Strategic Improvements to Elevate the Ranked Play Experience

Hello Blizzard Community,

As a dedicated player in Heroes of the Storm, I’ve noticed a few adjustments that could significantly improve the ranked play experience, making it both fairer and more rewarding for everyone involved. These changes, I believe, would benefit both skilled and newer players by creating an environment that encourages thoughtful play and reduces some of the frustrations that currently come up in ranked. I’d love to hear if others agree with these ideas or if there are other suggestions to make the ranked experience even better.


1. Extended Hero Selection Time

One of the biggest issues in ranked games is the way players are pressured to make split-second choices in hero selection. This frequently results in players panic-picking heroes they might not even be experienced with, often to counter an enemy pick they’re not familiar enough with to really use effectively. The result? Team synergy falls apart before the match even starts.

An additional 60 seconds in the selection phase would give everyone the chance to discuss the lineup, consider their own strengths, and pick heroes they’re actually skilled with. Too often, players try to counter-pick on a whim, but they lack experience on that hero, and it ends up hurting the team more than helping.

Wouldn’t it feel more competitive if everyone had the time to choose a hero they know well, rather than scrambling for a counter they can’t really use? With an extra minute, we’d have the space to create well-rounded compositions based on actual skill, not rushed guesses. Anyone else feel like a little more breathing room would make the draft phase stronger?


2. Macros for In-Game Communication

Typing out instructions mid-game? It’s almost impossible in high-stakes PvP, and everyone knows it costs focus and time. Pings help, but they’re limited, and in complex situations, they just don’t convey enough information to coordinate with teammates effectively.

Games like World of Warcraft already have custom macros for specific commands, and adding something similar in Heroes of the Storm would be huge. Imagine being able to hit a button to tell your team to “Group up for an AOE heal” or “Their tank’s out of position; let’s gank.” Wouldn’t that add clarity, especially in chaotic moments when typing isn’t an option?

Pings are just too generic when you need specifics, like “Living Bomb is up – spread out!” or “Help me gank this isolated enemy.” Would a customizable macro system give everyone a chance to focus on the game while still keeping the team on the same page?


3. Higher Starting Rank for Skilled Players

One of the worst parts of ranked is when strong players are forced to start at the bottom of the ladder and are paired with low-ranking teammates. It ends up making them worse, not better, as they form habits based on compensating for less-experienced players. Playing in lower ranks with teammates who don’t understand core strategies forces skilled players to make non-optimal plays to support the team, which weakens their own skills over time.

Shouldn’t skilled players be able to start closer to where they belong in the rankings? Forcing them to grind through low ranks feels counterproductive. Isn’t it better for everyone if skilled players start closer to Diamond or Platinum, where they’ll be matched with others who play at a similar level?

No one wants to lose because they’re constantly paired with teammates who can’t keep up, or worse, are AFK. This system would keep skilled players in competitive games that match their ability and give lower-ranked players the space to develop without that pressure. Wouldn’t that make for a stronger, fairer ranked experience?


4. Performance-Based Ranking

It’s frustrating to consistently outperform in your role only to lose rank because of things outside your control – an AFK teammate, players feeding, or simply an unbalanced team. A ranking system that recognizes individual performance could change that. If a player consistently excels, like topping the healing charts or dealing consistent damage, why should they lose rank just because of the team’s overall result?

Wouldn’t it make more sense for players to be rewarded for their individual contributions? This way, people could focus on doing their best and knowing it’ll be acknowledged, which could help cut down on toxicity. A lot of frustration comes from players who feel like they’re losing rank unfairly due to circumstances they can’t control. Does anyone else feel a performance-based ranking would make the game feel fairer and keep people more engaged?


5. Pre-Selection of PvP Talents

In high-stakes PvP, every second matters, but having to choose a talent mid-battle pulls you out of the flow of the game. Most players already have a specific build in mind based on the enemy team’s composition, so why not let us pre-select our talents?

With a pre-selection feature, talents would auto-activate as soon as we level up, letting us focus fully on the match without needing to stop and make a decision. Think about the boost to gameplay – every level-up would feel seamless, letting us stay in the heat of the moment without breaking focus.

Wouldn’t it make more sense to have talents set and ready to go? For anyone who’s ever been pulled out of a fight to select a talent, this could make a big difference.


These are some ideas I think could really improve the ranked experience and make Heroes of the Storm more competitive and enjoyable overall. I’m interested to see if other players have noticed these same issues or if there are any other ideas out there that could help make ranked feel more rewarding and balanced.

4 Likes

Just want to emphasize here that while our current system actually starts to degrade our skilled players’ play over time, the idea that ‘a great player can carry any team’ sounds ideal, but it’s rooted more in ego and imagination than reality. A skilled player forced to compensate for four others can only go so far, and they’re often stuck hoping for sheer luck to climb the ranks.

Let’s be real: people love the fantasy that they’re the hero who can carry a game single-handedly, but that’s not how it actually plays out in these team-based games. There’s only so much one player can do when the rest of the team isn’t holding up their end.

The end result? The skilled player’s actual gameplay starts to slip because they’re constantly adapting to lower-level playstyles, making moves that would be bad habits in any higher-rank game. Wouldn’t it make way more sense to place these players with those closer to their skill level right from the start, instead of making them struggle through mismatched teams?

3 Likes

Yo, this post speaks TRUTH. :100::100: I’m SO over grinding through low ranks with teammates who, let’s be real, barely know which lane to go in. When you’re trying to play smart, make the right moves, and then someone throws it because they panic-picked a counter they can’t even use… it’s a nightmare. You try to carry, but it’s like dragging a sack of bricks up a mountain, man. And anyone who says, “Just carry harder” or “Git gud” – seriously, get outta here. Not in ranked.

Let’s be honest, ranked is supposed to be for the people who want to go all out. Starting good players where they actually belong would make it more competitive right off the bat. Let the people who know what they’re doing go up against each other instead of wasting time carrying people who aren’t even on the same page.

And don’t even get me started on talent picks mid-fight… WHY am I getting yanked out of my flow to pick a talent? Like, just let us pre-select and keep us in the action! If we’re in it to win it, let’s make it a REAL competition. If Blizzard actually listened to this post, we’d have a way better game on our hands. Who’s with me?

3 Likes

Alright, gotta jump in on this because this is EXACTLY what’s been missing in these ranked games. Been grinding for a while now, and it’s insane how often games get tanked because people pick heroes they can barely handle just to try and counter. Like, you see someone lock in a hero, and you already know… they don’t actually play that character. And then we all pay for it.

And the whole ‘skilled players can carry any team’ idea? Let’s be real – that’s a myth. You can’t work miracles with teammates who can’t keep up, especially when you’re getting punished in rank just because the rest of the squad didn’t hold the line. It’s draining, and it makes no sense if the goal is to actually reward skill and strategy.

Honestly, this post nails it. We need ways to keep players in the zone and matched with people on their level from the start. And pre-selecting talents? Yes. How am I supposed to stay locked in if I have to stop and pick a talent mid-fight? Give us some real tools to play strategically. Blizzard, if you’re listening, this is the kind of change that would get serious players hyped to keep playing. Anyone else ready to see this happen?

2 Likes

Great to see so much support for these points! Each of these suggestions tackles common and frustrating issues in team-based games, especially in the context of Heroes of the Storm, where synergy and strategy are crucial for an optimal ranked experience.

The need for extended hero selection time addresses a frequent problem in ranked games: rushed decisions leading to unbalanced and suboptimal team compositions. Often, players are pressured to pick quickly, which results in panic picks or counter-choices they’re not actually comfortable or skilled with. Adding an extra minute to the selection process would allow players to make more thoughtful, deliberate choices that balance individual proficiency with the team’s overall needs. It’s a straightforward adjustment that respects the depth of players’ strategic planning and would create a more competitive, high-quality environment from the outset. In a game as synergy-focused as Heroes of the Storm, this additional planning time could make all the difference in aligning roles and optimizing the team’s approach.

Effective communication is essential for any team-based PvP game, especially in a high-paced environment where split-second decisions can alter the match. Relying on manual typing for complex commands or strategies is impractical and doesn’t allow for the nuance that many high-level plays require. Customizable macros could bridge this gap by enabling players to instantly communicate vital points, such as calling for a retreat, suggesting an objective, or coordinating around cooldowns. The result would be stronger teamwork, a reduction in misunderstandings, and a more coordinated response in those high-pressure situations where clear guidance can be the difference between a win or a loss. Pings alone aren’t enough to capture this complexity, and having macros would empower players to stay focused without sacrificing communication quality.

Starting players at a rank closer to their skill level would address the all-too-common frustration of skilled players feeling trapped in low ranks, or what many refer to as “ELO hell.” Forcing high-skill players to grind from the bottom tier often leads to mismatched games, which not only frustrates experienced players but also lowers the quality of the matches for everyone involved. When top players are paired with those just learning the ropes, the gameplay experience becomes inconsistent and demoralizing, ultimately stifling growth for both groups. Aligning rank more closely with skill from the outset would allow skilled players to immediately engage with opponents and teammates at their level, fostering a fairer, more balanced experience across the board. Additionally, it would reduce the toxicity that arises when players are mismatched, allowing everyone to play at a level where they can improve and enjoy the game without feeling weighed down by an unbalanced team.

Similarly, performance-based ranking makes sense in an environment that should reward individual skill. When a player is consistently the top healer or primary damage dealer, their rank should reflect that contribution, rather than being subject to the team’s overall win or loss. By rewarding individual performance, this kind of system would encourage players to perform at their best and promote accountability for one’s own gameplay. This would also discourage the toxicity that arises from losses due to team shortcomings and motivate skilled players to keep pushing forward, knowing that they’re progressing based on their own performance, regardless of the team’s outcome. It’s a system that could help retain dedicated players who value that sense of growth.

Lastly, the pre-selection of PvP talents would be an invaluable quality-of-life improvement, allowing players to stay immersed in the game without breaking focus to choose talents mid-battle. In high-stakes moments, having a pre-selection option would keep players locked into their build without the need to manually pick every level. This is a practical feature that benefits both new and experienced players alike by minimizing unnecessary distractions and cognitive load, especially during intense fights. It’s a small but impactful change that Blizzard could likely implement with minimal development and that would have a profound effect on the game’s flow.

Implementing these adjustments would undeniably elevate the ranked experience, aligning Heroes of the Storm more closely with the core principles of skill and strategic depth that make it such a compelling game. Each of these changes has the potential to reduce frustration, foster genuine competition, and support a better sense of team cohesion and individual recognition.

From enabling more thoughtful hero selection to introducing performance-based rewards and pre-set talent choices, these changes wouldn’t just fine-tune gameplay – they’d create a more refined and balanced environment. The impact would be both immediate and lasting, with players engaging more deeply and with a heightened sense of purpose, knowing that their choices and skills are being fully accounted for.

The current system, while robust, misses opportunities to empower players to truly excel without the drag of mismatches, unnecessary distractions, or misaligned rewards. By incorporating these enhancements, Blizzard has a clear path forward to elevate Heroes of the Storm into an even greater showcase of skill, strategy, and cohesive team play.

1 Like

This post has me fired up. Everything you laid out here is exactly what ranked needs. More time in hero selection would change the whole vibe – no more scramble picks where people are just guessing what might work. Giving everyone a minute to talk through their strengths? That alone would make games feel more coordinated and way more competitive.

And macros for in-game calls? YES. The number of times I’ve had to just spam pings, hoping people read my mind… it’s rough. Being able to call out exactly what we need in the moment would make all the difference. People could stay focused without having to guess what’s happening.

But the rank placement – that’s the real kicker. Starting good players off at the bottom just makes the climb frustrating and pulls everyone down. If skilled players could start in a rank where people know the game, we’d all have better matches right from the start. Like, honestly, if even one of these changes came through, ranked would feel worth grinding again.

If you are a good player, you will get out of the rank you are in and advance. The problem is mainly the trolls that plague the ranks. Do something about that and people will advance faster. That and people in lower ranks don’t know how to play (bronze/silver/gold), so talking strategy gets you nowhere, and people just pew pew cuz they want to, while you are doing multiple things trying to win the game. It sucks, but it is what it is.

1 Like

Brother (Dabigin), you just totally contradicted your own first sentence. Your first sentence was what I call an ego-sentence. The rest of what you said was the truth.

1+ Good changes suggested by OP