Why MOBA is the only genre that Blizzard failed?

I mean it dominated in CCG with HS, ARPG with Diablo and MMORPG with WoW.

Why Heroes of Storm still sucks? With the financial power of Blizzard and Activision, it should destroyed LoL years ago. What’s prevent HoS to take over LoL as the king of MOBA?

I don’t think any of those had as strong of competition to deal with as HoTS did

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Problem is hots feels like a rip off of DOTA. Funny because they used their characters.

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This, completely. Remember all those alleged WoW-killers that came and failed and were forgotten?

It’s really hard to break into an established market.

I do actually think hots was better than either lol or dota, but that doesn’t always matter.

The name never landed right, though - blizzard is a storm or something? Overall, there was always something missing in the marketing and approachability that was really different from other Blizzard games.

HotS is a great game. The grind for cosmetics is even more pronounced in that game. Made it so I didn’t care about playing to unlock all the stuff. Also I was probably already burnt out from all the hours of Dota and Heroes of Newerth I put in before it came out.

The gaming community is pretty toxic as well. General chat and how people communicate in game are a cesspool but that’s probably true in the other Moba games as well.

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I don’t see how they really failed though. It was around for a while. People enjoyed it, myself included.

It just didn’t explode into massive success. D3 might have had more clout behind it and sales numbers, but that feels like a bigger failure than HotS.

I think maybe the shared leveling and focus on map mechanics hurt the game? I don’t know. The competition certainly doesn’t help.

Maybe having a team PvE element might have drawn a different crowd to make it more successful.

Or maybe the mechanics were just a bit too simplified to really grab people.

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I will say this: Hots 2.0 killed the game for me. I stopped buying cosmetics after I couldn’t buy them and had to get them through loot boxes.

Problem with game changers is that they might not change the game. HotS did a lot of things different than DOTA and strangely enough, that’s what turned a lot of people off. While Blizzard was innovative, Riot just changed the same and people remained with that. It worked for WoW but didn’t for HotS.

Lol they did not dominate CCG. Unless you mean by having the most luck and RNG cards of any CCG then yes you are right.

When Hearthstone came out, the main online CCG was Magic Duels of the Planeswalkers. Magic tried to get their place back with Origin, but despite promises from Wizards that it would be updated with every new set, they pulled the plug mid-block and announced Arena. If you successfuly kill a franchise (because DotP was a franchise), I’d say you dominate.

Which shouldn’t be surprising, since the LoL and Dota fanbase have been playing on literally the same map since 2002.

They don’t like change, variety, or differences.

you forgot to tell us which game was dominating instead of HS

why there are so many posters who hit “reply” without finishing writing their posts !

This is an easy answer me for since I have a lot of experience with MOBAs. I dived into HotS as soon as it was released and immediately saw the flaws. It’s entirely too simple, to the point where I didn’t feel I had as much control over my character/fighting/map control as I should have had.

HotS failed so hard in that category. They tried to dumb down and simplify what makes MOBAs so great. That’s what Blizzard does. Keep it simple stupid is probably their motto. HS is an extremely simplified version of Magic the Gathering, but it works. With HotS, they tried to do the same thing and make a super simple version of DotA/LoL and that just does NOT work. It’s terrible when you simplify it.

The fact that you level up as a team and not individuals was probably the dumbest idea I’ve ever heard of for a MOBA and it felt really, really dumb. That for me was the killer for HotS. It was so dumbed down that they literally make you level together. Fail from day 1 concept.

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Got any specifics? I’m betting you’re talking about things like last hitting, which only ever existed due to limitations of the warcraft 3 engine.

Yeah…team leveling, no item purchases. No gold. They literally killed the core aspect of the MOBA that makes the game mode fun. It’s fun leveling up your character and then adding items in. It makes the game extremely stupidly simple. They went TOO simple.

Why is competing with your own team a good design?

You aren’t competing with your own team. It creates more strategy. Way more strategy. If you are competing with your team, or feel like you are competing with your team, you aren’t playing the game at an optimal level. The team would work together. You allow certain characters to get more kills and more gold or certain kills for certain buffs to help. If your teammate is hindering you from obtaining gold and items then your team strategy is failed.

Hence the rampant toxicity among people who aren’t literally the best in the world.

I never said the community wasn’t toxic. The community IS toxic. That’s what drove me to play HotS.

When I went to HotS, it took away the individual feeling of play completely and that’s what I disliked, and that’s what I imagine most people dislike. In DotA/LoL I can personally alter my character to better adapt to the situations and my own personal performance can help dictate an outcome in the game. Hence, toxicity runs rampant because you can blame others. However, in high competition levels, this dies off more and more as you start to understand that individuals must work both together and individually at times. An individual performance is JUST as important as a team performance.

In HotS, it is so dumbed down that the individual performance really doesn’t exist. It’s nearly entirely concentrated on team performance, which is good, but the complete elimination of an individual performance and the elimination of item strategy and individual leveling far outweighs the good on team performance participation.

One of the driving forces of MOBAs is that you have an individuality in leveling up and improving your character to suit your needs. This simply doesn’t exist in HotS. For me, and I would assume many other people, this is the nail in the coffin.

This is why Diablo did so well. HotS would be like taking Diablo and taking away items and the ability to go into dungeons solo and force you to join a group instead. That would kill Diablo, and in turn I feel like getting too far away from what MOBAs are is what killed HotS. People actually like to progress their character through items and talent points. Just giving access to talent points and no items feels like you have less control and less like an individual character. It just doesn’t work in MOBAs and I think HotS is proof of that.

It’s sad because I had so much hope for HotS. I was playing LoL AND Heroes of Newerth at the time and wanted a new MOBA that was less toxic and more professional (I viewed Blizzard as a highly professional gaming industry). I was completely disheartened at how dumbed down the game was.

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Because while in theory everyone on a team being equal is good for a team game that isn’t really what people want. You average player plays for that moment when they are super awesome and carrying the whole team. Or at the very least the dream of being that person even if they don’t achieve it.

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