[Off Topic] Heroes of the Storm Rant
Jul 25, 2014 6:01:48 GMT
Post by alyssandra on Jul 25, 2014 6:01:48 GMT
Does anyone here have access to the alpha? If so, how do you like it so far and how do you feel about the recent addition of artifacts (essentially LoL runes, you buy them with currency you gain from playing games to improve passive stats on your character).
If you don't play it, does it seem interesting to you? How do you like some of the design decisions in the game? For example, all hero EXP on a team is shared, there's no last hitting, the talent system (will outline below), more focus on team fights and objectives than laning phases, etc.
I ask these questions because after hitting the previous level cap of 40 (Like LoL's level 30 cap) and playing about a hundred(+) games (since they only last 15-25 minutes, not too impressive, but still a decent chunk under my belt), it's been hard to log on. The gameplay feels as though it gets stale fast. I know it's only in Alpha and I may be speaking too soon, but at the same time... getting bored in Alpha doesn't feel right.
Why do I feel it gets stale fast? Because for one, it's too team oriented. Yes, too teamplay oriented to the point where you feel helpless far too early in the game with no hope of recovery. I think why League and DotA appeal to such a wide audience is because one player can make a difference, very noticeably. They may farm well, have good mechanics, have great team fight positioning and timing, etc. One person doing well and being the reason a team wins is a great feeling for a lot of people, let's face it. This feeling appears absent in Heroes due to teams sharing levels, no items, and so on. You essentially need to move as one unit, be on the same page constantly, and have almost premade-like communication. Not all games are like this of course, you still have your one sided stomps here and there. Just to note: while there are some mechanics in play in an attempt to reduce snowballing, such as "underdog exp" which grants more hero kill EXP to the lower level team, this sometimes feels too little too late.
Also, a lot of team fights feel like a cluster of button mashing and large AoEs with very little aiming and user input. While some heroes require aiming, the majority are very simplified. For example, the latest hero has two ultimate choices: Allies in an AoE around him gain bonus MS and AS (it's called Bloodlust as well, he's a shaman) or he has a full HP heal, essentially, point click. Now I'm not saying these are necessarily bad gameplay elements nor am I saying lack of aiming is some sort of flaw, but it feels as though the game is going for a more dumb downed feeling in general. Rarely would you hear someone proclaim "awesome Bloodlust!" since it's just a click and forget in an AoE around the hero. Also, the level 20 talent makes it global anyway.
The recent addition of a system called "artifacts" -- essentially League of Legends Runes, is the nail in the coffin for me. There is a lot of negative backlash against Blizzard by the playerbase for adding this system. As well, Blizzard made a controversial step in locking certain talents and ultimates on a hero if you are new and lack progression with that hero. Heroes normally have access to 2 ultimates, but if you are new to the hero, you only have one unlocked. Since talents are so important to gameplay, being in the dark from the start, with a limited pool to choose from --whereas your enemies may have full access -- is a baffling a design decision by Blizzard. Also, it makes trying new heroes against good players very intimidating and anti-fun if you aren't playing with a full deck of cards.
As stated above, you may also have certain talents locked when you are new to a hero, and they can only be unlocked as you play more games and increase your "hero experience levels." Each hero level (this is a system outside the actual game to track a player's progression with a hero) unlocks more talents, second ultimates, and then eventually cosmetic effects. However, locking talents from the getgo is awful design-wise. Talents are essentially substitutes for items, since HotS has no items, every ~4 levels or so you pick one "talent" to upgrade an ability your hero may have, or add a new one entirely. Talents can range from simple damage increases, to giving your hero an ability to shield an ally, or making abilities hit twice / have two charges, etc.
What does this do? It may create toxic dialogues among new players where team mates get mad at a player for not picking a certain talent or ultimate (but they can't help it, because for some reason Blizzard thought locking talents and ultimates was a good idea...).
Moving back to artifacts (runes), they do nothing but create a grindy atmosphere with little feeling of reward. For example, you need to use your gold from "dailies" and games played in order to unlock artifacts, which have ten levels and approximately cost ~5.5k to hit the max level. For reference, winning a game now gives about 40-100 gold. While you need to buy artifacts in order to feel relevant in the actual game, you can't get a chance to really buy new heroes at the same time. And when you do, guess what, they have a lot of features locked to you as explained above. As a side note, artifacts do things such as give your current hero mana regeneration, life steal, bonus live, attack damage, etc. and you can change which artifacts are equipped for said hero before each match.
Thanks to the new limitations and the addition of the very mediocre system of runes (in my opinion), I feel as though the game is heading in a very bad direction.
With all that being said, it is still in Technical Alpha stage and changes can be tweaked/reversed, but I was wondering what some of your opinions were on this new up and coming MOBA. Especially you Soft, as a developer, I am curious to know your opinion on some of the systems in Heroes. Personally, I'm much more appreciative of DotA 2's F2P system now more than ever (everything available from the get-go).
I just needed to go on a slight rant, because the game looked promising, but these recent changes and general flow of the game don't seem to inspire much faith for me. It was very fun at first though and I may stick with it for a bit longer. If you are in a position of waiting and really wanting to play, don't worry too much.
May add more later in case I missed some points or didn't explain clearly. I wrote this quite late for me so forgive any repetition.
If you don't play it, does it seem interesting to you? How do you like some of the design decisions in the game? For example, all hero EXP on a team is shared, there's no last hitting, the talent system (will outline below), more focus on team fights and objectives than laning phases, etc.
I ask these questions because after hitting the previous level cap of 40 (Like LoL's level 30 cap) and playing about a hundred(+) games (since they only last 15-25 minutes, not too impressive, but still a decent chunk under my belt), it's been hard to log on. The gameplay feels as though it gets stale fast. I know it's only in Alpha and I may be speaking too soon, but at the same time... getting bored in Alpha doesn't feel right.
Why do I feel it gets stale fast? Because for one, it's too team oriented. Yes, too teamplay oriented to the point where you feel helpless far too early in the game with no hope of recovery. I think why League and DotA appeal to such a wide audience is because one player can make a difference, very noticeably. They may farm well, have good mechanics, have great team fight positioning and timing, etc. One person doing well and being the reason a team wins is a great feeling for a lot of people, let's face it. This feeling appears absent in Heroes due to teams sharing levels, no items, and so on. You essentially need to move as one unit, be on the same page constantly, and have almost premade-like communication. Not all games are like this of course, you still have your one sided stomps here and there. Just to note: while there are some mechanics in play in an attempt to reduce snowballing, such as "underdog exp" which grants more hero kill EXP to the lower level team, this sometimes feels too little too late.
Also, a lot of team fights feel like a cluster of button mashing and large AoEs with very little aiming and user input. While some heroes require aiming, the majority are very simplified. For example, the latest hero has two ultimate choices: Allies in an AoE around him gain bonus MS and AS (it's called Bloodlust as well, he's a shaman) or he has a full HP heal, essentially, point click. Now I'm not saying these are necessarily bad gameplay elements nor am I saying lack of aiming is some sort of flaw, but it feels as though the game is going for a more dumb downed feeling in general. Rarely would you hear someone proclaim "awesome Bloodlust!" since it's just a click and forget in an AoE around the hero. Also, the level 20 talent makes it global anyway.
The recent addition of a system called "artifacts" -- essentially League of Legends Runes, is the nail in the coffin for me. There is a lot of negative backlash against Blizzard by the playerbase for adding this system. As well, Blizzard made a controversial step in locking certain talents and ultimates on a hero if you are new and lack progression with that hero. Heroes normally have access to 2 ultimates, but if you are new to the hero, you only have one unlocked. Since talents are so important to gameplay, being in the dark from the start, with a limited pool to choose from --whereas your enemies may have full access -- is a baffling a design decision by Blizzard. Also, it makes trying new heroes against good players very intimidating and anti-fun if you aren't playing with a full deck of cards.
As stated above, you may also have certain talents locked when you are new to a hero, and they can only be unlocked as you play more games and increase your "hero experience levels." Each hero level (this is a system outside the actual game to track a player's progression with a hero) unlocks more talents, second ultimates, and then eventually cosmetic effects. However, locking talents from the getgo is awful design-wise. Talents are essentially substitutes for items, since HotS has no items, every ~4 levels or so you pick one "talent" to upgrade an ability your hero may have, or add a new one entirely. Talents can range from simple damage increases, to giving your hero an ability to shield an ally, or making abilities hit twice / have two charges, etc.
What does this do? It may create toxic dialogues among new players where team mates get mad at a player for not picking a certain talent or ultimate (but they can't help it, because for some reason Blizzard thought locking talents and ultimates was a good idea...).
Moving back to artifacts (runes), they do nothing but create a grindy atmosphere with little feeling of reward. For example, you need to use your gold from "dailies" and games played in order to unlock artifacts, which have ten levels and approximately cost ~5.5k to hit the max level. For reference, winning a game now gives about 40-100 gold. While you need to buy artifacts in order to feel relevant in the actual game, you can't get a chance to really buy new heroes at the same time. And when you do, guess what, they have a lot of features locked to you as explained above. As a side note, artifacts do things such as give your current hero mana regeneration, life steal, bonus live, attack damage, etc. and you can change which artifacts are equipped for said hero before each match.
Thanks to the new limitations and the addition of the very mediocre system of runes (in my opinion), I feel as though the game is heading in a very bad direction.
With all that being said, it is still in Technical Alpha stage and changes can be tweaked/reversed, but I was wondering what some of your opinions were on this new up and coming MOBA. Especially you Soft, as a developer, I am curious to know your opinion on some of the systems in Heroes. Personally, I'm much more appreciative of DotA 2's F2P system now more than ever (everything available from the get-go).
I just needed to go on a slight rant, because the game looked promising, but these recent changes and general flow of the game don't seem to inspire much faith for me. It was very fun at first though and I may stick with it for a bit longer. If you are in a position of waiting and really wanting to play, don't worry too much.
May add more later in case I missed some points or didn't explain clearly. I wrote this quite late for me so forgive any repetition.