Heroes of the Storm: The Post-Beta Hellscape

A few weeks ago, I was on the Justice Points podcast, and we were going through the podcast motions of what we were playing, how we liked the games, and so on. I had been playing Heroes of the Storm relentlessly, religiously, ten or fifteen games a night for the week previous. I had been in the beta since it was launched, but I hadn’t even installed it until the fortnight before it went live to everyone, and in those two weeks I had become a devout player of a game that I had nearly negative interest in before.
A confluence of factors led to this. I had a friend who was on a tight timetable before he went abroad for a job, and he was interested in giving the game a good go. It was about to release to the broader public. Most importantly, and what I ended up talking about with the Justice Points hosts, was that this game eliminated a lot of the complexity that I had run into with my admittedly limited experience playing games like League of Legends and DOTA 2.
Heroes of the Storm (or HOTS) is a game that delivers the blow-by-blow tactical decisions of other MOBA games without the long level and item grind of those other games. It pares most everything down to a very tight set of in-game experiences that can be honed from game to game.
HOTS shines outside the comparative, so let me be direct: in Heroes, you progress by getting better with your chosen hero and learning the specific mechanics of the relatively limited number of maps. That’s it. You learn builds, you deploy builds, and you do the mechanic.
There’s a version of this review where I slowly work through the ways that HOTS works its way into your brain and muscles. It delivers skills slowly. It makes you work through a character in such a way that you’re left thinking that you want to do more with that character, and after a couple games of pushing against that limit, the game gives you more abilities precisely so that you can do more. The skill and level progression is fine-tuned to perfection. It delivers pellets of enjoyment on the hour.
That version of this review is the one I started writing. Then the game came out of beta and into full release, and hell descended on us all.
During the beta, HOTS was a semi-toxic place. If you were doing poorly, you’d be shamed. If you were totally ignoring the mechanics on the maps, someone would say something. For the most part, though, players seemed to be more interested in winning a match than brutalizing other players. The game has standard chat and an extensive map pinging system for declaring short-term objectives and communicating strategies, and players would use both of those things in tandem. Alongside that in-game communication, there was also a cottage culture in explaining maps before the match started. I know that Cursed Hollow requires collecting tributes not because the game told me (which it does, to be fair) but because someone explained it to me in the thirty seconds before the game started.
Semi-toxic. 60% of the time you would have a team that was decent, nice, or some passive combination of the two. 40% of the time you would have someone screaming at you the entire time while they died over and over again in five-on-one fights against them. Horrifyingly, this semi-toxicity felt fresh and new and like an online gaming miracle.
HOTS feels different after the full release. The jargon has increased. The amount of assumed knowledge has exploded. The worst part is that the harassment has shot through the roof.
I’m decent at this game. I know when to fight and when to run and how all the mechanics work. I am a perfect middle-of-the-road player, and yet, I catch an unthinkable amount of shit. I catch so much shit that I’ve decreased the amount of time that I am playing the game.