Blizzard's Take on MOBA `
In recent times, we've witnessed the advent of a myriad of MOBAs in the gaming world. Due to the immense popularity of the MOBA heavyweights, League of Legends and DoTA 2, everyone wants a piece of the action. Heroes of the Storm is Blizzard's own spin on the MOBA archetype.
Heroes of the Storm (or HoTS, for short) is aimed at the more casual audience who are looking to try their hand at the daunting genre. While LoL already filled the criteria for such a game, HoTS takes it a step further and simplifies the core mechanics even more. While it might sound appalling to MOBA veterans, the end result is anything but.
But first off, let's look at the similarities between HoTS and its counterparts: They all place you in control of a hero amidst a 5v5 battle arena on a map which contains various lanes. The main objective is the same old "destroy your enemy's core structure." Throughout the course of the match, you may level up certain attributes of your champion to bolster your power level. This is where the similarities end.
What HoTS does different is that there are no items in the game, so gold is a non-factor here. The experience point system is also revamped. Usually, in traditional MOBAs, you'd get experience points for taking part in kills/destroying structures directly. However, in HoTS, the entire team shares a pool of experience points which increases with every kill/structure destroyed but on a global scale. So, suppose you kill an enemy on one corner of the map; you will contribute to the whole experience points of the team for that one kill. This also means that there will be no, one particular champion of the team who is obviously overpowered. Makes it easier to carry but easier to comeback as well.
Now on to what new stuff HoTS brings to the old formula. For one, HoTS puts a high amount of emphasis on objective control. While other MOBAs also have crucial objectives that are extremely important in swerving the tide of battle, they are few and far between. Also, they involve killing a certain beast to gain a buff out of it. However, HoTS manages its objectives more creatively. Like in one map, frequently, treasure chests will emerge throughout the map and your team will have to break them open, collect doubloons, and donate a certain amount to the captain of a ghost pirate ship who will then proceed to bombard your enemy's base with cannon fire.
The champions are based on Blizzard's own game series: WarCraft, Diablo and StarCraft. Leads to some interesting matchups as separate game universes collide. Most of the champions are uniquely designed in terms of look and skillsets, while others are eerily similar to ones present in other MOBAs. It is to be mentioned that the skillsets are extremely skillshot-heavy. Regardless, the whole roster is varied and interesting but you have to buy champions with real life currency or currency earned through playing the game. The game follows LoL's free week rotation system, so you'll have something new to play each week.
HoTS manages to make the MOBA formula feel fresh and not clichéd. Its emphasis on objective control and its cutting out of several mechanical aspects means that players can focus on the battle more than the technicalities.
Shahrukh Ikhtear is a gamer who doesn't rage. A writer who doesn't read. A musician without a teacher. Full time procrastinator. You can reach him on twitter @sr_ikhtear and email: shahrukh.ikhtear@yahoo.com
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