Hello, I wanted to make a post to talk about the snowball effect in HOTS.
The snowball effect comes from certain advantages that the winning team has over the losing one; helping the winning team to win even more while the losing team tries to comeback .
For me, there’s 5 things in HOTS that gives you an advantage over the opposing team :
1 - The statistical advantage : For each level, your entire team aswell as your minions (for some reasons) gain +4% maximum health and damage ; giving your team a slight teamfight advantage ; while small, it can make a difference.
2 - The talent advantage : I’d say it’s the most healthy advantage in the game because it can be played around very effectively. Every 3 levels, your team can choose a talent allowing them to win teamfights more effectively. The lvl 10 and 20 talents are some of the most powerful, giving the winning team an absolute advantage in term of teamfighting.
3 - The catapult advantage : Once a fort is destroyed, a catapult will spawn every 2 wave of minions and once a keep is destroyed, a catapult will spawn every minion waves ; allowing the winning team to play passively especially in the late game, waiting for their catapults to push the opposing team’s core, forcing the losing team to go back and defend
4 - The mercenaries advantage : In the late game or after winning a teamfight, the winning team can decide to steal the losing team’s merc camps, giving them a push advantage aswell as a map control advantage since the losing team can’t take their merc camps no longer. This advantage is pretty balanced overall but the “boss” camps on some maps can create some snowball effect issues.
5 - The strategic advantage : This is an advantage that isn’t talked about very much. If you destroy an opposing’s team structure, you’ll gain strategic advantage. Because the goal of the game is to destroy the opposing team’s core, each building you destroy brings your team closer and closer to that goal. It may seem ridiculous to bring up that advantage but it is surprinsingly forgettable. If the losing team wins a fight, they’ll have less of an advantage compared to the winning team winning another fight due to that strategic advantage.
Now, the question is : How do you comeback in HOTS ?
The first 2 advantages are the most important one since you can gain them via XP points and they both give your team a teamfight advantage which allows you to claim objectives more effectively.
The main comeback mechanic in HOTS which was greatly upgraded this last year is the soak advantage.
Yes, it’s one of, if not the only advantage that the losing team has over the winning one but it serves its purpose well : the losing team can safely soak close to their base while the winning team can’t soak safely at all, thanks to that catapult which spawn every 2 lane in the midgame after a fort has been destroyed.
By soaking XP, the losing team can claim their talents allowing them to fight the winning team without a disavantage and hopefully comeback with objectives.
If the winning team is a talent tier up, the losing team can decide not to fight, which brings a strategic aspect to the game and this is why I think the talent advantage is the most healthy one in the game.
Now without further a do, I want to get to the point of my topic. Despite the catapult changes (fort spawn) which was overall healthy for the game imo ; I think the snowball effect still is a little bit too present in HOTS due to all of those advantages I listed earlier.
While some of them are balanced in my point of view like the talent advantage, I think toning down some of the other advantage will be a good decision to make the game more fun for everyone especailly the losing team.
We all know these types of game where it may seem impossible to comeback due to all of those advantage the winning team has over the losing one. The losing team feel hopeless most of the time especially in the very late game where you simply can’t walk to the objectives anymore without revealing your position, being dismounted, having your core pressured by mercs and catapults, it’s honestly a very bad experience on my part when I feel like my team just want to give up and move on. Even if you’re lucky enough to win a fight or kill some enemy players, it is still very hard to comeback from a late game position.
Anyways, I still have so much to talk about ; but this topic is getting way too long for what it’s worth. Tell me what do you think about the snowball effect, do you agree with me ? Is the snowball effect still too present in HOTS ? If yes, how will you fix it ?
PS :Ah, and i’m not eng from origin sorry for the grammar etc…