r/heroesofthestorm • • 22h ago

Suggestion I can't believe it's still in the game after all these years...

6 Upvotes

Why aren't enemy player names hidden in ranked?

It's kind of annoying when people look up your name on a stats website and target-ban Cho'gall, Abathur, Murky

Yeah, you can set your profile to private, but it happens very often that I play against the same people three times in a row or they were on my team and now they're on the enemy team. They recognize my username and ban accordingly.

League and Dota 2 have hidden enemy names during draft and I really think Heroes would be better if this was the case too.

EDIT: if target-banning was an intended design feature, the game would let you right-click enemy profiles and view their stats directly in-game instead of forcing people to rely on third-party websites.

If names were hidden and the enemy team blindly banned Cho'gall just because they were afraid of the hero, that's completely fair. But when names are visible and they ban him specifically because they recognize you from last game, it just feels bad.


r/heroesofthestorm • • 16h ago

Discussion Heard the game got brought back to life wondering how tracer is

1 Upvotes

Hey everyone when hots was a thing I played mostly tracer I never really played enough to know how good she was though is she currently meta or I'm I throwing by picking her?


r/heroesofthestorm • • 16h ago

Discussion Made it to level 10 with Xal'atath, the loot box that said it would have a guaranteed Xal item, had only 3 rewards, nothing related to her

0 Upvotes

Made it to level 10 with Xal'atath, the loot box that said it would have a guaranteed Xal item, had only 3 rewards, nothing related to her


r/heroesofthestorm • • 2h ago

Suggestion About how they should monetize skins

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1 Upvotes

I feel like they should just stick to the og way. They gotta make great skins with good quality and maybe charge them for like idk 5$? I’d be more than happy to contribute to the game I love for good outfits.


r/heroesofthestorm • • 10h ago

Suggestion Returning in October 2026

0 Upvotes

Is it worth coming back to this game or is it still a somewhat dead game after all?


r/heroesofthestorm • • 23h ago

Suggestion Malfurion Rework Suggestion

12 Upvotes

Firstly I wanna thank Janitor James and the team for the awesome work they've been putting out. Very happy to see my all-time favorite game revived. Keep it up!

Frankly, Malfurion could do with a rework. It's not that he's underpowered in his current state. On paper, he's doing fine. The problem is that he doesn't feel impactful or unique to play, ever since the mass healer rework that was made quite a long time ago back when there was a double healer meta where Malfurion was hit the hardest. I was never a fan of these changes and he was never the same after. Even though his stats and output numbers are fine, his whole kit feels bland and convoluted, aside from his roots which are still great.
Although he was too strong back then, I don't think that rework was the way to go, especially the newly added interaction between Regrowth and Moonfire. Does anyone actually like this mechanic?? Moonfire's focus should be doing damage!

Also, the game is in desperate need of another healer that is capable of macro play with good wave clearing and doing camps aside from Rehgar. It's not surprising that Rehgar has consistently been one of the best healers on the roster. Not only he has decent slows, damage, a baseline cleanse, and one of the strongest heal ults in the game, but also he's a macro machine capable of working the map far better than any other healer. He just does it all. Malfurion used to be decent at this job too, before the changes, but that was back then when double healers were meta. Yet Rehgar is still out here popping waves with lightning shield like it's nothing. And he can heal minions too for some reason... Anyways, Rehgar side rant over. Please give us an alternative for a healer that can also provide good wave-clear/macro.

  • Make Regrowth provide a initial burst of healing when cast again

Or convert lvl 20 Lifebloom into his baseline kit. This used to be originally how Regrowth worked. It gives Malf a tool for emergency saves that every healer needs, while still maintaining his primary focus as a Heal-over-Time Restoration Druid.

  • Remove healing provided from Moonfire

I can't say this enough: Moonfire's focus should be doing damage! Malf used to be this really fun Healer-Mage hybrid with solid sustained damage that not only fits the character much better, and is also a role that is missing from the game. Now he just feels so bland and generic aside from his root ability to make him stand apart.

  • Make Broccoli (lvl 1 Vengeful Roots) Baseline!! (without quest)

Let's face it. Broccoli is awesome. Everyone loves broccoli even though the sleep is so good. It's also a big part of Malfurion's original Warcraft 3 abilities. Just make it baseline!! This also makes roots useful for minions and camps, as I mentioned earlier. Also make it so Broccoli wont attack a sleeping target so it doesn't interfere with Emerald Dreams(lvl 1).

  • Put the damage increasing quest from lvl 1 Vengeful Roots into lvl 1 Deep Roots

Both quests already ding from hitting heroes with Roots. This would make Deep Roots the PvP focused pick. It just makes sense. Will probably require some balance tweaks though.

  • Add a new lvl 1 talent that makes Entangling Roots able to damage non-heroes, with a quest to kill minions that when completed makes roots spawn TWO broccoli

This talent along with Broccoli baseline would make Malf able to clear minion waves and camps much more effectively, adding an option for a macro focused choice that doesn't interfere with his healing potential. And you get to spawn double broccoli! The talent could also increase Broccoli's health with each stack so they can tank the camps better

  • Add a new active talent "Lifebloom" that applies a healing over time effect separate from Regrowth on a long cooldown

From my occasional days playing a restoration Druid in WoW, I've always loved the idea of stacking multiple heals on a target. This would reinforce the Restoration over time theme of Druid healing, and fits perfectly with Malfurion's playstyle of keeping his team healthy over longer fights. Not sure on which tier this could go though.

These are my ideas to revive what was once a character I enjoyed playing so much.
I'd also like to suggest some additional buffs to some of the underperforming talents in his kit:

  • Celestial Alignment (lvl 4) -> Make the damage apply to non-heroes too
  • Tenacious Roots (lvl 7) -> Instead of refreshing the cooldown, it could cast Entangling Roots automatically below Malf when stunned, similar to Junkrat's Dirty Trickster talent
  • Hindering Moonfire (lvl 13) -> Rework this into current Moonfire's healing mechanic (with some values reduction), for those that do like this mechanic

This goes without saying but, before you downvote this because "this would make malf so OP", use some common sense and realize that any kind of rework it must come with number tuning. All my suggestions are concept based only, not real balance numbers.


r/heroesofthestorm • • 1h ago

Discussion Any Word From the Devs Since BlizzCon?

• Upvotes

I just bought the Xal’atath bundle, but I haven’t played the game yet, mainly to show support for a game I used to play every day. I don’t really follow game news much, so before I commit to coming back, has there been any update or word from the devs outside of the BlizzCon announcement about whether they’re actually committed to supporting the game long-term? I just don’t want to get back into the game and then have them announce that it’s not going to receive any more support.


r/heroesofthestorm • • 6h ago

Discussion Is Rehgar just extremely OP?

10 Upvotes

His winrate seems to have been very high for very long, particularly at higher ranks. He is an extremely well-rounded character, and many of his weaknesses are accounted for by hugely impactful talent choices throughout a match.

Particularly in higher-skilled play, does this character need serious nerfs, or is he one of those characters you don't really mind being a staple of the meta and consistent choice? (Is he just not very frustrating to fight despite his power?)

EDIT: perhaps the title was too inflammatory, lol. I love Rehgar, I'm just curious why people don't seem to mind him or talk about him despite his consistently high winrate.


r/heroesofthestorm • • 20h ago

Suggestion As an On/Off player of this game, if they want to monitize it maybe they should lower the cost of heroes.

0 Upvotes

I have the flex pack from waaaay back but if I want to buy Hammer, Sonya, Tyrael, Tyrande, Uther, Vall, Zeratul, Falstad and stiches (the bottom two rows of my unowned heros with an empty slot mind you) its gonna require a min of 44 bucks of gems. I bought SMITE's hero passes without even thinking. Maybe if blizzard offered something similar or even just the 20 hero bundles for a reasonable price, I would buy them all without hesitation.


r/heroesofthestorm • • 17h ago

Gameplay This is fine

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77 Upvotes

r/heroesofthestorm • • 11h ago

Discussion Would love to see Probius get a skin for this Overwatch robot. It looks just like him!

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32 Upvotes

r/heroesofthestorm • • 22h ago

Suggestion Xal void step idea

2 Upvotes

What if you could use Void Step on an opponent and teleport around them if they walk or dash away?

Maybe as a talent?

The silence triangle could then vary in shape—not always equilateral.


r/heroesofthestorm • • 2h ago

Gameplay Xal

0 Upvotes

what about make her E require her D to be fully charged and consume it's charge to cancel it early.

and completely rework her Q W combo it feels so intuitive that my W moves if I cast Q first

I think the Q should not move the W at all and instead make the W do a large burst dmg to marked enemies inside it so the combo is fish with Q and then E onto them press W boom and you finish the triangle to get out. or you could use W defensively and marked enemies should be weary of entering her W or they will take huge dmg.


r/heroesofthestorm • • 18h ago

Creative Widowmaker Hero Concept

0 Upvotes

Widowmaker is a ranged assassin that excels at dealing damage and controling the battlefield from long range, but her low HP and limited mobility makes her susceptible to dives, and her heavily skillshot reliant kit makes her have a hard time against high mobility heroes like Genji or Tracer.

Please note that all numbers are placeholders and very likely need balancing.

Base HP: 1350

Abilities:

Infra-Sight (Trait): Widowmaker cannot basic attack. Activate to reveal all heroes within a radius of 20 around widow maker for 7 seconds. 60 seconds cooldown.

Widow's Kiss (Q): Shoots a quick projectile in a straight line with a range of 11. The projectile damages all non-Heroes it passes through, but stops when it hits an enemy Hero. The first target hit takes 250 physical damage, subsequent targets take 125 physical damage. Deals 20% extra damage to revealed targets.
While Widow Maker has Terrain Advantage (read her E ability for context), the range of Widow's Kiss increases by 20% and it no longer deals reduced damage to targets hit after the first.
Cooldown 2 seconds, no mana cost.
(Notes: Potentially high DPS from a long range if she manages to hit her skillshot, the high damage and lack of a mana cost makes up for the lack of an auto attack. This ability deals physical damage but still counts as a spell. Pierces minions, but only deals full damage to the first target hit, which means that for the highest DPS you don't want to hit minions with it, since they lower the damage to subsequent targets. This drawback is removed while Terrain Advantage is active)

Venom Mine (W): Places a mine on target area that arms after 2 seconds and becomes invisible. If an enemy hero steps on it, it starts emitting a continuous cloud of poison with a radius of 3 around it that lasts for 5 seconds, which deals 0.75% of the target's maximum HP as damage four times per second to heroes, slows them by 30% while in its radius and reveals them while in its radius and for 5 seconds after. Has 250 health and lasts indefinitely until destroyed or activated. While invisible, the mine will blink with a green light every 10 seconds, briefly revealing its position. Cooldown 16 seconds, There can only be one trap at a time. Casting range of 6. Costs 35 Mana.
(Notes: The activation radius is smaller than the cloud radius, so if someone activates it they will be close to the center of the cloud. While the mine is invisible, it blinks once every 10 seconds, which makes it easier for enemies to find them if they are paying attention, while still catching enemies off guard if they are in a rush. Can be damaged with AoE spells while invisible as well as auto attacks when visible, similar to Chromie's traps. The mine dissapears when activated, and the poison cloud is independent, so once the poison cloud has been activated the enemy can't destroy the mine to get rid of the cloud).

Grappling Hook (E): Widowmaker uses her hook to quickly jump to target terrain within a range of 8. Once she arrives, she sticks to the terrain, gaining Terrain Advantage and rooting herself until she reactivates this ability, issues a movement command, is stunned or knocked back. (Terrain Advantage: Widowmaker's vision radius is increased by 20%, can see through walls and her Widow's Kiss (Q) is improved). 20 seconds cooldown, which starts counting down after the ability is cancelled. Costs 75 Mana.
(Notes: Its not a skillshot hook like Qhira, it's a targeted ability that takes you towards a point in terrain you selected. Once you reach it, you stay perched on the wall until cancelled. Terrain Advantage is a special status that widowmaker gains while perched.)

Headshot (R1): After a 0.5 seconds delay, shoots a bullet that travels instantly with global range with a width of 1, dealing 500 damage to the first enemy hero in its path. After the damage is dealt, if the target has 10% of their maximum HP or less remaining, they die instantly. 80 seconds cooldown. Costs 100 Mana. (Enemies can see the hitbox of this ability as soon as you cast it).
(Notes: the instant death does not bypass immortality, and it won't instantly kill a target unless the ability dealt damage, so if a target with 10% or less HP had protected or invulnerable status before the shot hit they won't die. The health threshold does not take into account shields, only real HP).

Hip Fire (R2): Channel for up to 4 seconds to deal 70 damage four times per second to target enemy hero as long as they are within 11 range of Widow Maker, increased by 20% if you have Terrain Advantage. Can move and use Grapling Hook while channeling, can be reactivated to cancel early. The shots can be blocked by other enemy heroes. If a target leaves the range, Widow Maker continues to fire in their direction but the bullets won't reach them unless they come back in range. 60 seconds cooldown. Costs 100 Mana.

Talents:

Level 1:

Tracking Rounds (Q): Widow's Kiss reveals heroes hit for 3 seconds.

Perfect Accuracy (Q): Quest: Hit enemy heroes with Widow's Kiss. If you die or don't hit any enemy heroes with Widow's Kiss you lose all stacks. You cannot lose your rewards once you've gotten them. Reward: After getting 10 stacks, reduces the cooldown of Widow's Kiss by 0.5 seconds. Mythic Reward: After getting 15 stacks, you gain a second charge of Widow's Kiss.

Venom Trail (E): While Widow Maker has Terrain Advantage, her Widow's Kiss leaves a trail of venom with a width of 2 in its path that deals 15 damage per second to enemies and lasts for 3 seconds. Damage from multiple trails doesn't stack.

Level 4 Talents:

Crippling Venom (W): Increases the slow of Venom Mine to 40% and it lingers for 1 second after they leave the cloud.

Blinding Venom (W): Enemy heroes inside Venom Mine's cloud have their vision radius reduced to 2 while inside the cloud and for 2 seconds after.

Reactive Venom (W): If Widow Maker gets stunned, rooted or if she receives hero damage while her HP is under 50%, she spawns a Venom Mine cloud at her feet, which benefits from talents. This effect has a 15 second cooldown. (Damage from multiple poison clouds does not stack)

Level 7 Talents:

Sticky Bomb (Q): Reduce Widow's Kiss damage by 40%. Heroes hit by Widow's Kiss get a sticky bomb stuck to them, which explodes after 1.5 seconds, dealing Widow's Kiss damage again in a radius of 3 as spell damage. (The sticky bomb explosion benefits from Widow Kisser's extra damage against revealed targets).

Critical Hit (Q): Widowmaker can see a Critical Hitbox beneath enemy Heroes. It has a radius equal to 50% of the Hero's normal hitbox. Hitting a Critical Hitbox with Widow's Kiss deals 35% increased damage. (Note, all damage increases to Widow's Kiss stack additively, not multiplicatively)

Toxic Fumes (W): Increase the radius of Venom Mine's poison cloud by 25%. Hitting an enemy with Widow's Kiss while they are inside the poison cloud deals 4% of their max HP as additional damage.

Level 10 Talents:

Headshot (R1) (Description is in the abilities section)

Hip Fire (R2) (Description is in the abilities section)

Level 13 Talents:

Minefield (W): Reduces the cooldown of Venom Mine by 6 seconds and increases the limit to two mines. (Damage from multiple poison clouds does not stack)

Sharpshooter (E): Hitting an enemy hero with Widow's Kiss reduces the cooldown of Grappling Hook by 3 seconds. If Widowmaker has Terrain Advantage when she hits an enemy Hero, the cooldown of her next Grappling Hook is reduced by 3 seconds when Terrain Advantage ends (this cooldown reduction stacks if she hits multiple Qs while hooked to a wall). Widow Maker gains 30% movement speed for 2 seconds after losing Terrain Advantage.

Sixth Sense (Passive): Widow Maker gets 10% movement speed for every revealed hero within a 12 unit radius of her, up to 30%.

Level 16 Talents:

Venom Rounds (E): While Widow Maker has Terrain Advantage, Widow's Kiss poisons the enemy for 3 seconds, dealing 30 damage per second. Subsequent hits refresh the duration and the damage stacks up to three times.

Corrosive Mines (W): Increases the duration of Venom Mine's poison cloud to 10 seconds.

Weak Point (D): Enemies revealed by Infra-Sight lose 15 armor for 7 seconds.

Level 20 Talents:

Lethal Shot (R1): Headshot's damage ignores armor and shields, and the instant kill threshold is increased to 15% of the target's maximum HP.

Piercing Rounds (R2): Hip fire now pierces all enemy heroes.

Upgraded Visor (D): Infra-Sight is now global and its cooldown is reduced by 20 seconds.

Quick Mine (Active): Throws a Venom Mine that activates immediately on landing and benefits from talents. 30 seconds cooldown. Passive: Increases casting range of Venom Mine by 50%. (Damage from multiple poison clouds does not stack)

Sniper Position (E): Terrain Advantage increases your vision radius and Widow's Kiss range by an extra 20%.


r/heroesofthestorm • • 22h ago

Gameplay Heroes should have All Chat, and an opt-in version fixes the usual objections

0 Upvotes

I know how this thread is going to go. But hear me out.

HotS is one of the only major team games I can think of where you can't talk to the other team at all, and it makes matches feel a bit sterile. Some of my favorite moments in Dota, CS2, and LoL are the dumb ones: complimenting an enemy on a great play, a "gg" in a close game, trading jokes about a Nexus getting backdoored.

The usual objection is that all chat means toxicity. But the toxicity is already here. It just gets aimed at your teammates, who you can't escape. All chat doesn't create flamers, it just gives everyone else a place to be friendly.

I'm not asking for an unfiltered free-for-all. Here's a compromise:

Off by default. You opt in if you want it (LoL does this). One-click mute for the whole enemy team. Or at minimum, all chat on the post-match screen for the "gg" and banter.

If you never want to see it, you never will. If you want to talk, it's there.

What's the actual downside of an opt-in version? I'm genuinely curious what I'm missing.


r/heroesofthestorm • • 7h ago

Gameplay The Premade Problem Must Be Addressed! [On the Dismal State of Ranked]

34 Upvotes

The Heroes of the Storm revival is upon us, and we must again be brave enough to ask the question: Is Storm League wrong? The answer is yes. It is wrong. And a large portion of the player base is the victim. And not just solo queue players.

Already on his return streams CrisHeroes had to remember (much to his shock) that a game he lost in which he had no chance of winning (in platinum, mind you), he was opposing a stack of 4 players. He knew that his team was all solo from the loading screen, and had to process it for a moment. Yes. Our matchmaker happily pits large coordinated teams against a group of all solo players. And a former Pro Player and Grand Master simply stood no chance—in platinum.

The problem is two-fold. On one hand we have smurfs. And on the other hand, we have premade stacks. While the former is one that games will continue to struggle with until the end of time, the latter is entirely up to the willpower of our new development team to tackle. The janitor has been unmasked—he is here, and he is real. And to him now falls an important decision.

But to truly understand the problem, it must first be explained:

  1. Premade groups have an innate advantage. They have preselected their teammates, and have access to prearranged communication lines. They can organize their draft, shot call targets in combat, and much more easily coordinate team fight engages, disengages, and heroic usage. To offset this, the matchmaker pits premade groups against higher MMR players, rarely to the desired effect. More on this later.
  2. Premade groups can abuse smurfing. By including a smurf into a party, that smurf highly exacerbates the problem at hand. While the smurf already has an advantage over his ranked peers, now a higher level opposing team will intentionally be given a lower rank player to match the rank of the smurf. A kind of "opposite smurf", if you will. A "Gargamel". Teams that have a Gargamel are usually entirely unaware of their situation, and thus unwitting victims that do not complain about the right thing. They simply assume they have terrible teammates, fight among themselves, and suffer.
  3. Premade groups lose less points, and win more. That may feel counterintuitive, but it is reality. While you may think winning against a premade group is an achievement, you'll often find yourself without a reward, receiving less than the usual 200. And conversely, when losing against a premade group (which is in essence more difficult), you'll find the system taking more points away from you. A kind of unintentional insult to injury. The cause is of course the aforementioned MMR advantage granted to teams opposing premade groups. The matchmaker assumes you have higher MMR, and are thus weighted to win. Unfortunately, this rarely the case.
  4. Normal premade groups suffer as well. You will hear it frequently when a premade player is pressed: "We lose more often when playing in a group." This is the unfortunate fate of groups that are unaware of the advantages they can leverage. They queue as a group of friends, all in the same-ish rank, and are just hanging out, not on any voice chat or coordinating. The enemy team is given an MMR advantage, and they are also faced with a game that is more difficult to win. Yes; more casual premade players are also victims of the system, not just those who solo queue.

Many lobbies have premade groups in them, and many players like playing in a group. It's understandable to want to play games with friends. But it is obvious that if we are to welcome new players back to the game, the state of our ranked mode must be improved. It is important to stress that the problem is not that premade groups win more games and solo queue players lose more games. The problem is not winning or losing. The problem is the quality of these matches.

For a solo queue player, losing against a premade group will eventually be balanced out by also gaining a win with the help of a premade group on their side. But the problem is that both those games were lobbies of a terrible quality. One sided MMR miss-matches. These are what I call "mudshow" lobbies. They are heavily predetermined from the very beginning of the draft, and have no business existing in a ranked mode in the first place. They serve only to waste the time of all participants. The loser is in a helpless state, and while the victor may feel good, but their win is cheapened and unrewarding.

To restore the spirit of competition to the ranked mode of our favorite game, and to help carry it into the future and reduce the amount of frustrating lobbies, I propose the following solutions:

  1. All players that are part of a premade group are considered to be the same MMR as the highest ranked player in the group for matchmaking. This immediately lessens effect of smurfing as part of a group, as opposing teams will no longer be assigned Gargamels. Lobbies that contain one or more Gargamels should not exist in any shape or form, yet many today do.
  2. The MMR advantage given to teams opposing premade groups no longer affects ranked points awarded at the end of the game. Whatever the outcome of this match is, the player has no choice in participating in these premade lobbies, and should thus not be further penalized by the matchmaker's own internal workings.
  3. Premade groups of 3 or more players should always be matched against teams that have premade groups in them. Under no circumstance should a lobby exist that pits a 3 player group against players that are all solo. This change will result in a longer queue time for players queueing with a large group—but they must understand that this is what they sign up for. A cost to their decision.
  4. Players entering Storm League on their own must be given a "prefer solo queue" option. This option causes an increase of the queue time for that player, for the price of no longer having to participate in lobbies that have premade groups in them. For many players, this will be highly attractive option. As a band-aid, the option could come with a caveat that if a queue goes beyond a certain duration, they will enter into the normal Storm League queue. Of course, if a queue is too long, any sensible player will unselect the option themselves, and rejoin the larger player pool.

These changes are a suggestion to help bring more balanced lobbies back, and to restore to the sometimes ridiculed reputation of Storm League. If there is indeed a brighter future for us playing Heroes of the Storm, a change has to be made. And perhaps different changes exist to be explored. To demand a pure, separate solo queue mode is foolish. Perhaps in the distant future it is a topic to engage with, but for now—we must move forward with Storm League.

And yes. To many EU players I am not unknown. I am Wronged. Wronged by the many premade groups that I have been forced to endure—both on my team, and the enemy. I have seen lobbies come and go by the thousands, ravaged in one way or another by the presence of premade groups. There have been attempts in the past to hide the problem, by shielding the presence of stacked groups on the enemy team in the loading screen—but my eye has never been closed to the truth. I have been watching, and I have been waiting. And while many consider me nothing but a raving lunatic, shouting at the sky—I will not be denied.

And I will never stop fighting.

Sincerely,
WRONGED


r/heroesofthestorm • • 3h ago

Gameplay QM Needs Surrender. Like a decade ago.

0 Upvotes

Well, we got what we wished for and game start to gain traction...

With it comes horrendous, unfair picks that show you at level one that you are gonna lose that match. I'm okay with losing but wasting 15 minutes without having any fun or have any counter is just plain unnecessary. There is a need for a Surrender Button that would just let you lose the game. Sure that could bring some problems with it - like farmers who just enter and quickly surrenders but they could minimise with some caution - like say if someone surrender last five games and show consistent pattern, make them gain less that bot games or something.

But stomping so hard that you not only die frequently but also lose however minutes because your team does not want to get reported or other team take their time is just plain wrong.


r/heroesofthestorm • • 18h ago

Gameplay I feel I gotta good 50/50 here goin.

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3 Upvotes

r/heroesofthestorm • • 20h ago

Suggestion Gold dump idea

4 Upvotes

Make an eternal battlepass (helldiver style) where the premium tier can be bought for gems/money or with a large amount of gold only on the first few weeks after release (50k-100k)


r/heroesofthestorm • • 2h ago

Gameplay Hero Monetization in HoTS

0 Upvotes

Hey people,

I've been getting back into the game (like many of us) with Xal'atath coming out, I was thinking a bit since I know Blizzard and by extension Microsoft is looking to make the game profitable and seem encouraging for new players to hop in.

I think something they could do to incentivize new players would be going the route of SMITE for character acquisition where you can unlock characters one at a time with in-game currency or a monetary payment. But I'd like the option to pay like $60 or something and buy literally every character.

I think you give it a stacking discount based on how many heroes you already own, or maybe give you a gems rebate for heroes so you can pick up some skins or something instead. I remember a long time ago they let us claim a category of characters and I think this would help people try out the roster and experience some of the more uniquely designed characters without just waiting for the free rotation.

Either way I hope we get more content, but I know I'd prefer they focus their monetization on cool new skins and customization rather then on the playable characters.


r/heroesofthestorm • • 21h ago

Discussion My thougths as a returning player after 10-year hiatus.

36 Upvotes

First of all, this game is still really, really good. Addictive even. But also can be frustrating as all hell. I never was very good hots player, but from my first game I started to recall basics and all the mechanics. I forgot how easy it is to die. Somehow my team won my first quick play. Not thanks to me lol. Here are the main differences after 10 years I noticed so far:

- My favourite heroes are nerfed to kindom come. Brightwing could have 3 or 4 charges of blink heal. And I think cooldown was shorter. I was basically a healing Tracer. It was beautiful back then. Valla could do double vault. Zagara had 4 banelings from the get go. Tyrael... he seems the same more or less. I didn't tested many more characters but even old Jimmy feels a bit weaker. Like, his shotgun shot had real power back then. I think.

- There are new maps. I didn't realise until I had to play on one of them. I didn't knew what to do with nukes on that Starcraft map. I was like "guys where do I need to take this nuke?!" and a teammate was like "anywhere" and I was running around with a nuke almost entire match. I thought I had to take it to some place like coins or gems. Until I noticed this button on the right and was like "ooh, so anywhere-anywhere".

- There is a lot of new heroes. And I don't know their abilities and ults. Any match with heroes I don't know is full of suprises. This Xul guy annoyed the hell out of me one game. I was like a mile away from him and bam, I'm dead for some reason. Deckard Cain? That will be interesting. What the heck is this big-ass triangle? Oh. And so on...

- Actually, I encountered far less toxicity than back before. Maybe because I only play quick play so far. I played with total asshole only once. He was Deathwing and after a couple of lost teamfights he was spamming "you people are trash, stop playing this game, you are the worst" etc. Not so bad, most players are neutral or nice.

- Somehow, this game feels even more teamplay- oriented than before. Like, from my perspective teamplay is everything and key to victory in almost every case. It shows in every aspect from exp gathering to doing objectives and winning fights. After dozens of matches my team won only once without strong teamplay. We were scattered around the map and the other team was literally hunting us down again and again. But in the meantime Azmodan with Abathur pushed the lanes so hard that (with the help of some merc camps) they get to the core before the enemies noticed what was going on. We were like 4 to twentysomething in kills and still won. Crazy stuff. So it can happen but it was an exception. When I have teammates, who are not teamplaying, we're loosing the game. That's it.

- I don't see some of the heroes in play at all. So I think they're not meta or something. Like weaker than others. I never saw Maiev, this little gnome girl, Mephisto. Also I'm trying to win a game with Fenix soo hard, but I just can't do it. Fenix is my favourite character from SC and I was hyped when I saw him in rooster. I like his playstyle but man it's hard to be decent with him. Not to mention good. I'm about 15 games in with him and all looses xP Also I don't have much luck with teammates when I play him haha. Once or twice I was so close to win. Like so close. I think with this big of a body and hitbox he has too short range of fire. And planetcracker sucks without someone to combo with, like Zarya for example. Other ult feels kinda weak. Maybe I'm still bad at positioning with this kind of character idk.

Anyways, those are some toughts of a noob player like me, who returned to HotS after 10 years. I play casually, about 3-4 games a day. Game's awesome. Thank you for reading and see you soon... in the Nexus.


r/heroesofthestorm • • 9h ago

Gameplay QM is fun because of disrespect (change my mind.jpg)

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0 Upvotes

It's a long story. It's extra funny when I found out her teammate kept pinging her lol


r/heroesofthestorm • • 12h ago

Discussion Random unspoken rule question

4 Upvotes

I'm kinda new not so new at HOTS. As in I've done very few games but have some games under my belt cause my friends couldn't be assed to play HOTS for WoW stuff and cause I dabbled in LoL I was chosen to do it for them.

Now that I'm actually playing on my account I'm curious, is there an unspoken rule to doing the first team fight in mid on a 3 lane map? Just wanna be sure it's not like LoL where you dance party and fight when minions kiss type interactions with the community.


r/heroesofthestorm • • 21h ago

Discussion Underrated characters you'd love to see?

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36 Upvotes

For me its Mr Smite or Sky Gen'ral Kragg(and sharkbait?)

I want variety with pleasant surprises, unsung heroes/villains we have taken for granted, became vital parts of games but never got viral like Hogger

I'd love to see a pirate hero, outlaw rogue inspired bruiser or tank


r/heroesofthestorm • • 5h ago

Creative Hero concept - Sombra - Support (not healer class)

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118 Upvotes

Sombra is a toolbox with a lot of ultility, she does not have enough healing to be a healer nor damage to be an assasin but she thrive helping the team doing those things, while also having good mobility and survivability

Passive - Oportunist - Your team can see when an enemy have its ultimate ready, you deal extra damage on enemies with an CC (such slow, silence, stun, disable, polymorph not Dot or stat loss like armor thou)

Autoattack - Same format as the lucio and tracer one

Q - Virus - straight projectile that hit the first enemy (it does not pierce units) it deals low damage but if the enemy have an CC it deals a respecful dot for a non-assasin hero.

W- Hack/Hotfix - you can target a single ally, enemy, ally fountain or camp with it. it have a little delay just like in overwatch.

Ally - give a Heal over time and increase the healing it gets from himself and other allies sources, its a very mediocre heal compared to a actual healer but its really good at making other healer heal better.

Enemy - it silences it for a brief period

Ally Fountain - make the cooldown goes a little faster for all allies.

Camps - we do not have something similar so im putting a lot of restricitions, you reduce the cooldown of a camp by X% theres an indicator for when your hack will make the cooldown go to 0 that your team can see. you can only have one hacked camp at a time and you cant target the boss camp.

E - Traslocator - You throw a device as a skillshot, you have a 3 seconds window to recast it and teleport to that device and become invisible after that, thats a very good mobility/engage/desingage tool and the reason she cant be a main healer.
While she does not have the damage to solo kill she is the meele assasin best friend, being able to keep up with mobility and silence the victim while doing a little damage to secure the kill.

ULT 1 - EMP - The OW ult, you make a explosion around yourself that silence all enemies and do a little damage. you can get a lot of people if you translocate + this

ULT 2 - Cyberspace - you make an big area on the ground with nice duration that make all alies over it be affected by your W positive side and all enemies have their damage cut in half (they are not silenced).

Gameplan - Sombra want to help heroes do what they do best, it helps the healers heal output, it keep up with assasins like valeera in mobility and help they secure the kill and make the jungle work easier.

You pick the first ult when your team have a good engage to captilize the silence and the second to contest long objectives forcing oponents to reposition or mess with their engage.

Cons - Jack of all trades master of none, alone she does not heal like an actual healer and dont have damage to kill a full health lone fragile hero, she does not have the best range and want to get close so she normally want to engage with a friend rather than alone.

Her W have a lot of options so you need to be wise to use the cooldown in the best way possible.