HOTS failures and common misconceptions (comprehensive list)

Cross-posted from EU forum (can delete if it’s spam), because that forum is, frankly, dead(er) than this

I will preface this by answering the why-s: ‘why not just leave the game silently and let others enjoy the game?’, ‘why not accept the state of the game since there’s no funding and enjoy it for what it is?’ etc.
Simply because the community seems so deluded that I feel compelled to write my point of view somewhere (even though it is very unlikely to change anything). Another reason is that the arguments I will present have been scattered all over this forum and reddit, but have always gotten drowned by nonsense or dismissed individually, because other excuses were more pleasant than them. While the community and blizzard are probably high on the copium and likely won’t even read this, maybe in a further away future someone reads this and learns what not to do with a game (even if it’s not a MOBA).

  1. The matchmaking is terrible. If you go along the posts about this game on forums, you’ll see this was brought up since long ago. Some 8 years ago, when the pro scene was alive, the community reaction to this problem was ‘hehe, skill issue’. Years passed, the pros shrinked to a few youtubers playing this, often among other games (hots was no longer viable for youtubers, or at least not viable enough), and concerns about matchmaking being terrible increased. Now (read: for at least the past 5 years), the ‘cause’ shifted completely: “the matchmaking is bad because HOTS just doesn’t have enough players”. Mind you, even now, if you ask on reddit (probably the most alive forum about hots), the consensus is ‘you can find a game in under 2 minutes, the game is pretty much alive on EU and US’. For those who have tried other MOBAs, you are probably aware that the waiting times on DOTA2 and LoL for the most popular modes (their ‘QM’ equivalents) are longer, dota going up to 10-15 minutes. HOTS matchmaking has put quantity above quality for a long, long time.

Could things have been done a lot better? I am 100% sure yes. Would creating a better algorithm cost a fortune? I suspect not. We are currently having a matchmaker that can take 10 randoms and create 2 teams that:

  • don’t have same average winrate in qm, or closest possible;
  • don’t have same average level on the heroes they picked, or closest possible;
  • don’t have same average mmr, or closest possible (I remember being able to check in hotslogs, for an approximate value, but in heroes profile it looks like too much effort to check each player);
  • don’t have similar waveclear capabilities;
  • don’t have similar crowd control capabilities;
  • are wildly imbalanced in skill between players on 2 different roles, that aren’t part of premades, and could be switched very easily between them to create a much better experience (one team gets 2 or 3 people that have the sole goal to fight - feed - respawn - fight, or soak - feed -respawn -soak, until it’s either blue screen or red screen, the other team gets to soak 4 lanes in a 3 lane game);

What does happen? We get a half-baked attempt to create ‘similar frontline’, which, from my thousands of games played, translates to ‘thrall on a team is 1 melee hero, so the other team gets uther who’s also a melee hero’, or even better: valeera vs abathur (you can just z anywhere, so you’re basically better-dehaka, amirite?). 4 or 5 premades get matched vs 5 randoms with only 2 regards: both teams having / not having tank and/or healer (the classic alarak imperius kerrigan +ranged+ healer vs 4 rangeds + healer, with not a single care about winrate difference or comp). Worse yet: using heroes profile, you can see that 5 premades play between 1 in 4 and 1 in 5 games vs 4 & 5 premades, have a winrate of ~60% vs 4 premades, and between ~63% (vs 2 + 2 + 1) and ~88% vs 5 randoms. They’re also matched about half of all matches vs 2 premade + 3 randoms, with a whooping 72% winrate. (QM data).

https://www.heroesprofile.com/Global/Party?timeframe_type=minor&timeframe=2.55.9.93613,2.55.9.93565,2.55.8.93382,2.55.8.93357,2.55.7.93151,2.55.7.93054&game_type=qm

What was the community opinion on this? Again, the reddit and forum have been clear for years that waiting even 30 seconds more for a match would absolutely ruin the experience for them, and waiting 5 minutes for a 15 minute game was totally unacceptable. The (in)famous 80%+ winrate 5 premades also created waves; the online forums though apparently shifted their views, from ‘just find 4 friends to play with, lmao’ to ‘maybe it’s not very fun to play vs 5 people that get levels just by roaming and killing?’

  1. The balancing is terrible. Now, I’ve tried Overwatch 2 since start, and for quite a few months, and this seems to be an activision-blizzard ‘feature’:
  • a hero is unpopular as a mixture of unfun mechanics, linear playstyle and too high effort for the results = there’s better heroes to play;
  • That hero then gets buffed to be noticeably-better than most popular hero of same role, both in stats and simplicity to use;
  • Subsequently, the hero gets slightly nerfed, but the powercreep stays. With next patch, it’s another hero’s turn to get dVmbed down and busted (see now: valla being S tier since rework, months already; dehaka S tier since rework…)
  • Another hero becomes least popular. We reiterate and create the fake ‘freshness’ that you see today, when you play 10 games and there’s at least 8 nazeebos, since he’s one of the last reworked.

Could this be done better? I mean, LoL does it’s balancing with open books; they strive for 50% wr on all heroes, while taking into consideration popular heroes (they can have slightly under 50%) and very unpopular ones (the ‘OTP’ heroes, that might have a little above 50%). Did activision-blizzard not know this? Doubtful. They’d rather ‘keep it fresh’ by stirring the pot every time something seems to go under (and even this was done too infrequently). I suspect the HOTS team got moved to OW2, at least partially, so they might happily sink quite a few ships before the whole shipyard (now, Microsoft) either goes under (unlikely) or helps them find better careers for their skillsets (I hear IP destroyers are quite in demand nowadays).

  1. The game design is terrible (this might be more controversial to some readers). Sadly, I didn’t get to play during the tower ammo era. I did get to play during the anti armour tower and gate rework, which later got nerfed. The 1 redeeming quality of this game, maybe (imo) the single thing that kept it alive this long (besides servers not shutting down): the arcade-y nature (the fast games). Blizzard guessed the demand for quicker and quicker games (see, mobile games) and created a thing that survived on quick game loop (dopamine addiction) and some popular IPs. Now, why is the game design terrible? 2 words describe it perfectly: ‘Shared Experience’. Argued by the vocal community to be ‘a fundamental feature of the game’, it has a dramatically bad effect. Framed as ‘mistakes are less punishing, creating a fun, casual experience’, the reality is that the 0 8 player has a bit more hitpoints to survive a few more seconds on their next feeding trip, maybe even getting to land 1 more auto attack, while the player who soaked all game, participated in camps and teamfights, has the pleasure of still being behind in talents, hitpoints and damage, because, after all, ‘it’s a team game’. The effect of this is that the bad players never have to learn (check the amount of trolls you get in games, that think they carried because you got the victory screen in the end) and the upper parts of the playerbase get systemically eroded out of frustration, leaving you with a game that gets older, updates get rarer, yet ‘people get worse at the game’ (actually, more and more of the better players leave).

Did I mention Activision-Blizzard was so eager to stand by its lowest common denominator, that it took a proactive approach in the departure of the better players? No, I don’t mean the common misconception “HOTS died because activision was greedy and pulled the $ support from the pro scene”. I am talking about the ‘troll me forever, shame on me, say mean words once, shame on you’ policy: it’s perfectly normal to strive for a 0% winrate by engaging in the casual MOBA fun loop: (re)spawn - go solo lane - die (to ganks, enemy gate, minions, so many opportunities) - wait to respawn - repeat first step. But to say such a player is a feeder? You can’t just force people to play how you want (you’re unlikely to be a grandmaster, so what do you even know? the 0 10 powerspike might be a thing in HOTS too). Caveat: I’ve never gotten silenced (or worse) despite calling some of these ‘specimens’ gracefully showing the community that the line between a bot and a player is invisible some words that I wouldn’t call some of the other soloq people (cheers to them, modern sisyphus) that wouldn’t play better if blindfolded. Yet I still understand the frustration of playing with them (and I pity the few ones that might not be AI, given that, as I said, they usually get matched together, sealing their fate to go 0 kills vs 30 kills).

Remember, I said the fast matches are what kept the game alive. But, is it possible to become too arcade-y? Can the ‘quality of life’ changes actually worsen the experience for everyone? I’d say yes;

  • reworking gazlowe into a(nother) pseudo-mage, and making sure to remove the little skill expression involved in early-castable laser (and the big laser talent) was honestly not necessary;
  • reworking probius’s whole kit into being a(nother) slop spam hero: cannon no longer needs power field, w explodes by itself after some seconds, cannon detection moved from quest to base kit, pylons invincible during ult. Did it need all the skill drained out of it? The experts apparently thought so;
  • creating xp globes as a reaction to the majority’s unwillingness to go lane, which had the side effect that the majority still doesn’t get xp, but at least the pubstomp 5 premade gets some pve xp (blobs) after farming more pvp xp (kills).
  • virtually all mana-problems seem either gone base-kit (I vividly remember zagara being oom after 2-3 full spell rotations, 5+ years ago when I started playing), or there’s a talent before level 10 that gives a generous amount of mana, sometimes to the point you can just spam everything on cd: kael lvl 1 globe quest, lucio lvl 1 quest, malfurion lvl 1 quest.

What could be done? Right now, I am not sure what would work (if anything), but I can say the game has been (for the most part) going away from success, not towards it. Here’s some things though, that would improve the game:

i) Move towards a more ‘hybrid’ experience sharing. What if a small step was made towards actually rewarding the better players, instead of the worst? What if 1 (or more) of these was implemented:

  • kills only gave experience to the people participating. It doesn’t have to be a ‘last hit’ mechanic (the killer and assistants could all get same xp, but the person not participating wouldn’t get anything);
  • towers destroyed only gave the instant experience to the people participating (the passive amount after remains shared);
  • feeders awarded less and less experience the more they died (crazy idea, League of Legends already implemented this, and I think it would also support the HOTS design mantra of being forgiving to the weakest link);
  • the more you fed, the less xp you passively got. You’d get 20% (out of total xp), but once you start feeding, a part of your ‘cut’ gets redirected (equally) towards your other teammates. How to automatically know who’s feeding? I’d say a formula could easily be produced (even multiple ones, since, for most part, I think we can all agree the 0 8 player with almost no stats didn’t quite give much to the table). Maybe if deaths > kills + assists +4, the resources could start being redirected (let’s say, that player starts getting 19% xp out of total), and it would go down to 10%, or maybe even 5%, as they progress to a different stage (let’s suppose deaths > kills + assists + 8 is obviously telling it’s late game and the player hasn’t done much for 10 minutes). The siege damage, hero damage, xp, healing, could all be factored (again, I am not a developer, these numbers can be adapted, the system can be monthly, or yearly adapted, for a better experience). This isn’t to say the 20k healing uther being outhealed by 30k healing anduin is a huge skill gap and uther deserves to be stuck at level 5. Potential could very well be considered (maybe the 30k ana vs 120k anduin might be suggesting someone won’t provide too much value even after getting lvl 20, so might as well reassign resources, though).

And the best part? All these ideas would still allow you to play, with minimal changes, your abathur, TLV, murky, and cho’gall (you know, one of the excuses for why you cannot do away with shared xp). You could still have your nova or valeera roleplay (talking about those that play on 1 apm, waiting for the right time to pounce and last hit a kill, because we all know if you have more damage than the healer, you’re doing something wrong). And for you, ‘healer’ enjoyers, your favourite pastime (solo laning for a quarter of a level while teammates die and give away half a level+) remains just as valid a playstyle! You might get slightly less xp for snoozing in bushes once too many times, but hey, ‘it’s a team game’, remember? It’s a small sacrifice for the fun of the other 4 people (and as we all know, even 4 people ‘forcing’ a team to surrender, through a surrender button, would be immoral, so why wouldn’t 1 player forcing the other 4 to lose be any less evil?).

ii) You have individual talents for each hero. You’re not having 100+ heroes and dozens of items that can be picked by each and every hero and need to somehow balance it all. So why is there:

  • a lack of talent creativity;
  • 1-2 viable builds for most heroes, out of all possible combinations;
  • builds that are terrible: high effort low reward (thinking, gall e build being worse than w build as just 1 example), or outright underwhelming compared to other talents on same level (anduin self-healing after taking a certain amount of damage, level 7, for those who want to minimize their winning chances).

iii) Maybe ban feeders, trolls and, frankly, bots, once in a while? I am afraid accounts playing like the pre-rework bots (the ones that would go on a random lane, feed, then pick another lane to go on, to ‘soak xp’ -and give more to other team in process) aren’t too fun to be around, even in the sad case it’s a person that’s playing peekaboo-feeding with the other team, by picking a random lane on every respawn to feed on.

Closing remarks:
Could the professional players, at the top of HOTS’ popularity, that had a spreadsheet for every map, planning when it’s optimal to lane, take camps, fight and so on, play in harmony with the people that can’t be bothered to take regen globes, or go to lane, but instead die under enemy gate in first minute? (with or without the enemies having a garrosh, or other means to pull them there, that is) Turns out, the answer is yes: for the small price of (over) 1 million $ a year. Apparently, to some people’s surprise, if you pay people to play a game… they’ll play the game. And if you don’t, they will go to other games (if they want to make a living out of gaming). Do all MOBAs die after the devs stop paying people to play their game? Maybe. But they definitely don’t put all of the prize money (DOTA seems to do crowdfunding, league has sponsors). If we extend the window of comparison to other genres of competitive games though, the image is clear; some games are fun, and people try to ‘resurrect’ them after server shutdowns; other games are not fun, and crumble into dust the moment the hand-holding stops.

PS: If you have read all the way here, and are part of the HOTS community, you might get defensive, as I ‘try to change a beloved game’, when I could just ‘move to LoL or DOTA, if they’re so good’. The reality is, a lot of the ‘fans’ have been loudly defending the game, and silently leaving. I can only describe it as ‘the sensitive anti-toxicity part of the community has been bullying the rest of the community to its death’. Truth be told, despite everyone spamming how they love the game and how its a masterpiece, all the people playing the game after a long day of work to wind down (aka ‘having fun’ feeding), or play with old friends (aka ‘playing the MOBA that is quick, doesn’t ban players for doing badly -even if intentional-, and gives them nostalgia), proves the (actual) game might have little to do with their ‘fun’ in it. (I have a hunch that some members of the community might not even mind if all the heroes besides abathur were removed, the hat and mines were removed too, and every mode was just slapathur fiesta). In the case of this game, I think avoiding change did, in fact, not keep players from leaving; it attempted to keep the only players that would never leave (unless you banned them for creating an unpleasant environment from everyone else), at the expense of everyone else.

Let’s address the elephant in the room:

  • ‘not having to last hit’ is ‘the fundamental feature of HOTS’;
  • ‘not having to buy / know items’ is ‘the fundamental feature of HOTS’;
  • ‘sharing xp’ is ‘the fundamental feature of HOTS’;
  • ‘putting more focus into teamplay’ is ‘the fundamental feature of HOTS’;

BUT:

  • ‘picking waveclear if team doesn’t have enough’ isn’t ‘the fundamental feature of HOTS’;
  • ‘going to lane so team doesn’t fall behind in xp’ isn’t ‘the fundamental feature of HOTS’;
  • ‘going to objective so team doesn’t die for nothing in a 4 vs 5’ isn’t ‘the fundamental feature of HOTS’;
  • ‘picking what the team needs’ (going taunt instead of TB as varian if you’re the only frontline and enemies have a tank, picking anti immortal damage on BoE, picking healer if team needs a healer, picking tank if team needs a tank) isn’t ‘‘the fundamental feature of HOTS’;
  • ‘communicating with the team, playing together’ isn’t ‘the fundamental feature of HOTS’.

Notice a pattern? The loud minority of the game has been selling every bad feature as ‘the most important feature of HOTS’ (source: reddit & forum), as long as it would involve less thinking and more collective blame, but the concept of ‘duty’ (to the team) is not part of their vocabulary and any idea that would give the individual player more leverage on the outcome of the game has been labelled an attack on the game’s identity (interestingly, the very bottom ranks in LoL, silver and under, exhibit a similar behaviour: they’d rather lose the match than see a teammate carry while they do badly).

TL DR: ‘What went wrong?’ Blizzard gambled by trying to invent a ‘casual MOBA’. The gaming community, by and large, would rather play a game where people are mean to you for being bad (‘toxic!’), rather than a game where no one minds if you started the game to troll 4 other people (purposefully, or not). They pumped increasing amounts of money (up to 1 million $ in 2016, 2017, 2018 HGC, apparently) to breath life into the game, and noticed a decreasing interest in the game (easily available data, HGC 2016 had more followers than 2017, and 2017 than 2018), and this is without knowing the internal player count decline, which is likely worse. They knew they’d need to completely change the game (attracting criticism from the ‘fans’ of that time) and then remarket it, to ever have a chance. The current iteration was just not viable (paying over 1 million $ yearly to slow down the fall wasn’t worth it) so they stopped artificially increasing the player count with all this aggressive, unsustainable marketing. Whether they listened to the loud minority telling them the game is fine, or they just did what they knew better, the crucial mistake made by the devs happened when they started marketing this game, with millions of $, instead of reworking some of the core faults I presented before. Once the game was ‘estabilished’ (2016, maybe earlier), they were in a lose-lose situation, either gamble more money (a lot more than before, since they’d have to go back to making the game then remarket), or cut the losses.

No, they did not ‘kill the game because they were greedy and wanted another LoL or DOTA’. They did not ‘start too late, when everyone was playing LoL or DOTA’. They likely spent an amount competitive to LoL and DOTA (at the time), and the product ended up closer to SMITE, a game likely unpopular due to the weird visual perspective (at least I couldn’t bring myself to give them a chance), than LoL or DOTA. While Activision-Blizzard doesn’t publish any numbers regarding player counts, I’d say it’s safe to assume they spent more than SMITE devs, launched after SMITE, had a higher peak than SMITE (likely by a long shot), and still, when all was said and done, ended up in roughly the same place. Writing this, I noticed SMITE 2 was launched (maybe recently?) and it’s likely more popular than hots (while still probably looking weird for a MOBA, and likely having higher system requirements).

TL ‘TL DR’ DR: Terrible matches (stomps) are far more frequent than good matches. IMO, despite being far shorter games than in LoL/DOTA, the worst matches feel far worse, because it’s not just 5 or 10 heroes (champions) being snowball-y when fed, it’s 1 or more issues of the game you can do nothing about (besides joining a sweaty 5 premade of qm/ranked abusers, and helping kill the game quicker).

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Smite have its own issues. I played it once 4 years ago and instantly got blamed for kill stealing and stealing other people’s lanes even tho i stated in chat which one i would take.

Champions are also pretty much broken balance wise. Some dies like flies while others are cable of 1vs4 without losing any hp and then jump away again. But atleast Smite has its own E-Sport and ofc thier beloved items that make thier hero even more broken. And ofc a surrender button when the bad players gives up.

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Well…kill stealing is a real issue in games like league (suppose Smite gives resources for kills too). I do not know how similar that game is to league (I only mentioned it as a game to compare HOTS with, regarding current player count), so I cannot vouch about how bad people are there (in league, for example, no one would lose their minds unless you stole multiple kills as a support, or a tanky jungler).

I am sure the game has considerable problems, given where it’s at nowadays.

I’ve seen a similar thing said about DOTA. I think there’s a certain formula for having ‘broken and fun’, as opposed to ‘broken and I want to quit the game’ (again, it looks like Smite couldn’t find that formula). I suppose an important thing in this is making something broken that isn’t perma picked (some people say, ‘if everything is broken, nothing is’).

I’m afraid the bad players give up all the time. They do it in HOTS, they do it in League. There’s a consistent minority in League (probably bigger than whole HOTS community, haha) that has the ‘never ff mentality’. In case you don’t know, it takes 4 out of 5 people to vote ‘yes’ to surrender, so 2 people can easily hold the game hostage. Needless to say, the bad people would afk and troll, ensuring a long and painful loss most of the time (which, for some reason, happens here too). If they get autoflagged and kicked out of match for inactivity, I admit, they do get big punishments, eventually bans (far quicker than in hots), and the current changes to the game both heavily punish smurfing/‘just make a new account’, while also making the game P2W apparently (I read that the resource needed to buy champs and champ shards has been dramatically reduced, meaning you play for years / pay $ to unlock all champs).

I believe the democratic approach (4 yes votes for a surrender means an overwhelming majority rate the match as unwinnable) is better than the authoritarian one (‘you started the game, now you have to play it’) because, in essence, the people already have a ‘surrender’ option that’s undeniable; they can just fake play. They’re as much trapped with you as you are trapped with them. And they won’t quit because you held them hostage either; if they played to win, they’ll still play for wins and tilt harder. if they played to lose, they’ve griefed you anyway, and will keep griefing people.

TL DR: I am sure Smite has it’s issues. I just wish HOTS wasn’t down in the mud with it.

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Unrealistic question: How does HotS rank if all players stopped doing ban-worthy actions?

Just a hunch, but I think that’s the perspective that was taken while designing it.
Any measures taken to reduce bad actors are probably added on after the fact.
At this point, I think it would be worth more to leave HotS alone and start HotS 2. Start the development with “how to reward team play and reduce bad acting?”

Anyway, I’ve been playing since alpha and have not had as bad of an experience with other players as you have—but I’ve also probably played less than half as many matches as you have. If there are bad actors in my match, it usually amounts to me wishing there was a way to block them from being on my team again for a month or so—and that’s just for the players that are loud.

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The problem is that if you put all of that together, finding a game will take 10-15 mins, if you find one at all. Plenty of players play heroes with little wave clear and even more with no CC. So if I pick KT for example, the game has to match me against someone else with a stun amd good wave clear, in the same MMR, hero level AND winrate, and this has to match for the whole team.

It would take a really long time.

Gazlowe’s old Laser would pretty much never hit at full charge unless your enemies were setup by your tank, and even then, it needed a root or a long stun. And his old bomb timer ensured that no one would never be hit by your bomb unless you used Grav’O’Bomb.

Also, the “Engine Gunk” talent was broken. They had to change him. Unfortunately, he isn’t any more impactful than he used to.

Never saw it that way. My guess is that they wanted to raise his pick rate.

XP globes was a necessary change due to the average person’s…opposite of intelligence.
It was fine when they created them, but then they changed them to make them linger twice as long, and the skill of denying XP, which is what made the biggest difference between a good player and a drone spamming their abilities, dissappeared.

Maybe you weren’t around for that update, but they actually raised the mana costs of a large chunk of the cast because quote “Mana was just a green bar under your hero’s name that didn’t do anything” Zagara is still mana intensive. It’s the one thing that prevents her from being unbeatable in lane.

With that, no one would want to play Healer or bruiser. And heroes who excel at double soaking would become liabilities. No one would want them.

HOTS would rank quite high in a perfect world. I’d say the ‘quality floor’ though is a lot higher than for LoL and DOTA. Maybe in theory game is forgiving of mistakes, but in practice, it is opposite. The ‘casual MOBA’, the shared xp and fun sadly don’t really go hand in hand. I’d say quality HOTS is less casual than League, even. The mounts make ganks happen far more often, some of the heroes’ waveclear makes rotations far faster, and the shared xp means everyone can go anywhere. That’s a lot of strain on the matchmaker, in order to have as few games where someone is just dying all game as possible.

From the few people I checked on heroes profile, the difference between ‘first team to get 10’ and ‘last team to get 10’ is at least 10%, if not more (I have a whooping 33% difference for qm). You put a feeder on 1 team, and you’re very unlikely to get 10 first…or win the game. So the skill disparity between players on both teams should be as close as possible.

Meanwhile, I’ll consider myself the case study: HOTS Profile says I have about 48% wr in qm, while supposedly being ‘Dia 3’, and according to me, I’ve played quite a few games to have relevant data. How’s this possible? And then, I have about 46.6 % soloq wr, but 61% as 5premade. I can’t even blame the community for this; the game’s either got a bugged matchmaking, or a bad matchmaking.

100%. I think everyone who’s tried HOTS and quit would be less likely to try ‘hey, we made this hots patch and we think it’s going to make game better’ than 'we’ve made hots 2.0, a fresh game that kept all the best features of HOTS and changed the rest.

I don’t think it helps that most of my games have been after deathwing got added and the game was already free falling.

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Normies forget that like .gov, the problems for this company/game are not simply lack of funding and incompetence. Many of them have been intentional decisions and many of those short sighted and corrupt. It’s a company of bad people, not people doing their best. But the normies will continue dutifully buying their future games in the misguided that “things will be different this time.”

Yeah, been saying that for years, they destroyed what made Gaz great. Simply a low IQ move to appeal to more normies. Old Murky and Gaz were fun.

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Yup, having all of those would take forever, so the ‘perfect match’ is impossible. But sadly, it happens very often that one team is lacking on almost all of those aspects: worse players on worse heroes with worse synergy. I’d often get a [ranged assa] 0 7 and a [bruiser] 0 5, for example, while enemy has positive k/d on all players, and there’s no premade. I often end up thinking, ‘what if 1 of our feeders was switched with 1 of their players - not necessarily their best player- on same hero class?’. How could the game know it would end up like this? Maybe they could make a list of the people that go 0/5+ in more than half of their games, and sprinkle them on both teams.

Again, even making the 5 premade qm abusers wait forever until either

  1. a 4/5 premade is found or
  2. whatever people they get matched with, have same average wr or mmr as them

would already improve the game by a long shot. Make the qm abusers share the ‘fun’ of ‘mm is bad because there’s too few people’. They’re currently just making more people stop playing. :joy:

[About Probius] I think so too, but overdid it by changing 3 of his 5 spells and all his talents at same time. They just took all the skill out of him in 1 blow. Now he’s a weird jaina (mid range aoe mage with some slows and burst potential). The w could very well not explode by itself, and he’d still be as good, just higher effort. (for example)

Agreed. Although now denying xp means rotating to the lane where someone perma pushes and killing them every time they respawn. Quite an improvement in QM.

Maybe I missed it, but it still feels like at worst you have to back 2 or 3 times for mana all game. I didn’t know that problem used to be worse, though.

‘Kill participation’ could just mean

  • being in range x when enemy dies, or
  • doing damage to the enemy y seconds before it dies, or
  • or doing damage to the enemy hero before it dies without enemy getting z range away from all allied heroes (roughly, the damage would have to happen “in the same fight”), or
  • healing/shielding an ally that attacks an enemy/was attacked by an enemy recently, and the enemy died.

Lots of ways to make the healer get a share of xp. I am not sure about the bruiser/double soaker losing relevance. Minion xp would still be the bulk of team xp. The 5 premade gameplan is already ‘farm players, not minions’ in most qm games.
Maybe the feeders auto laners will think they can suddenly carry by perma teamfighting instead of laning (I assume that’s what you mean, no one would want to soak and have less xp than the people having all the action). I think they’d realize pretty quickly they’re too unskilled to kill anyone and return to laning. :rofl:
Most of the griefers already don’t lane, the loss would be microscopic at best. Already everyone wants to be the ranged assassin that carries. At worst, more terrible players will get carried and think they’re actually pros that sacrificed for the team.

I didn’t get to try old murky, and I am unaware about how I could find the old talents / skills. I always thought the w-q-rotate coupled with the coinflip ‘will enemy team get a hero that can kill puffer?’ was the peak laning experience.

I actually believe acti has been intentionally making bad choices for a while (arguable whether it started when they put hots in maintenance mode, or when they cut funding for pro play due to realizing game wasn’t good enough). If they closed servers, people would get mad on their forums, so they have to kill the game first to minimize damage. Essentially, they need to make sure that when they shut down hots, there’s more ‘That game was shid, they should have closed earlier’ than ‘Greedy acti has shut down a popular MOBA with a small but loyal playerbase’.

Edited because apparently I cannot leave too many comments on my own post, or something. I’ll try to mix answers from now on. :melting_face:

“The community” is not unified on any given thing about this game, back before it was made, at whatever peak it had, and what remains of it.

Cool, you found a deadhorse to beat and managed to repeat a lot of the easy complaints people make when they keep forgetting that the design of the game was intended to be intentionally different passion project.

The tl;dr of the wall here is that there’s a lot you don’t know about the game.

The ‘community’ isn’t against game changes, per se, but they tend to repeat stuff blue’s have stated are unlikely to change, especially with the game haven’t spent years in maintenance mode.

Most games echo the same matchmaking complaints, even in different genre. It’s far easier for people to complain, especially since they think complaining is going to have a bigger impact than them learning to play better. Relying on numbers on outcries, especially on ‘ded’ forums, it’s going to yield a skewed perspective because people aren’t here to ask how to make something better, they just loop patterns of complaints because they didn’t really learn how to learn.

Many of select online complaints come from low-skilled and ignorant players that do not know how matching works. Matchmakers are all “terrible” because they’re putting together players are divergent perspectives as the matching does not do a whole host of superstitious things people expect, and ultimately, the results of the match aren’t based on an algorithm, but on the people actually in the game.

Once people feel they’re enough behind, they behave in ways that suit their prediction that they’re “forced to lose” so you’ll frequently see the same sort of player pretend they have a high accuracy of prediction, and a low understanding of game mechanics.

This conduct persists to a variety of games, even if the ‘real world’ where they tend to be quitters that think complaining about the game will magically make them better. Time and again, it does not.

I remember being able to check in hotslogs

  1. Hotslogs was terrible, so any memory you’re trying to use on that to reflect anything is based on a lack of information. They had bad estimations, hard-caps on data pulled from the replays (eg, a hero level capped at 20) and a whole host of other issues that people overlook because, to them, the tl;dr was “it was all we have” despite a whole host of other parsers existing back then.

  2. None of the third-party parsers have all of the complete game data. They only know that a match was made, so their formula are prone to availability biases to skew results to suit the results that a match has been made. Provided someone isn’t outright throwing games, once they have enough matches uploaded on profile, they’re going to end up in plat/diamond because the data inconsistency simply causes it to skew based on how many games they have, and not the quality of them.

Random game sampling for statics doesn’t work the same way for proving and rating personal progress.

Parsers don’t match the games, and they’re only a token sample of the games made, and they’re trying to guess mmr based on thousands of players encountering other thousands of players with low exposure to each other.

To be more specific on “how do I have a 'high rank” but a lower winrate: “weighted average”. The specific influence of a few games carries more weight on mmr change than others. Once you have enough games uploaded, the mmr change stabilizes, so instead of swinging dozens of points, it only shifts 3 - 5. Once someone has 2000 points, it’d take a lot of losing 3 points a game to have the estimated rank drop to suit their expecting winrate.

A whole host of HotS “failures” come from players with limited understanding, and limited interest in changing that understanding. What the game is terrible at doing is educating the players and ‘rewarding’ them for that.

Since it’s a lot easier for players to be ignorant and revel in superstitions, you get a low awareness playerbase that doesn’t learn how to excel at the game, and instead feel empowered for echoing simple complaints.