Heroes of the Storm: The Best Is Yet to Come

This is a post I’ve meant to do since Heroes of the Storm launched back in June, but between how hectic life has been and my surplus of topics to blog on, I just haven’t had the chance.

A cutscene from the tutorial for Heroes of the Storm, depicting a team of "good" heroesIt is often the case in the gaming community that one only hears about a game when there’s something wrong. And that’s perfectly understandable; it’s just human nature that the contended tend to stay quiet.

But today I’d like to talk about how very happy with the state of this game I am.

Coming into its own:

Now the funny thing is that in the weeks leading up to launch I was actually feeling pretty unhappy with Heroes of the Storm. After a nearly year of alpha and then beta testing, I was feeling pretty burnt out, and some of the game’s flaws had really started to get to me.

By far the biggest of these was the community, which I have complained about before. Even way back in closed alpha, the community was rampantly toxic, and it was only getting worse. Almost every game would devolve into pointless bickering, name-calling, and general ass-hattery. I could only imagine how bad things would get once the doors were opened to the public.

The other major issue was how often the game would match woefully imbalanced teams against each other. If your team has no support and the enemy team has Rehgar and Malfurion… well, you might still win, in the same sense you might win the lottery.

Johanna leads the charge on Garden of Terror in Heroes of the StormI exaggerate somewhat. I did win more than a few “no support versus supports” games, but the fact remains at that point you were at a major disadvantage, and it was mostly down to hoping the enemy team screws up — it was their game to lose.

And of course the two-issues feed each other. Go up against a much more powerful team, and you know your team is going to get frustrated and start slinging around blame, snark, and insults.

It got to the point where I was thinking I would probably have to give up on the game, as I always do with competitive gaming.

But then a few simple tweaks changed everything.

One was a change to the matchmaking logic. Under most circumstances, teams with no supports will no longer get matched against teams with one or more support character. You still get imbalanced match-ups, but it’s not nearly as common or as stark as it used to be.

The other, far more important change, is the option to disable in-game chat.

Thank you, Grilled Cheesus!This has made such an enormous difference in my enjoyment of the game. It’s taken so much stress away and allowed me to focus on how fun Heroes of the Storm actually is. Nothing’s enjoyable while you’re bombarded by the spittle-flecked ravings of a maladjusted man-child.

I think it’s even making me play better. Just after I disabled in-game chat, I went on a massive win streak, and even now, I still think I’m playing more effectively. I think the lack of extra stress and distractions is helping me focus on the game. Now I’m only fighting the enemy team, not my allies as well.

It is perhaps a bit sad that an ostensibly social game is best enjoyed by shutting off all communication with your fellow players, but such is the state of the gaming community. Since map pings are all you need as far as tactical communication goes, the truth is chat was almost never used for anything but trash talk anyway. Good riddance.

Of course, you can still play with chat turned on if you want.

You know. If you’re a masochist.

It’s amazing how much of a difference these two simple changes made. It totally refreshed my interest in Heroes, and I’m loving the game again.

The Eternal Conflict:

The Immortals clash on the Eternal Battleground map in Heroes of the StormHeroes has certainly not rested on its laurels. Shortly after launch, Blizzard embarked a huge, multi-week event with new maps, new skins, and new heroes (and treasure goblins): the Diablo-themed Eternal Conflict.

The star of this update is the new Eternal Battlegrounds map, which pits the forces of the High Heavens and the Burning Hells against each other.

I’m mostly happy with this map. It’s easily the most visually impressive map to date, and the eye for detail is impressive — even many sound-effects have been replaced with their Diablo equivalent.

It is a very intense map, and I do agree with the consensus that comebacks are very difficult, but overall I think it’s a strong addition. Certainly renews my faith after the blandness that is Tomb of the Spider Queen.

Also, it makes me glad to be a Jaina main. So many team fights in tight spaces, so many enemy teams bombed back to the Stone Age with blizzard…

Pushing the enemy base on the Eternal Battleground map in Heroes of the StormThere will be another Diablo-themed map before the Eternal Conflict event ends, but we don’t know anything about it yet.

As for heroes, Johanna (the Diablo III crusader) and the Butcher have already been released, Leoric the Skeleton King should be coming very soon, and the D3 monk is in production. Blizzard has said they’ll take a break from new Diablo characters after this, which is a bit disappointing because I want to see the wizard.

The Butcher hasn’t come up on the free rotation yet, so I haven’t tried him, but he seems to be in a good place where he’s very powerful, but he does have counters. I wouldn’t be shocked if he gets a small nerf or two at some point, but I don’t think he’s terribly overpowered.

I’ve just started playing Johanna this week. I was curious about her because I love playing a crusader in D3 (much as I love badass ladies in armour, I’m still a little disappointed they chose Johanna instead of the Gideon Emery version), but I didn’t think I’d enjoy her much, because she’s very much the archetypical tank. She’s very slow and clumsy, and her damage is minimal, but she has a lot of crowd control and is possibly the hardest hero in the game to kill.

However, despite my dislike for the standard tank archetype, I find I’m loving playing Johanna. I think it’s just hard to resist a character that almost never dies. So many times over the past week, I’ve found myself in a situation that would be fatal to any other character, but Johanna just walks away unscathed. It makes the game very low stress.

Johanna the crusader in Heroes of the StormWith so little fear of death, you can really get into the thick of things and impose your will on enemies in a way you can’t as any other hero. Johanna might not be able to blow people up like Valla or Zeratul, but she can wear them down through sheer attrition, and nobody contests map objectives better.*

*(Well, except maybe Murky, depending on egg placement and whether or not it’s one of those “Durr, I’m a specialist; I don’t need to leave lane” players.)

The other day, I managed to almost single-handedly prevent an enemy team from capturing a tribute on Cursed Hollow for nearly five minutes, which is an eternity in a game like Heroes of the Storm.

And she does look very cool.

The future looks bright:

I remember the beta for Mists of Pandaria was very discouraging. Huge swathes of player feedback were ignored, and the expansion suffered badly from problems many of us had seen coming months before release.

Fine details on the Sky Temple map in Heroes of the StormPlaying Heroes of the Storm from alpha to release has been a starkly different experience. Almost every major complaint fans have had has been at least partially addressed, and the game has launched in a very strong state. It’s full of content, it’s easy to learn but still has depth, and it’s just plain fun.

Heroes still has problems, of course. I’m still not fond of having to unlock heroes, there are more than a few imbalanced characters, and I still loathe Dragonshire.

But right the game’s strengths far outweigh its weaknesses. It’s a fast-paced, exciting game where epic comebacks and stunning reversals are always possible. It has a great sense of humour and a charming attention to detail, and it oozes nostalgia for us Blizzard fans.

As disaffected as I am with the state of World of Warcraft, Heroes of the Storm proves Blizzard is still capable of greatness, and I have tremendous optimism for the future of this game.

And this is all coming from someone who hates PvP and thinks MOBAs are boring.

Gaming Round-Up: Heroes, D3, TSW, and Skyforge

I had a bunch of gaming topics I wanted to discuss that wouldn’t quite fill up a post on their own, so I decided I’d just jam them all together.

My team loading into a match in Heroes of the StormLet’s get to it!

Heroes of the Storm: The two queens

This week saw a big patch for Heroes of the Storm, bringing with it the long-awaited release of Sylvanas Windrunner.

Since the patch also included increased leveling rewards — awarded retroactively to those of us already max level — I had an abundance of gold, and I bought Sylvanas at her starting price of 15K gold, also treating myself to her ranger-general skin.

Initially, I found myself somewhat disappointed with Sylvanas’ incarnation in Heroes. She felt very weak, and I struggled badly.

The problem is that she is incredibly squishy, and while her mobility seems good on paper, it’s often impractical. Her teleport relies on a projectile with a travel time that is hardly any faster than normal hero movement speed, and while Withering Fire can be shot on the move, it needs talents to really be a practical choice for harassment or chasing enemies.

I capture some mercenary camps as Sylvanas Windrunner in Heroes of the StormHowever, I refused to give up, and after getting some practice in and experimenting with different talent builds, I managed to achieve a decent level of success. She’s still significantly weaker than other specialists in a lot of ways — she can’t solo grave golems, for instance — but she does have her advantages. If left uncontested, her push power is incredible, and she’s excellent at countering enemy mercenaries and minion waves

Also, her team fight potential is pretty good by specialist standards, though not really much better than Nazeebo’s and Zagara’s, and she is a bit like Illidan in that she excels at finishing off wounded enemies.

Actually, she reminds me of Illidan a lot of ways. They both require extremely high APM compared to other characters, they’re both obscenely squishy but highly mobile, and they’re both heroes who can be either devastatingly powerful or borderline useless depending on the situation and the person controlling them.

I still think she could maybe use a buff to her survivability, either in the form of more health, more reliable self-healing, or a more practical escape tool. Seriously, Banshee Wave is the least practical teleport ever. You can pull off some incredible stunts with it… but you probably won’t. It’s not a good sign when a hero with a built-in teleport still needs to take Bolt of the Storm at level twenty.

The other big ticket item for this patch is the new map, Tomb of the Spider Queen. It’s not quite as bad as I worried it would be, and it’s definitely not as tedious as Dragonshire, but it is a fairly uninspiring map.

The load screen for the Tomb of the Spider Queen map in Heroes of the StormThe game isn’t even out of beta yet, so I doubt Blizzard has already run out of ideas for interesting map mechanics, but that’s the impression one gets from Tomb of the Spider Queen. The map objective basically boils down to, “push lanes so that you can periodically push lanes a little harder”. It feels far more like a traditional MOBA than other Heroes maps, and it’s definitely not as exciting as rushing for a tribute on Cursed Hollow or battling over temples on Sky Temple.

There’s also less team fighting, and mercenaries play a much smaller role since any time you’re not in lane is time you’re not gathering crystals from the enemy creeps.

The map could really use some alternative sources for crystals, like merc camps or occasional crystal dumps similar to the treasure chests on Blackheart’s Bay.

I was also a bit disappointed this patch didn’t include the previewed option to permanently mute team chat — not sure if that’s still coming or not. The unending nastiness of people in this game is really starting to drive me up the wall.

Diablo III: Greed is good

I haven’t been playing Diablo III on any kind of a regular basis for quite some time, but I still pop into it once in a while. It’s a great game to just jump into whenever you have some spare time, and it’s good for stress relief.

The Vault zone in Diablo III

WHAT RICHES

So I found myself running through the lands of Sanctuary again, and I came across some interesting new additions since the last time I’d played.

Since D3 launched, there have been hints of a mythical realm filled with riches hoarded by the treasure goblins, and of the demon who rules over it: Greed.

Ever since, players have longed to explore this place, and now that’s finally possible. Treasure goblins will now rarely leave behind a portal to Greed’s Vault on death, and I was lucky enough to find one.

It is everything I dreamed of. In twenty minutes, I acquired thirty-one million gold, several hundred blood shards, three legendary items, and a rough estimate of an assload of high level gems.

Granted, this was while the community buff with double gold find was active, but still. Talk about a goody room.

The loot after defeating Greed in the Vault in Diablo IIIThis also feels like a good time to mention that my wizard has a legendary item which grants her experience equal to any gold she picks up.

It culminates with a boss fight against Greed herself, who has the absolute best death animation of any boss ever. I must have spent a good ten minutes just opening and closing the chest on her head purely for the juicy sound effect.

Shortly thereafter, I encountered another new addition: a rainbow treasure goblin whose death opened a portal to a version of the infamous pony level. Although I’ve never visited the original Whimsyshire, I have encountered Nephalem Rift levels based on it before, so the joy of butchering rainbow ponies was not entirely new to me, but I still couldn’t resist pausing my bounty farming to explore the full map. Was a nice break from the usual grind.

I’m really impressed that Blizzard continues adding meaningful new content to D3 post launch. Sure, these aren’t huge additions, but this is a game that has absolutely no monetization beyond box sales. Blizzard doesn’t get much, if anything, from adding these new Easter eggs. It’s just a gift to the players.

Whatever issues D3 may have had at launch, it has earned a lot of respect from me.

My wizard exploring the Whimsydale zone in Diablo IIITSW shoves its bag in our face:

This week has also seen a return of the golden golem event in The Secret World. Between a certain degree of burnout and still being a little unhappy with recent events, I haven’t participated all that much, but I did log in long off to buy the latest loot party bag.

Yes, yet another.

It’s starting to feel like Funcom has gone a little mad with power with these things. They started as a special holiday thing, but now they’re taking any excuse to churn them out.

A lot of people are getting fed-up, and there’s a big backlash from certain members of the community. For my part, I am a bit fatigued on the bags myself, but mostly just because they don’t feel exciting or special anymore.

I’m certainly not as bothered as some others. As far as ways to monetize the game goes, this one is relatively harmless. All the rewards are cosmetic, most can be traded, and it can create fun social events. I’m in the habit of running to Kingsmouth and dumping the loot on newbies — seems like they’d enjoy it the most, and I figure if I can give them a positive experience early on, it might encourage them to keep going with the game.

My Dragon demonstrates the new /dance_rockabilly emote in The Secret WorldAnd I do really love the /dance_rockabilly emote from this most recent one.

“Gatecrasher, know that you stand before one charged by Amaterasu and blessed by Gaia!”

…It’s funny how Firefox’s spell check is lacking all kinds of everyday words, but it has “Amaterasu.”

Anyway, on the whole, I don’t think the loot bags are a problem for TSW, but I can sympathize with feeling a bit fatigued by them.

Skyforge’s class reveal:

I’m still not sure what to make of Skyforge, but a recent reveal of their full list of launch classes nudged me back towards the “excitement” category.

Firstly, there are a lot of them. Thirteen to be precise, which is a pretty huge number, especially for a new MMO. World of Warcraft only has eleven, and it’s ten years old.

A preview image of the berserker and kinetic classes from SkyforgeThere’s also a very interesting mix of standard archetypes — paladin, cryomancer, archer — along with more unusual concepts. There’s an alchemist class, which is a very rare archetype that intrigues me. They’re also launching with a monk class, which is an archetype I feel deserves much more attention than it gets.

But by far the most interesting one to me is the kinetic, which uses special gloves to manipulate gravity, hurl boulders, and generally wreak havoc.

That sounds awesome.

I’m still wary of getting excited about Skyforge, though. Word of mouth from the beta is decidedly mixed, and supposedly the developer’s parent companies has ties to the Kremlin, which is rather unnerving given recent world events. I’m not sure I want to support something like that… though I’m sure it wouldn’t be the first product with a shady pedigree I’ve supported. Nobody’s hands are totally clean in this day and age.

Sigh… I’m so conflicted.