I’ve returned to try this game after taking a couple of weeks off and the game is still suffering so hard by the emphasis on “teamplay”.
It doesn’t even work properly in Overwatch, why would it work here where it’s alot more time wasting and ALOT more skill requiring?
We can’t use the hearthstone to go to base and switch hero if it doesn’t work like in Overwatch… We’re doomed with a bad draft that’s bound to happen because the game is forcefully team based, no matter what ally you get.
I did suggest it… to tone it down… Allow enough good play to outshine a wrongly placed ally that you inevitably got matched up with.
I want a system that punishes the good player in the team less than the bad players in the team instead of punishing them both equally like a communist system…
A system that is alike the setup we have in the work industry.
A system that rewards competence and halts laziness instead of punishing the competent players when the lazy ppl ruins everything.
It’s not a team based game if the skill of your allies can’t be properly calculated, which the system rarely does…
As if any suggestions goes throu anyway… the only “feedback” they listen to is which hero to get added next… althou i can’t say anyone wanted this new hero that’s coming up…
This game imo needs a patch 3.0 to add a Carry system unlike the other mobas, the carry shouldnt be able 1v5 like the other mobas but somewhere along that line… definately a system where a carry can challenge, with enough skill/apm 2v1 or even 3v1.
Just something… It’s not healthy playing this game when you have no control over anything from the moment you press “ready” to the end scorescreen. Every touch of the “ready” button is like throwing a dice… a chance for victory but a victory where your skill aint a factor… the random generated allies are. No matter how good you are you will not be enough because its not up to u… you alone aint nothing. This is the problem… it’s all random… even in higher leagues… just watch Rank 1 in EU on Twitch… it’s all random based on the team as whole.
if you’re unlucky and one of your allies that got forcefully added to your team has a slightly wounded index finger, your progress will rest on his freakin’ finger.
There are heroes that can carry but if you don’t communicate you will lose.
Communication is key. Not every game you will have toxic players.
Coordinate and communicate with the players that are willing and you will be fine.
Just remember do not be toxic yourself and don’t give up.
The possibilities for comebacks in HotS are really really great. I’ve had too many incredible comebacks to ever think a game is over when it is looking bleak.
Nope that is this games core. The better team wins.+ there is nothing bad as it is. Just play good and give your best. As long as you do it there is no problem.
Its same in other games.Having a moron feeding someone is sure loss unless there is enemy doing the same.Better team wins in all MOBA.
While I can see some grand changes that might be healthy for the game and would effectively reduce the focus on teamplay but what the OP asks for is not that. They are frustrated that bad teammates are dragging them down and lose the match. Something you experience in ALL teamgames, not just HotS or Overwatch. He also likely plays League and is frustrated for losing points and asks that “better” players should lose less. Thing is, Blizzard tried this. Anyone remembers performance based MMR? It had a very short run because turned out even with neural network collecting a wealth of data in the end it just boiled down to stat padding, a behavior which is just toxic and counter-intuitive to actually win matches. I am happy for you if your hero damage dealt stat is highlighted in our team. You probably occupied their healer more than the average. But having a lot of damage done is not directly equivalent to actually carrying the game. Heck you might be “that one guy” who wastes their mana between fights and is hardly present when needed. So long story short, this is just a BS complaint from a salty player. MMR can get weird. Sometimes you win a lot, sometimes it appears you can’t win at all. Yet don’t automatically assume that the reason why you keep failing is because of your team. The problem very well could be you.
I’ve had countless come-back matches… Many in the community has.
What you say is how things are or should be in a perfect world…
What you say is true but only 50% of the time. meaning half the matches you play, nomatter how well u behave as you mentioned it wont work out because there’s a 50% chance that atleast one of your 4 allies become exactly the opposite of what you mentioned and you have no control over it… THAT’S where the problem lies… 50% chance that a match is lost due to 1-2 allies that cripple you and the other 2 decent/good players you have in the team… and you can’t do anything to change what is about to happen. Because what i write below is what usually happens to me atleast.
When you’ve played so many matches and have a good sense of attention in the game you will notice throu your experience which matches that are “come-backable”. You will see it clear as day.
When you’re in a losing match where there’s nothing you can do that works or has any type of impact you can tell if that match is a win or a loss.
Now of course… even tho you sense a MAJOR loss you will still try your best to observe and try to catch the opponents doin’ a misstake but MOST of the time that doesn’t happen.
I don’t know about other players so im speaking from my experience… I can tell when a match is turnable. I can tell when a match is a win just the same way as i can tell if it’s a loss. even tho i can tell if it’s a win or lose i still have suspicions that me or someone else can very well make a misstake that can turn it all.
So as i said above i can tell if a match is turnable just with experience and observing the behavior of the team and opponents.
It’s not that hard imo to notice it and even tho you may be wrong in the predictions sometimes, they still come true alot more often than not.
So my reply above is a reply with this reply already accounted for.
Or almost any other MOBA but HotS. Don’t even need gold/items, just to remove shared XP. Boom, suddenly people would be far more inclined to soak and do what other MOBA players do. It also provides a more direct incentive to improve.
That being said, removing shared XP would be disastrous for a game which went on for years with it and right now HotS might not even survive such a schism. So yeah, sweet dreams but it’ll never happen.
I played DOTA 2 and I hate the system. It’s why I play HOTS.
Laning is still useful in HOTS because if you don’t do it, you lose towers. Cept, in DOTA 2, you spend 20 minutes laning. The average time for 1 match of HOTS.
Oh I love HotS, I think it innovates a ton. I also like overall the shared XP system as it encourages team performance instead of individuals. On the other hand I realized why even players who did thousands of matches lack map awareness and generally try to brawl with other heroes non-stop rather than focusing on what the game is really about. It’s because of the shared XP and thus many don’t learn the impact laning really does or how much they lose if they miss a minion wave. This doesn’t mean you can’t learn these, of course. Just explain how you might have a high-ranking player who still only excels in teamfights and at best you can drag them with you via spamming pings. Because being like that is enough to advance, because the other team also behaves like that.
I love this game too, that’s why im playing this MobA over Dota2, LoL and HoN
Im not asking for a removal of team based gameplay. It’s a very good system actually… The shared xp, the consequences of ignoring laning too long etc etc…
It’s a good system… Im asking for a slight tweak, that increases the success rate of a good player being able to carry/push the team into advantages even thou 1-2 allies might massively lack awareness that is needed in the league this players is wrongly placed in.
Maybe HotS should add a MM system like Overwatch recently added, Role-rating of some sort combined with a good interface showing each players ratings of each role for a more smooth drafting… im just brain storming as i write…
Im just tired of being unable to climb out of Platinum, the majority of the bad players are placed in Plat and every match… and i mean EVERY match… i predict the fatal misstakes of allies the second i see their portrait move towards something… because i predict WHAT they’re moving towards just by the info the map provides. I warn them with both pings and text but they still die exactly to what i predict they would die to.
It IS frustrating as you say… because i can’t carry them, i can’t stop them or prevent them in anyway from doing the misstake they’ve commited to do.
Sigh… i love this game and i hate that i cant set a finger on the games biggest flaw that could massively improve the games experience…
All in all mb it’s not the game mb it’s just the fate of any game played by the humans. Humans are the flaw
I almost won as Samuro vs JHow today on Hanamura even though our lastpick decided to pick Stitches with an ETC and solodps Kaelthas vs. Tracer, instead of an AA hero (which I would have picked hammer, but last minute swapped because the stitch wasnt hovering anything and enemy had two slots left which could have easily been counterpicks to hammer… I coulda just picked raynor but I knew I could destroy their varian on Sam, which I did, doubling his soak and damage and getting more K/A and doing way more to his backline than he did to ours)
Literally only reason we lost is because Stitches picked a lategame fight despite me saying “dont fight, let me push” after which I got a keep and started going core until I heard “ding ding ding ding” of my team, following stitches onto his scoutcamp invade. He probably just did it because he was tilted about team flaming him for his pick, or maybe he honestly though they could win…
Can’t win them all. We were very close to that one though. If I sent a clone to them, I wouldn’t have been able to take keep with the Varian trying to stop me, but we would have won the fight. But since I didn’t, the fight cost us the game. Immediately following me getting us a free keep. Really feelsbadman
If I don’t soloqueue it’d be easier, but I want the challenge of doing it without any advantages. Which means having close games like these… just gotta take the experience and learn what to do next time, which is probably just repeating myself over and over again and spamming retreat pings lol. Or… joining pointless teamfights that only one of our teammates even wants to be taking. Smh T_T so close man
I can’t remember if we were 20 or not, if we were 20 I probably should have sent a clone up just in case and then I could either perhaps win the trade with varian or get the keep, or just swap out at any point with the 36s duration clones, idk. I feel responsible but at the same time the whole team was on board with the split and only stitches engaged. It just comes down to, Varian was there at bottom keep, which means if I go to the fight, it’s 5v4, and we can probably wipe and end. So yeah. Not just the fault of the stitches T_T that’s part of why it feels so bad, because I know there was a different outcome if I played differently despite the agreement not to fight while I split
Hopefully this knowledge informs my future games and I can rank up even higher as a result
So what is competent play? How should people be evaluated?
If you have someone who decides to splitpush and they get a keep, but the rest of the team loses the objective and all die, should someone be punished?
What about when someone goes to soak or defend structures instead of fighting with the team over a vision point? What about the person who grabs their Merc camp too early and the enemy clears it and times their camp right when objective starts?
How do you objectively determine performance outside of (padded) numbers, kills and deaths?
Changing focus to removing shared xp, what about differences in wave clear/siege potential? What about characters that are designed to jungle and kill enemies caught alone on rotations? What about the value of someone who just steals camps all game and never lanes?
This game is team based, and often the team with the better strategy and comp will win. If no plan is communicated and players all do their own thing, who is at fault? Sounds to me like that whole team deserves to lose.
Not discussing AFK/Leavers, Trolls or Intentionally Feeding in this post
As I said performance based MMR was tried and failed before. It likely would never truly work out for the exact nuances you mention. Punishing “good” players less in general is a controversial idea and comes down really just that you can’t win all games. Good players still win more times they don’t if we average their results over a sufficiently long period of time. Win and losing streaks are normal.
As for removing shared XP it’d require sweeping changes everywhere to be working out, including heroes. It wouldn’t be the first time, though. Anyone remembers Specialists or how they originally were the “siege class”?
Still, I am neither asking for this nor I think it would be a feasible shift. Maybe during the Beta but not now.
I also entirely agree that shared XP makes sense. The better team should win. The problem is that shared XP effectively masks the under-performing member and allows them to keep ignoring lanes and then wonder why they don’t win as much games. In other MOBAs gold and individual XP are both incentives to farm better. Which in turn gives them ample experience at the macro side of things. I don’t praise these games. I make an observation and then have a theory about it. BTW, other MOBAs have messy late games which is an aspect where HotS actually excels. So it isn’t like HotS formula is being bad.
This is actually a falsehood. Good teams win over time, even if they can’t win all games. Good players however have no statistical “right” to win, because there’s no guarantee you will be given the better team on average.
In fact, good players are often PUNISHED statistically because as the game tries to average out MMR they give them inferior teams when the MMR assumes they can pick up the slack. The MMR however is extremely flawed at calculating this.
To just assume the better player will win more games is false, the system is designed favoring people who manipulate the MMR, not people who give themselves up to honest scrutiny.