Heroes of the Storm – Review

In Blizzard’s on-going attempts to create a game for literally every genre on Earth, MOBA was next on the list and Heroes of Storm was created… unfortunately.

As a long time Dota 2 player, I enjoy a good MOBA. I’ve dabbled in League and Smite but Dota is my time-consuming poison of choice. It’s well-balanced for the most part (although some days I do wonder about Axe), it has a simple concept but is hard to master and, unlike LoL, Smite and now Heroes of the Storm, it doesn’t have a free hero rotation. In other words for those unfamiliar with MOBAs, all heroes can be played from go. For the other major MOBAs, players have a rotation of heroes that they can play without needing to unlock them or they can pay for heroes and always use them using either real money or in-game currency. This leads to pay-to-win or more experienced players benefiting from this scenario with those willing to pay or have more game time having an unfair advantage over new players when they have the choice of possibly better heroes than those in the current rotation. As a free game, money has to be made somewhere and this is a way; however, as a Dota player, I’ve always taken not having this for granted. Dota makes all its money through character skins and even shares this income with the skin designers and some competition prize pools. This was the first thing that bugged me but that isn’t even close to the problem with this game.

Some people have called this a casual version of the big-name MOBAs. This is probably because there is very little real skill, knowledge or technique as far as I can see involved in this game. Unlike the three other big MOBAs HotS has: no gold, no items, no last hitting, no denying and no personal player experience. Instead, the team has its own whole-team level culminated from all the XP earned by its players. When this increases, it allows you to level up your ‘traits’ which act as passive stat boosters or improve your abilities, choosing between a set choice of traits at each level. This is as far as the term ‘build’ can be used. Other than choosing what traits you want (initially with each hero you can choose between only two at each level), the game allows no substantial creativity or tactical ability to choose how to counter the enemy team and win. Because of this focus on team level, there is no feeling of personal triumph. Anybody who does any damage to a hero is counted as having that kill. As a result, every game ends with all players having a distorted and meaningless positive k/d. When you do get a kill, it feels pointless. Respawns are very forgiving and having an enemy dead does very little help your team given how slow lane pushing is and how enemies return extremely quickly back to the battlefield.

Meanwhile, with no last hitting and no denying, players end up standing in lane just auto-attacking the minions. Opposing heroes may occasionally leap in and attack, but the game’s heroes (even supports) have such high health that you can almost always run back to your lane’s tower and back through the gate that allows only your team through. These one-way walls make tower diving impossible and interesting ganks awkward (you need at least two friendly heroes to kill any one enemy hero) so the only time characters do die is when team-fights occur. It is a shame, therefore, that team-fights play out awfully. In Dota, team-fights are well co-ordinated and rehearsed in order to guarantee a swift victory in the fight and often mean victory for the whole game. You’ll plan the initiation with a stun, maybe throw in some disarms, activate you blade mail, BKB, etc. and then finally chuck down a couple of good ‘ol fashion ults and… easy money. However, about the most complex and co-ordinated fighting I saw in HotS was grabbing some mercenaries from the jungle (i.e. after killing a jungle camp they become your allies) and using them in the cluster of madness and ability spamming that is team-fighting in HotS.

The game technically has mana. However, quite frankly they could have replaced that by a bar that reads ‘how little fun you’re having playing this game’ and maybe that would explain why it’s always full. Mana regen as it stands is ridiculous. I never once ran out of mana even when I was physically trying to by using every ability as it came off cooldown, playing as numerous heroes. Other stats like movement speed, attack speed and even damage are unknown to the player. In Dota, fights are picked judging on how best your chances are of winning that fight. You’ll look at their health, how much mana they currently have, their armour, magic immunity, items that could save them or even kill you. In HotS, you spam your either unimaginative or unoriginal abilities (Stitches is a ridiculously close copy to Dota’s Pudge with his Hook and Vile abilities) and maybe someone will die, maybe you’ll win the game, but most likely you won’t even care because of how bland the gameplay was up to then and how little the game rewards personal skill.

But just so you think I haven’t been completely negative: I like the mount idea that allows heroes to get into the fight quicker, the minion design is interesting, the changing map makes for some varied gameplay with the different benefits when certain points get captured, character customisation looks strong giving you different looks but also the ability to choose the colour to go with it and a shorter (roughly 20 minute) game might be appealing to those who can’t commit to hour-long game times of other MOBAs. And yet, these nice little additions don’t make up for the hollow and needlessly stripped out gameplay that HotS has.

Heroes of the Storm is a game trying to take advantage of the MOBA fever sweeping through gaming, but instead looks to be more of a headache. As a beta (and a closed one at that) many things can change. Most probably mana regen reduction and possibly the addition of visible damage and movement speed stats could be easily added. However, this still wouldn’t fix the fundamental issues with this game. If you’re a LoL, Smite or Dota player, you will almost certainly not be ditching them for this. It’s too dumbed-down and feels like it could be a particularly good app. If you’re looking to get into a MOBA, avoid this. Sure, it’s far easier to get into it and most likely requires much less time to become good at it, but even with hundreds of hours in Dota I still learn something new all the time and that’s what makes it so good. I’m constantly challenged and the gameplay can be so much more diverse with gold, items and personal XP. You feel accomplishment for getting a good k/d, being an effective support or simply winning the game. Maybe I’m some old fogey who can’t embrace such big change but with MOBAs you have to pick one and stick to it; they require too much time to be able jump between them. If you played this and now think that all MOBAs are like this, please don’t. As a lover of Blizzard games, I am truly surprised by the meek offering of the game for me personally. Hopefully Overwatch will be a much better FPS than this is MOBA.


Cisco Systems

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Cisco unified communications Cisco unified communications solutions provide an integrated communications strategy and architecture, helping enable the secure combination of voice, video, data, and mobility applications within an integrated and intelligent network.

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Ensure you get complete protection

Scesoc.ca specialise in Business Continuity services to the SME market. Partnering with world leading IT security solutions specialists Microsoft, Sophos and Unitrends, we provide complete protection, rapid onsite & offsite data recovery, reliable disaster planning and minimal downtime in the event of a disruption to your normal business operations.

When disruption occurs, we will manage the recovery of your systems, software, data and telecoms, and provide you with an alternate workplace.

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Your organisations servers, systems and data are the lifeblood of your business, and maintaining the continuity of these business systems is a complex, and full time endeavour. There are often hundreds of servers or sub-components that can fail; and many more ways that environmental and human factors can trigger such failures. It is impossible predict in which manner the next failure might occur. But it can be surprisingly straightforward to implement appropriate protections that will limit the occurrences—and the impact of the inevitable failures.

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Why I love Drupal

I’m very excited…about some software. People who know me will be amazed (apart from my rather dubious attachment to Guitar Hero 3 for the Playstation, this has to be a first). I’ve just started building my website using the content management system Drupal and it’s the most fantastic tool for a content writer like me; in fact for anyone thinking of re-doing their company website. I can:

  • Produce, edit and input content to my site whenever I like
  • Change the images, navigation and menus with ease
  • Write news stories that publish at a click
  • Include feeds to my blog articles on my home page
  • Incorporate a whole host of extra features should I feel so inclined, including forums, newsletters, ecommerce and picture galleries.

I have always thought that content management solutions were for large organisations but now smaller professional companies and individuals can get control and change their content regularly too. Drupal is a free a software package that allows you to ‘easily publish, manage and organise a wide variety of content on a web site’. It’s an excellent framework for a dynamic business website.

Like any web project, a Drupal website still takes effort to set up. As usual, you’ll need a combination of:

  • Sound project management and planning to ensure the end result meets your business’ requirements: defining your audience, your message, and specifying the content you’ll need (now and in the future) to get this message across.
  • Specialist web design skills: someone who knows how to get your brand across visually on the web.
  • Technical expertise: to set up the site using Drupal, configuring it to your requirements, hosting and running it.
  • Great content that gets your message across to your readers in a way they’ll understand and respond to.

The beauty of Drupal is that, once your website is up and running, you are in control of the content. You can update and create new content and add new features whenever you like, without having to go through an expensive site redesign process every time. I’ve been banging on about how a website should be dynamic (less like an online brochure and more like a regularly updated magazine) for ages. The process I’ve used to achieve this for my clients has been effective but cumbersome, usually involving a willing web designer updating the text as and when we need it; not the best use of a talented designer’s skills.

I can’t wait to introduce this to my clients. With Drupal the process of building and writing a website is easier. You can collaborate on writing the content, track changes and see To Do lists, all online. I have no doubt this would make the process of building and writing a website much quicker and more manageable for a busy small business.

Finally, websites have caught up with blogs and become easy and cheap to update. This is a whole new world. It puts content right where it should be; at the heart of any business web project, whatever the size of your business.

Do not miss this opportunity. Whether it is Drupal or another solution, if you are thinking about re-doing your website, why not invest in content management.

Anyway, must split. Got content to write.

I really welcome your feedback and will amend or add to the site if anyone comes up with useful suggestions.