To make up for all those 4v5s, I got to play a 5v0

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

A lot of League of Legends players will complain about how the troll or AFK is always on their team.

If you’re not already aware, that’s a psychological phenomenon where you’re more inclined to remember some­thing bad happening to you, than happening to some­one else. If you lose a game when your team has someone AFK, it’s the AFK’s fault; if you win a game when the enemy has someone AFK, it’s because you’re skilled.

If you actually think really hard about it, as long as you’re not the one going AFK, it’s more likely for an AFK player to be on the enemy team than your team, because there are four public slots open on your team for an AFK player to potentially fill, while the enemy team has five open slots.

Apparently, the game was making up for all the 4v5s that I was having during ranked a few years ago (which was a contributing factor in the culmination of me quitting taking League of Legends seriously) … by giving me a 5v0.

(Click to enlarge)

Yes, that is correct. Literally all five members of the enemy team were AFK. The enemy Shaco came back about half a minute before we ended the game, but he obviously couldn’t do anything while he was level 1.

Laughing at the absurdity that had just happened, we queued up again. In the next game, I guess the en­emy team might as well have just all been AFK, because apparently, matchmaking doesn’t work too well.

(Click to enlarge)

Quinn OP.

Particularly OP against AP Ezreals who are gold league in ranked.

 

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Taking advantage of HotS Training Mode AFK XP Farming

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

I used to play Heroes of the Storm pretty obsessively a handful of months ago, but I’ve recently toned down my playing.

Yes, one of my jobs (specifically, the one with Tempo Storm) involves me directing and producing content related to Heroes of the Storm. But, that can be done without playing as much as I used to, because I still keep up with game updates (and my writers are keeping me knowledgeable by submitting articles to me, for me to review and edit).

Because of this, I apparently hadn’t posted any screenshots of achievements for a pretty long time – since reaching Level 10 with Nova, to be exact. While I was going through my old screenshots and backing up and archiving them, I decided to post a few of them on my blog, like the old days.

Back in mid-October, I finally got around to playing Hero League again after the soft reset and required 20 placement matches. I don’t remember anymore what my win/loss ratio was during my placement matches, but I ended up placing decently high (I think in the single digits), and the climb back up to Rank 1 was a breeze.

Heroes of the Storm - Rank 1

Since then, I also leveled three heroes to Level 10: Kael’thas, Valla, and Nazeebo.

Heroes of the Storm - Level 10 Kael'thas

Heroes of the Storm - Level 10 Valla

Heroes of the Storm - Level 10 Nazeebo

The funny thing about the last two Level 10s are that I didn’t actually play real games to gain experience for those heroes from Level 9 to Level 10, but instead, used Training mode to turn them gold.

This was a result of the huge smurf leveling craze after the refer-a-friend system was released. Apparently, people found out that they could enter Training mode and go AFK to gain free experience and level up their accounts so they could “earn” the Vulture on their main account.

I personally don’t have an interest in gaming the referral system to rush a mount, because I’m confident that, over time, I’m going to genuinely refer at least four real new players to the game. However, I didn’t want to miss out on this finding.

I loaded into many Training mode games with Valla and Nazeebo to farm experience and get them to Level 10. Apparently, in Training mode, you don’t get kicked out of the game for being AFK, so I left the game running in the background to harvest my rewards while getting some work done.

 

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First impressions of HotS Patch 15.3 notes (“The Lunara Patch”)

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Today was an exciting day for you if you’re a Heroes of the Storm fan – we got a new patch, new hero, new holiday event, and new matchmaking changes.

If you’re too overwhelmed to read everything or just don’t have the time, here are the highlights from today’s patch notes, some first impressions on the changes, and the implications for the future of the game.

 
Score Screens: Kills, Deaths, and Assists have been reordered on in-game and end-of-game Score Screens to read as Kills, Assists, and Deaths.

This change boggles my mind.

I don’t recall there ever being a time when KAD was more standard than KDA. Maybe they’re trying to support Kids Against Drugs.

I have a hunch that the reason they changed this was due to community feedback. A few weeks ago, while I was browsing the harsh lands of a place called the reddits, I saw a few people suggesting that, in order to easen the math, kills and assists should be placed side-by-side so we can quickly add them together and relive the old memories of when we used to have takedowns.

If this really was the reason why they changed it, I’m sad that Blizzard listened to them, because, as we’ve seen in the past, people are astronomically bad at knowing what they want.

Let’s put on our Storm Psychology hats (if you haven’t read the series, I highly recommend it – it’s my favorite series that we’ve published on Tempo Storm) and dive into a psychological phenomenon called introspection illusion.

Introspection illusion is a bias where people think they know exactly what they want and why they want it, when they actually don’t have a clue. Using this unjustified confidence, they predict what they will like and dislike in the future, without ever actually experiencing it first-hand.

What disasters has this caused? In 1985, Coca-Cola developed the New Coke flavor, which scored high in consumer feedback during testing periods; upon its public release, Coca-Cola received over 400,000 complaints about the new flavor. In 2009, Walmart’s customers said they wanted the aisles to be less cluttered; Walmart listened, and as a result, lost $1.85 billion in sales.

The new ordering of kills, deaths, and assists is strange, and doesn’t really click in my mind. I’d really like some insight as to why this change was made.

 
Festive Treasure Goblin Mount: All players can ride the brand new Festive Treasure Goblin Mount for free during Winter Veil! This limited-time Mount cannot be purchased, and will only be available during Winter Veil, so be sure to pick it during Hero Select before readying up!

Winter Veil Items in the Shop: Several new Winter Veil skins and bundles, including Sugar Plum Sylvanas and Greatfather Stitches, have arrived to the Shop for a limited time!

It’s great that Blizzard is celebrating an event with yet again another new mount, and it’s even better that this one is going to be available for free. But, it’s just the same new cosmetics over and over again – new skins and new mounts. I would like to see Blizzard really take it up a notch with their shop items.

I personally don’t feel as if there is any reason to ever buy more than one skin for each hero (unless I have so much gold piled up that I might as well unlock some master skins on heroes for which I already have real-world-money skins). It’s not like you can put on two skins at the same time. Yet, all Blizzard does is give me a wider selection of skins every patch.

Back on April 1, 2015, Blizzard introduced the Big Head Mode as an April Fool’s joke. Every hero in game had their character model modified so their head would be about four times larger than normal. Of course, this was a joke, but I would still like to see this premise implemented as a cosmetic.

Let me pay 20,000 gold to put a Santa hat on all my heroes.

If Blizzard was able to inflate every hero’s head for an April Fool’s joke, then surely, the character models are designed well enough that they can easily modify the “head” of a hero? Just plop a hat on top of it, and you’re ready to spread holiday cheer. If it’s not that easy, then the earlier they act on innovative ideas like this, the better – the longer they wait, the more retroactive work they would need to do.

This same thing goes for mounts. The Cloud9 Champion’s Nexagon mount was released today as well, and, even though I already bought it for 5,000 gold, I most likely won’t ever use it, as I already have a mount-and-skin combo for every hero.

Instead, for 20,000 gold, let me activate an option to put the Cloud9 logo as an emblem on all my mounts. The theme here is similar to the Santa hat – give me something that I can buy and use in conjunction with the stuff I already have. Give me some revolutionary, outside-the-box cosmetics so I can use everything I’ve bought at the same time.

 
Dryad’s Swiftness: Lunara cannot use Mounts. Instead, you move 20% faster by leaping short distances.

When Lunara was first announced, I noticed a striking similarity between her and Kalista from League of Legends.

I personally hated Kalista because I felt as if she took the most important aspect of mechanics for a squishy damage dealer – positioning and kiting – and made it too easy. Kalista’s passive allows her to throw out an attack, then immediately dash towards her next click. This completely eliminates the importance of threading movement between ability usage and basic attacks.

I initially thought Lunara would work the same way, and was a bit disappointed. But, after trying her out myself, I realized that it wasn’t the case at all.

The tricky thing about Lunara is that you can cancel her movement mid-bounce. This introduces a whole new world of mind games with your opponents.

Eventually, your enemies are going to pick up on Lunara’s bouncy movement patterns, and predict where you’ll end up at the end of your bounce. If that ever happens, switch it up on them, and press S while you’re in midair to stop and immediately fall to the ground. Or, click at a different angle and switch directions, to experience the same effect.

This also prevents kiting on Lunara from going on autopilot. In order to actually take advantage of the extra distance on her bounce, you’ll need to time your basic attacks and abilities so they happen after the bounce completes. This adds a completely new facet of movement optimization, and turned what could’ve been a “noob-friendly” mechanic into something with an extraordinarily high skill cap.

 
Portrait Border Display: Loading Screens will now only display portrait borders that are relevant to each play mode.

And finally, on a closing note, when I saw this update, I originally thought to myself, “I can finally learn heroes in Quick Match without everyone having the expectation of me carrying because I’m Rank 1, or getting upset if I underperform.”

Then I realized that I already manually turn off my Rank 1 border when I’m learning heroes in Quick Match, because that option is already available.

So I guess this update means that Blizzard is now forcefully preventing people from showing off their ranks in Quick Match.

 
That’s everything that popped out at me in these patch notes. To read them and decide for yourself if there was anything else important that I left out, check out the post on Battle.net: Heroes of the Storm Patch Notes — December 15, 2015

 

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Tetris Ultimate for Steam/PC is a disaster

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

For those who are not already aware, I actually used to primarily be a Tetris personality three years ago. I was the play-by-play shoutcaster and event host for the 2012 world championship grand final, and I used to run a weekly Tetris show.

I left Tetris not long afterwards because I determined that there was no future in it as an eSport. The lack of support I received from the Tetris Company and Blue Planet Software when trying to organize the tour­na­ment was appalling – it was as if they didn’t want me to give their game massive amounts of pub­lic­ity for free, with just a little bit of their help.

We ultimately couldn’t even get a link to sign up for our tour­na­ment on Tetris Friends, which was the of­fi­cial Tetris “client” at the time.

Coinciding with the troubles I was having with the Tetris Company, Hard Drop, the community with which I was associated, was also going through a bunch of changes. As a result of my declining motivation to work on Tetris-related projects, someone else came up to take my place in leading Tetris broadcasting.

Unfortunately, my replacement was completely incompetent and had no clue what he was doing. He man­aged to somehow fumble together another year of world championship broadcasting, and it was a com­plete failure.

I took this as my cue to leave Tetris entirely, and transition onto a different game. Sure, I personally enjoyed Tetris, but there was absolutely no future in it.

Years later, I discovered that Tetris finally had a real client (instead of just an in-browser Flash extension), and the PC version would be released on Steam. Even though I left Tetris on unhappy terms, I still wanted to try it out.

The reason I originally started doing work in Tetris was because I enjoyed the game – I liked playing, and I liked improving myself to be better. Digging back and pulling out all these nostalgic feels, I downloaded Tetris Ultimate for Steam on release day.

I figured that, surely, after all these years, they would’ve made a great product. There were already so many Tetris clones with so many features, that they should’ve already known what the community wants in their games. There was literally no brainstorming required on the part of Ubisoft – they could literally just look at all these illegal, unlicensed copies of Tetris, and put in all the features into their own game.

That is very exactly not what they did. In fact, they took features they already had in Tetris Friends and took them out.

As you can probably tell by now, I’m very disappointed in the Steam/PC version of Tetris Ultimate. I thought this would be the next great thing in Tetris – the new universal hub for every member of the Tetris community to come together and enjoy some games. At this rate, I’m pretty sure people would rather play Tetris Friends in their browser, rather than purchase this US$14.99 inferior game.

I already had a bad impression of the game immediately after loading it up. You expect games nowadays to be crisp and clean to 1080p resolutions.

Tetris Ultimate for Steam/PC

The menu is blurry. The text isn’t crisp or clean, and it’s fuzzy around the edges. You can’t tell from that small preview, but go ahead and click on the screenshot above for the full 1080p resolution. It looks like something in less than 720p was taken and stretched out, rather than rendered at true 1080p.

Now, take a look at this screenshot:

Tetris Ultimate for Steam/PC

You’ll notice that the menu is slanted in the opposite direction. Do you know why? Because, for whatever reason, the panel swivels back and forth, depending on where your mouse is.

Sure, it’s some eye candy that makes the game a bit more flashy and fancy. But it’s probably the most ir­ri­tating and annoying thing that I’ve ever seen done with a menu.

Usually, when you see an item, you move your mouse to it and expect it to still be there when you arrive and click. When the entire menu swings around and your destination is no longer at its former location, it can get pretty infuriating pretty quickly.

So what was I hovering over in that screenshot? The “PARTY PLAY!” section. Apparently, you’re only allowed to add Tetribots to your party, unless you connect to Tetris Live. But, in my experience, even if you turn on Tetris Live … you can still only add Tetribots to your party.

Let’s stop complaining about the menu and jump into the actual game. Surely, it will be better, right? Well, not so much.

The first thing I noticed is the complete lack of control features. There is no initial hold/rotate feature, so if you play too quickly, a good number of your inputs are going to be ignored by the game. The auto repeat sensitivity and rate is very limited, and the game sometimes doesn’t even register a key release quickly enough, so the piece keeps moving, even after you let go of your arrow key.

The ghost piece feature also clearly wasn’t thought through that well, because the game matrix is blue, and the J piece is blue. The ghost piece outline is an extraordinarily similar shade of blue as the matrix, so it’s very difficult to see where your J piece will end up.

Tetris Ultimate for Steam/PC

Sure, if you’re looking straight at it, then you can tell the difference between the two shades of blue. But, when you’re playing at an extremely high level with great speed, you end up just barely glimpsing at all the elements on the screen, rather than focusing in on one thing, because you need to take in as much information as possible, as quickly as possible.

When doing that, it’s far too easy to not realize where your J piece ended up, especially because of the excessive number of inputs the game ignores. (Meaning, you press the keys and expect the piece to end up in one place, but because the first few key presses were ignored, it ends up somewhere completely different, and you don’t have a reliable ghost piece system to tell you that the piece will not drop where you expect it to.)

Tetris Ultimate for Steam/PC

The profile and achievement system is also wildly mediocre. Not only can you not really tell what the a­chieve­ments are, because they’re so poorly organized, but the clear achievement series that you can tell (because it’s right at the top) – the belt system – is very shallow.

You automatically get a green belt if you finish all the levels of Marathon mode. You get a black belt if you can complete Level 28 in Endless mode. (Also, since when is purple belt ever better than a red belt? Some martial arts even have red belt ranked higher than black belt.) There is absolutely no depth to it – you can literally become a black belt without ever really knowing how to play Tetris.

The other achievements are so hard to keep track because of how badly the panels are organized. It seems like this game was designed for console, then, when transferring it over to PC, instead of redesigning it to work well with computers, they just copied the controller-based menu over.

Grouped in with a bunch of random percentages that show up when you open your profile page (that represent the Tetribots’ achievements) (wait what?), it’s very difficult to actually build up a profile of Tetris credentials because none of it is very intuitive. Not to mention, if you do manage to get badges, they’re all very pixelated.

After playing Tetris Ultimate on Steam for a few hours, and thinking decently hard about it, I’ve concluded that this game is geared towards very casual players who are used to playing console games, but for whatever reason, want to play the PC version of Tetris.

There is no way high-level players can appreciate Tetris Ultimate because of how little it addresses com­petitive needs. People who play at the highest speeds simply cannot, because there is a forced delay be­tween pieces where inputs are not accepted. Players who play at the highest levels against others world­wide, again, simply cannot … unless they are able to figure out the multiplayer settings better than I can.

This was Tetris’ chance to prove that they really do care, and that they really have been keeping up with the communities of players who love their game. Without a doubt, they failed.

In a quickly advancing and evolving era of gaming, where even near-perfect games still cannot become big, Tetris is eventually going to be buried as one of the classics that couldn’t break through into the mod­ern industry.

After trying out this game, I’m glad that I left and moved on to games made by better companies with brighter, more innovative developers – instead of continuing to meddle with the struggling Tetris scene.

 

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The Dark Seal is OP

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Since after season 2, I’ve had an abusive relationship with League of Legends. A lot of things about the game annoyed me – I was infuriated that such a popular game would have so many problems with it – but I still had to play and keep up with it because it was the world’s biggest game, and I was a content pro­ducer and advisor.

Around seasons 4 and 5, I waned down my LoL gameplay to almost none, and mostly just kept up with it from an eSports perspective. I figured that there was no reason to play a “game” when all it does is frus­trate me, and I can gather all my research by watching others, without actually playing myself.

With preseason 6 rolling around, something I noticed a lot of people saying was how short the games were becoming. Most professional players said that their solo queue games used to be around 35 minutes on average, but now they were about 20.

If a game ends in 20 minutes, it obviously means that it’s saturated with action (or else one team wouldn’t be able to reach the Nexus in that time). I’m all about high-action gameplay, so I decided to give League of Legends another chance in preseason 6.

After going into a game, I noticed that there was a new Doran’s Ring alternative that was added to the shop – The Dark Seal. It gives +100 mana, +15 AP, and +25% healing from potions. It also had a passive effect – Dread / Do or Die – which grants +6 AP per kill, +3 AP per assist, and -12 AP per death (flooring at +0 AP and maxing at +30 AP).

If you watched my stream back in 2012-13 when I regularly streamed, you know that I am an extremely aggressive player who loves beating down my laning opponent and making them feel weak and vul­nerable. Even though I outwardly say that last-hitting minions is almost always the most important thing to do in lane, I will still forego farming in order to harass my laning opponent in order to assert my dom­i­nance in lane.

After I saw the Dark Seal, I realized that this ring was pretty much custom-designed for me.

It gives me a larger mana pool so I can use more abilities. It gives a decent chunk of ability power. It gives me a little bit more sustain in exchange for not having the +60 HP from Doran’s Ring. But most im­por­tantly, it rewards my hyperaggressive playstyle. If I manage to get a kill in lane, which happens very of­ten, I start stacking up ability power.

One important thing I tell people I coach is to not stay in lane for too long, even if you have full health and mana, because your laning opponent might have already bought items, and now has a power spike over you.

If you manage to send your laning opponent back to base through a kill, you’re going to start scaling up in power without having to return to base. Not only did you gain +6 AP from the kill, but you also got experience from the kill, and you’re soaking experience from the minion wave while your opponent is not. This almost lets you completely keep up with their item buys, without having to go back to base yourself.

During mid-game, I’m known to make majestically large errors that throw the game and bring my team into a downward spiral (and when I used to play ranked 5v5s, our jungler almost always stayed very close to me and acted as my pseudo-support to make sure I wouldn’t do this). This generally happens as a result of overconfidence – I smash my lane so hard that I forget that I’m still not strong enough to win in 1v3 fights.

The fact that this is a stacking item, and I lose stacks on death, is always in the back of my mind. I have a constant reminder in my inventory to carefully calculate my movements and decisions before making them. Although this isn’t going to make me any less confident in my play, it’s there to make sure that, if there’s a fuzzy line as to whether or not I will win an engage, I will choose not to engage at all (and not risk throwing my lead).

And finally, this item scales well into the mid-game, and is worth keeping in an inventory slot during the earlier late game. Without its passive, the Dark Seal provides 466.25 gold’s worth of stats for 400 gold. However, if you manage to hold on to max stacks, its gold worth skyrockets to 1,118.75 gold – that’s 280% gold efficiency.

So, the results of my Dark Seal games so far? They’ve mostly gone pretty well.

You may already know that I used to be a diamond-level player in season 2, so yes, this isn’t exactly too impressive (and if anything, it’s expected), seeing as my account is currently in low gold rank.

But, the point here is, a champion like Zyra, who is extremely vulnerable to death (especially when every champion and their mom has a gap closer nowadays), can still work extremely well with the Dark Seal, simply because of how good of an item it is for an aggressive playstyle.

I’m an extremely calculated player, and I’ll constantly be running a ton of numbers through my head dur­ing the entire game. There have been times when the Dark Seal has given me so much of a damage bo­nus that I miscalculate my damage, throw out my abilities to apply Rylai’s and Flash away, only to realize that I could’ve just held my ground and gotten a 1v4 quadra kill.

Now, as we can see by my defeat, what the Dark Seal doesn’t do is make you invulnerable to Warwick’s Infinite Duress, comboed with Jarvan IV’s Demacian Standard, Dragon Strike, and Cataclysm.

… That was a rough game.

(This post isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or any­one officially involved in producing or managing League of Legends. League of Legends and Riot Games are trade­marks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.)

 

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Why the lack of K/D/A was healthy for HotS… and why it was added anyway

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Your friends are over at your apartment for a Friday night party. The hot topic? Your hook-up with girl you met at the bar last night while out for Thirsty Thursday.

You take a swig of vodka and smoke some marijuana as you tell your eagerly-awaiting buddies the details of what happened. They think you’re godlike.

The next day, you hear from your mom that your grandmother is in town visiting, and will be arriving at your apartment shortly.

Scrambling to tidy your place up, you juggle beer cans as you escort the trash out to the dump­ster. With the garbage gone, you whip out your vacuum, running it across your carpet with the fury of Mr. Clean. With mere seconds to spare, you unleash a can of air freshener as you hear your grandmother’s footsteps approaching your door.

“Hello, grandma!” you cheerfully exclaim, as she walks through your door.

For the next few hours, you talk about how excited you are to see her again after a VERY long week since her last visit, how well you’re performing in school, and how well you’re getting along with your devoutly Christian girlfriend. Before the end of the day, you go out to a restaurant with her to get some food.

 
Go back and look through that story again, but this time, skip the part about being fore­warned about your grandmother’s visit, as well as your daring cleaning escapade. Without that bridge, you would imagine that this story was about two completely different people.

So what happened? How did an unfaithful, promiscuous drug user become a nice guy overnight? The answer lies in the power of social expectations.

 
A lot of people will say that they don’t care what others think of them. They claim they do whatever they want, and they won’t let other people affect them. Unfortunately, although most people want this to be true, it often times is not.

Most of our social decisions are heavily affected by our reputation. The concept of you – your personality, your behavior, your actions – is not concrete. Rather, it is an abstract entity that we are constantly constructing and altering everyday. We build ourselves to be, not what we really are, but instead, what we want others to think we are.

So how do we determine what we want others to think we are? Some of it lies in what we ourselves idolize – if we identify something we believe is a good trait to possess, we will integrate it into ourselves. Some of it also lies in social expectations – what we think other people want us to be.

Imagine you really were the nice guy that you were with your grandmother. Would your friends think you’re cool? If you meet the right friends, then sure; but seeing as you have friends who think you’re godlike for cheating on your girlfriend, probably not.

Imagine it the other way around, where you really were the girlfriend-neglecting alcoholic that you were with your friends. Would your grandmother appreciate that? This scenario would probably end up a lot worse than the former.

Your friends and your grandmother have different expectations of you. Your friends expect you to be confident and rebellious, so they can also be cool by association; your grand­mother expects you to be studious and ethical so you can grow up to be a great man. As a result, you change how you act based on their expectations.

 
At this point, you’re over 500 words into this article and probably wondering how this is related to Heroes of the Storm. It turns out, a lot of everyday psychology concepts, like social expectations, play an important role in games as well.

Before Heroes of the Storm (HotS) came out, I played a lot of League of Legends (LoL). In LoL, the general consensus (at least among lower-leveled players) is that you are too good to belong at your current rank, and everyone else is terrible and only got that high out of luck. Thus, the expectation of every player was to carry the game.

This expectation caused people to make selfish plays in order to get ahead – if everyone else is worse than you, who is there to carry the game better than you? You secure every kill, you farm every minion, and you deal the most damage to single-handedly win every fight, and ultimately, the game.

This expectation was thrown out the window in HotS, where everything relied on your team. Leveling was done as a team, earning takedowns was done as a team, and winning the game was done as a team. Thus, people came into the game with the expectation that, without cooperation, they were not going to single-handedly carry the game.

The disparity between the two expectations of the players of LoL and HotS is what made the games so different. If someone took your kill in LoL, they were actively trying to anti-carry you, preventing you from winning the game. As you can imagine, this made it very easy for people to lash out – why be nice to someone who is clearly trying to make you lose?

On the other hand, if someone took your kill in HotS, it didn’t matter, because everyone plays as a single unit, and all rewards are shared by the whole team. This environment that HotS created was conducive to teamwork. HotS was framed as such a team game, that there was very little left to argue about in terms of individual performance.

In summary, when entering a game of LoL, everyone has their own expectation of them­selves that they are the carry, while everyone else is terrible at the game. This dissonance of expectations between yourself and others creates an unfriendly (and some­times hostile) environ­ment. On the other hand, when entering a game of HotS, everyone knows teamwork is the only way to win the game, and every­one expects it from every­one else – this harmony makes it easy to start the game on a positive note.

 
So, if kills and assists being lumped into takedowns was one of the contributing factors for making HotS a hospitable game, why change it? What’s the point of removing a facet of HotS that caused it to be considered by many as being uncharacteristically welcoming for a MOBA?

It’s all about the esports.

The best way to get people passionate about a game is to support it as an esport. Nothing charges up fans more than watching a game being played at the highest level on a grand stage by the ones they idolize. After watching the world champions receiving their hefty lump of prize money, there’s nothing more fans want to do than to jump on HotS and rank up to be the next big thing.

Unfortunately, in the state of the game prior to the most recent patch, that was a little bit difficult to do for two primary reasons.

First, HotS is too much about the team. In LoL, if you see SKT T1 win a game, you can go into ranked solo queue, call mid, and be just like Faker by solo-killing your laning opponent at level 2. In HotS, if you see Tempo Storm win a game, you can go into … team league with four of your friends.

The thrill of LoL is in the epic plays individual players make; the thrill of HotS is pulling off the perfect team-synergy move. Imitating a successful LoL player is very accessible; imitating a successful HotS team is much more difficult.

Second, even if HotS fans were to want to idolize a player, they don’t know who to idolize. Again, this branches off HotS being too much about the team, in the sense that individual players have very little unique identity. When you hear “pentakill” in LoL, you think, “WOW FAKER IS A GOD!” When you hear “enemy team dominated” in HotS, you think, “nice, Tempo Storm won a fight.”

A huge part about marketing is how you frame the product. Blizzard realized that the way they were framing HotS was not optimal when trying to turn it into a viral eSport. Everything is a balancing act, and they decided that downgrading the commoners’ experience was worth improving the hype around eSports.

By breaking down takedowns into kills and assists, not only is Blizzard using a more “universal” metric for performance, but they are also allowing players to shine and build up their personal brands as competitive athletes. Kaeyoh can now be known as the carry who puts Tempo Storm on his back with massive kill streaks; Dreadnaught can now be known as the support who is always there to assist his allies.

 
Is this the right choice? That depends on Blizzard’s vision.

If their vision is to make the game as pleasant as possible, then no, it’s not. The community outrage clearly demonstrates that splitting takedowns into kills and assists is not the way to go.

If their vision is to turn Heroes of the Storm into the premier competitive multiplayer online battle area, then yes, this change puts them one small step closer to their goal.

Making people like the players, in addition to the teams – making people like Dreadnaught for being a great support, in addition to liking Tempo Storm for being a great team – creates more discussion, develops more bonds between the players and the community, and keeps people coming back for more.

 

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