Saturday, August 29, 2015

What I Think Of...Heroes of the Storm

The competitive eSports scene is alive with the sound of MOBA's. Whether it's League of Legends, Dota 2, SMITE, or a number of others, MOBA's are absolutely in fashion.

Blizzard decided to get in on the action and take back what was theirs to begin with, seeing as the original Dota was a Warcraft 3 mod. How does this Blizzard-fan-service game stack up to the juggernauts of the industry? Here is what I think of the new MOBA on the block: Heroes of the Storm.


For the uninitiated, a MOBA game (Multiplayer Online Battle Arena) works as such:

- 2 Teams battle on a map broken up into 3 lanes (Top, Middle, Bottom)
- The lanes have auto-turrets ("Forts" as HotS calls them) placed along the path.
- Creeps/Minions spawn at regular intervals and will help you push the lane to your advantage.
- The point is to work down the lanes, destroying Forts, and eventually the base (Core) to win the match.

You with me? Hope so. This is the MOBA formula, and HotS follows the blueprint faithfully. However, that's where the similarities between this and a game like Dota 2 end. Heroes is meant to be a more accessible entry in the genre. While Dota relies on buying items from shops to grant abilities or buffs to hero skills, there are no items in Heroes, which is actually a relief. It takes away a complicated aspect and allows the action to be fast-paced and skill based.

In Dota 2, you would need to purchase "Wards" from the shop to place around the map and grant your team vision, and a tactical advantage, over a certain area. In Heroes, since there are no shops, some maps (mapS, I'll get to that later) have built in capture points that, when captured, grant your team vision over that area of the map, which is an interesting idea that creates tense moments of fighting over the capture point.

Also, the idea that there are multiple maps. Not only that, but the different maps have different objectives that can really swing the match in your favor. On one map, you try to control 2 shrines, 1 placed on the top lane and 1 placed on the bottom lane, once you capture those shrines, someone on your team can go into the center lane, claim a 3rd capture point and become the Dragon Knight and wreck shop, doing a ton of extra damage which is great for taking down Forts. Another map actually has a 2nd part to it, which allows players to descend into the mines, killing special enemies and retrieving skulls, which builds a golem that will march down a lane and also wreck shop. There are a handful of these maps, which does add a layer of strategy which does break up the monotony of hero battles.


Heroes of the Storm also puts a spin on character builds. In other games, when you level up in a match, you spend a point to upgrade your characters abilities. In Heroes, when you hit specific levels, you actually get to choose which ability or talent you want to learn. Some of these are passive abilities like getting health from doing damage, and others are active abilities that, by default, map to the number keys. This is a pretty cool take on it and adds that "on-the-fly" element where you can adapt based on how the match is going, or find the build that best suits you.

The leveling systems in the game can be a little complicated, so I will do my best. You have an overall account level, within that account level, your heroes level up individually (outside of the game) by using them in battles. Your character levels outside of the game do not factor in the actual game, though, since all characters start at level 1. Leveling up your account rewards you with coins you can use in the marketplace (more on that later) or cosmetic profile pictures, etc. Leveling up your individual character can also reward you with coins, and also unlocks the ability to use all of that character's talents. The game does lock some abilities during the early levels of a character, letting the player get their feet wet before opening up all talents and saying "have at it".

Now, let's talk pay structure. Heroes of the Storm is a free-to-play game. You could absolutely play the game, enjoy it, get a lot out of it, and not spend a penny. Unlike Dota 2, not all the characters are available right away. Blizzard does do a free weekly rotation, which is what SMITE and League of Legends does. The rotation consists of 5 or more free heroes based on your account level, and you can use them in any mode. For the other heroes, you can buy them either with in-game coins that you get for completing matches, completing daily quests (I'll get to that, there's a lot to go through here, if you couldn't tell) and other in-game milestones, or with real money. Characters can range in price from $5 and up and there are bundles which include multiple characters and skins and whatnot. This is not unheard of and reasonably priced. I spent $5 on the discounted "Starter Bundle" Which included 3 characters, a mount to use in-game, and a 7-day XP/Coin boost. Also, since it was my first purchase with real money, I got a special cute mount.

So, Daily Quests. Each day when you log in, you are tasked with quests that can earn you extra gold. These can range from "Play 3 matches as characters from Warcraft", to "Play 3 matches as an Assassin", to "Win X amount of matches" and so on. This really helps keep the game fresh and promotes using different kinds of characters.


Once you get into an actual match, the game continues to shine. You can tell Blizzard took their time and put their love into these characters, the way they look, the way they talk, the way they animate, it's a Blizzard-fan's dream. My favorite touch is how they put a little bass on the sound when you kill an enemy, really makes you feel like a bad ass. The collection of characters here is a great mash-up from Warcraft, Diablo, Starcraft, and even classic games like The Lost Vikings, with more characters added all the time.

The modes in the game range from going against the A.I., to PvP, to Ranked PvP. The big difference between HotS and Dota 2 is that even if you play a pure bot match, you still get XP, Coins, and credit towards your quests. Meaning you don't have to interact with anybody and still have a good time. Also worth noting: you don't need a huge time commitment. Games in Dota 2 or League can last anywhere from 35 - 60+ minutes per match, whereas in HotS, it could last 15 - 25 minutes. The maps are smaller and the game runs raster, so it's nice when you don't have hours to spend.

With the way Blizzard has handled its other games, it should come as no surprise how often they are updating and adding content into HotS. New maps, new characters, balance changes, nothing is off limits and it will be exciting to see where they go from here.

I can not tell you how much I have enjoyed playing Heroes of the Storm. It feels like the Everyman's-MOBA. If you have been too intimidated to get deep into other games in the genre, or just want a fun time with great characters in great settings with that Blizzard touch. I love watching Dota 2 and I would love to get better at it, but I LOVE playing Heroes of the Storm and this may end up being my personal favorite MOBA.

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