I see a lot of people on forums stating it’s because of “devs not listening”, but it’s completely untrue. Most of such opinions don’t have a single example of “not listening” and these which do, often have some ridiculous reasoning.
For example ppl bashing infinite ammo. PvE push meta, no, thanks. I appreciate playing with / against Zagara and Gazzlowe sometimes (after the change which made their push weaker), but don’t want an ignore-all-retard-push to be the meta.
Stealth change? On my screen it was extremely hard to notice stealthers before change, I played A LOT of games as Nova and Zeratul in Quick Match. Without much skill they stomped QM and were strong in ranked. In every single QM at least one stealther was picked and there were Nova mirror games all the time. Often Nova and Zeratul teamed up to kill in duo. What kind of fun is it for other people? If someone is not good enough to get good win % / high elo after change with these champs, like me - bad news, you played an overpowered stuff, reality is brutal and easy wins with them are no more.
So why did HotS not succeed? For me frankly it was never popular enough to begin with. Main reasons are not something developers can do anything about. There are some game problems however, mostly not because of bad decisions, but due to ignoring existing issues and not solving them at all.
- Release date. With LoL already well-established among most popular games in the world and DotA 2 gaining popularity, a successor to game which started whole MOBA genre, HotS came very late. Not everyone wanted to drop the game they like and invested so much time to get better at. What is more LoL targeted youngsters, by looking for example at game art and they recruited another youngster friends in the next years. I know from my friend’s brother that whole classes at his school used to compete who is better at LoL.
- A lot of other Blizzard games which don’t age fast exist. Target audience for this game (Blizzard games’ universes) still plays even Starcraft 1 and Warcraft 3 at least sometimes.
- MOBA genre market is quite saturated at the moment.
- With how HotS works, you can’t dominate everyone with snowballed champion like in LoL or DotA and when on receiving end, just blame “noob” allies. It’s why many people like these games so much. They boost ego when game goes good for them and if it goes bad, it’s always the allies!
What about game problems which surely hurt the game? For me the real ones are:
- Probably the only MOBA where leavers and afkers are not taking responsibility for a lose in ranked game, what causes a terrible gaming experience especially in lower and middle ranks, means where majority of player base is.
- Limits of Starcraft 2 engine, above all a terrible reconnect system. On top of it you can’t normally go forward or backward in replays.
- Matchmaking issues (apart from Hero League which is perfect). Smurfs can queue together in Team League and completely dominate the game. No minimum 5 hero level for TL makes it even worse. TL is easily too accessible for new accounts. No attempt to base quick matches on level and win % on particular champion, what causes frustration when 1st timer mages encounter this level 150 Genji.
- Excess of mobility and escapes on some of champions what is bad mainly for QM where these can hardly be countered. I almost never play QM unless learning new champions, but I respect that some people queue only in this mode.