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They wanted people to feel like they have “a chance” to win at any given point in the game. They didn’t want people to be several levels behind because it felt bad to play the game from that position. This is literally the reason the developers gave to the community during Blizzcon for these experience changes. It feels bad to be behind a talent tier and feel like you have to fight anyway, even though you know you aren’t likely to win. It feels bad to get stomped by multiple levels. That then gives even more experience and the cycle continues.
Heroes of the storm matchmaking broken pro#
If a talented player is "stacking" the wave on purpose, something that has only been a common tactic in the pro scene for a few months, you can do a lot of damage very quickly. A minor wave imbalance, which sometimes even happens naturally due to minion geometry not being consistent, can eliminate structures very quickly. Three Archer minions inflict more damage than a Worgen form Greymane (80 DPS x3 for 240 DPS vs 204 DPS from Greymane, Inner Beast of course adds roughly 100 DPS). Minions do 300% bonus damage to structures. If the other team soaks then you start to fall rapidly behind from structure experience because minions are terrifying. The issue is it only takes one player not doing their job for soak to start being missed. This is why it has become a trope on my stream to say “Waveclear enables rotations.” In good play, you can’t rotate until you clear. Lanes cannot be left until waves are cleared. However, experience is shared so the entire team needs to organize themselves around the map in such a way that no soak is missed. If you fall behind and continue not to soak you will fall further behind. The game frankly doesn’t feel fair because you generally start losing in Heroes of the Storm because of the invisible mechanic of missing soak. The issue is even though they are fair from an MMR perspective, and numerous independent analysts have verified that through community resources, they don’t feel fair in the game.
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Given the population of the game, the split into multiple modes, and in NA even the split between servers, the average match is as fair as the population allows. Blizzard, literally for years, has been trying to solve a perception problem, not an actual problem. This might be unpopular but here is the reality: Matchmaking in Heroes isn’t bad. This has been, off and on, the most common complaint from the community for years. What is the number one complaint about Heroes of the Storm? The answer isn’t hard. Some of the finer points especially may well be incorrect but the general shape, I’m sure, will make sense to everyone. I am operating solely from public comments and extensive analysis and research of the game itself. I want to qualify this by saying I have no internal knowledge of Blizzard’s design process. What I want to address is something more fundamental: why these changes were even considered by Blizzard. Pro players, analysts, community members, each with their own perspective. I don’t want to talk about them because so many other people have already done so. Doing nothing, as it turns out, is both boring and surprisingly difficult.īut that isn’t why I don’t want to talk about them. It took multiple games in the EU testing grounds to get people to stop clearing and be fully AFK. So far the only thing that has been underestimated is a top player’s willingness to be AFK in-house scrims organized to test the changes had players dying trying to do things besides safely soaking out of vision range. Every prediction made about how and why they would be bad a month ago, when they were announced, has come to pass. I don’t want to talk about the experience changes Blizzard is proposing for Heroes of the Storm.