed to be a materialization of those ideas but came out as a disaster. But HotS failed where it needed to succeed. Heroes of the Storm entered the market with the idea of a casual game, gifting gamers with a fresh experience.
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