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Why Heroes Of The Storm Is Better Than League, The Best Moba Games On Pc

I'm not an entirely seasoned player when it comes to HotS (level 122 I think), but I've enjoyed this game immensely since I started playing. From the nostalgia of playing your favorite Blizzard heroes to the polished graphics and gameplay – it has been awesome.

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I tried League and really wasn't into it (not saying my opinion is better than anyone else's), so how does it have this much, much greater following? Was I missing something in League? Maybe some of y'all can help me figure this out.

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LoL was released in the right moment. HotS had bad rep pre-release and ambiguous player's targetting.

The main playerbase of hots are primarily split into

Blizzard fanboys

Casuals who didn't enjoy more difficult MOBAs like DotA/League

Unfortunately

Blizzard alienated a lot of their fanbase last year

HotS is still a high skill MOBA which is unsuited for casuals

Many people consider Hots to be a dumbed down MOBA, like “a good hots player is not as good as a good Lol player”. They argue that LOL and Dota 2 have more depth to the matches, which may be true in some ways, but they forget that blizzard games are usually easy to learn – hard to master.

Eh. Ive played all three games for years and Dota 2 is without a doubt the most complex of the bunch and way harder to master than hots.

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Individual punishment is harder because of the relative lack of a laning phase and the various forgiving mechanics (mounts, shared xp, etc). This pushes the skill in this game into more of a group thing (communicate, coordinate, understand your teammates intentions, draft synergies, etc).

That's a big turn off for a lot of people who want to have games more determined by thin mechanical advantages.

Amen to that, dude. Even WoW was fairly straightforward after a short time. Obviously more in-depth, but there's a reason it's still around after fifteen years.

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Coming from someone that stopped playing HotS quite a while ago, I think of all the things that damaged HotS… the largest were; the faulty reconnect feature, the continual compression of skill expression up from casual and down from competitive, and way too much reworking of heroes and hero 'roles'(harder to remain attached to gameplay as much when your favorite characters keep changing fundimentally.)

Of everything, I had hoped they would build on what they had and add depth through other means but retrospectively I feel they were lacking creativity on expanding the game depth outside of hero kits. In particular I hated the fact that a far too significant number of map objectives dumb'ed down the games further by not having an active cost with a significantly different benefit. I guess they may have had a fear of increasing the burden of knowledge. But I still believe there was far more than enough leeway since casuals tend to not care about an increase in depth in the first place if they are still having fun. And for it the competitive side of the game suffered because of the reduced ability to storyline individual games both from an individual and viewer perspective.

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