Why would more than one standard map be a bad thing? HotS has dozens of maps.

darkdill··1 votes·316 views

Can someone explain why League's design philosophy doesn't accommodate as well for multiple maps as Heroes of the Storm? It's not a super-easy thing to wrap your head around.

(I mean in terms of 5v5 non-ARAM maps)

1 Comments

aCup of Tea1 votes

Both games have different designs that's probably why.

Hots was designed to be a game which depends on various maps and utilities of these maps while LoL was designed to be played mostly on one map (same with Dota, Dota 2, Smite - here are some exceptions but still the same category).

Balance of LoL is around items, timings (basically if yo uget ahead opponents can itemize, use objective control, ..., but mostly itemize), csing. Hots is balanced around map variations, champion variations (some are better on specific maps than other), if you are behind in hots you go for objectives and try to use them for team fights or getting back at the enemy.

Hots came later trying to create a new hole in the generic moba plane (and I think successfully). Both games are pretty fun and quite different.

If you use multiple maps and separate queues you dilute palyer base for every map, you will have maps that are more popular thus having more players queued than other. Be it one queue with multiple maps or multiple queues you still have to deal with items and balancing them together with champions.

TL;DR; Well, basically one game is balanced around a large number of items and champions on one map while the other considers maps as part of the balance options but not going that deep with items (sure it has perk system but it's champion specific).

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