RIOT Has Nothing to Worry About Blizzard's "Heroes of the Storm"...
...because it is /EPICFAIL from the start and not going anywhere. Not only does it fail to execute new MOBA concepts as intended by Blizzard: It takes all the bad stuff that people QQ about in LOL and magnifies them 1000x. Want to escape ELO Hell? GL with Team Experience. Got AFK? GL going 4v5 with 1/5 of EXP going into a Black Hole. Strategic Diversity/Counterplay? Does that even exist in HOTS?.
Once you spent some time playing HOTS you will quickly remember Why you Appreciate LoL.
EDIT: HoTS Launched Today (June 2, 2015): Are we all still here? Yes good carry on then...
The following is a summary of exactly WTF I am talking about:
1 PVE Objective "FTW":
People who complain about there being "Too much PvE in their PvP Game" where it be LoL or otherwise... will have it magnified 1000x fold if not more for HOTS.
HOTS is almost entirely a PvE game with PvP mixed in. The objectives, which vary by map, not only provide for a confusing strategy but one that requires heavy focus on the PvE map/micro objectives. In LoL for example; there only a handful of PvE objectives (outside of the "Jungler role"), they are clearly identifiable (BN/Dragon), and generally only have "OP" or otherwise significant consequence late game (as to prevent games from going on forever especially LCS ones).
Whereas in HOTS you have to constantly manage various PvE objectives the entire game. Not to mention the Minions are far more OP even at higher levels (they cannot simply be wave cleared easily). IN HOTS the goal is simply to kite the enemy around long enough while you cap enough PvE objectives in order to unlock a mapwide OP status ("Legendary Objective") and win: You don't have to be the best PvP team or even be able to beat your enemy in the field. Nor does getting "ACE'd" in LoL terms even have significant consequence especially if you pushed the PvE objectives. The structures in HOTS have massive health and some with shields, that even at full power, take time (such as the Nexus) to knock down.
2 "Team Experience":
If you thought "ELO HELL" or AFKers were bad for "Player Experience" in LoL: Just wait until you play HOTS.
Sounds like a good idea right? Wrong again. It basically takes away power from skilled players and dumps it to everyone else. Thus if you are trying to carry your team: Your efforts will likely be wasted because you won't ever be able to get massively OP vs the enemy. If your team feeds like no tomorrow your efforts won't overcome this. In addition: Given the average effect of this will result in neither team will get very far ahead of the other in most matches thus rewarding passive gameplay.
Not to mention AFKers: IF you though AFK was bad in LoL just wait until 1/5 of your teams EXP is dumped into an offline player. Now you will be behind in levels AND in Power. *Not to mention that if you DC an AI bot takes control of your character until you return: Reclogging into the game takes far longer then LoL * And of course this bot spends your talents for you... thus if you do return you left with a messed up strategy.
Given that this game is PvE focused: The Team EXP also just rewards who can outfarm the PvE objectives faster because the reward for killing players is not worth the effort. Why go in a teamfight and come out with losses when you can just run around the map, quickly fighting the scores of PvE targets? It is like if LoL's jungle became the primary EXP source for a team.
Also, another overlooked consideration is counterplay to skilled players. Because you can no longer "target" a player who is getting ahead to shut him down, higher skilled players can easily just go in, burst their way to glory, die, and still result in winning a battle and level race even if they die. And they will still get the follow up EXP from the hordes of PvE objectives the remaining team gets out of the effort thus just making them more OP. If your in a match with vs a high MMR (or hidden one) they will just dominate a match even more.
3 "Talents":
If you wanted an alternative game to LoL that rewarded strategic knowledge about the game: HOTS just gives you a "dumbed-down casual" version of a MOBA that doesn't reward intelligent gameplay.
HOTS has no items. Which means you are locked into the playstyle that Blizzard wants for you for that particular champion. Also without any items in this game (or in-match gold to use to buy with) there isn't any statistics buidup, nor true counterplay. Although there are various talents for each champions: IN most cases there is only one proper build for any situation +few optional components (such as which ultimate to unlock) that is more about player preference then any possible counterplay.
VS tanky team and want Armor Pen? Nope, you cannot have that. Want "strategic diversity" items such as
or build defensive items such as
to counter certain enemy skills? No again. Some HOTS fanboys may try to argue that there is "counterplay" with the talents... alas if you actually do your research you will find this to be a false case. Furthermore, since talents appear to be "locked" in or otherwise unchangeable I fail to see how anything can be countered either.
4 "Gold Grinder/Pay-to-Win":
Unless you have "no-life" and can play forever: You are going to be Griefed into Grinding forever simply to unlock (a single) champion not to mention enough to be competitive or otherwise have a full understanding of gameplay.
Currently as it stands you either have to grind like crazy at from the start of the game in order to get gold just to buy your first champion, or pay real currency (which you can now even in a beta) in order to advance. As you may know in LoL if you are new player you have a set of 10 (such as
) that are permantally unlocked until you start to level up/buy champions. Then you get dumped into the set of rotating weekly champions.
Currently in HOTS: You can only play what is free that week. BTW did I mention you have to level up characters in addition to your own levels before you can use all their talent upgrades? That means that unless you spend lots of time in a 1-week period to unlock as many as you can (which probably will be 1-2 at most) you will be forced to play new champions every time you login for awhile. For New players to the MOBA game especially this just makes an unfamiliar playstyle become even more hard: RIOT refers to this concept as "On-Boarding".
The game makes you Asian-grind level just to unlock a single champion... and good luck if you want to unlock just one for each role as well. Unlike RIOT which make its profit and price points around the skins which are purely optional: HOTS basically /grief your way into giving up and paying for things with USD that you may not even want in the end.
5 "Map Matchmaking ???":
Imagine LoL whereas when you queried for a mode you wouldn't know whether you are going to be playing Summoner's Rift, Crystal Scar, Howling, Twisted. Welcome to HOTS.
Although one could claim that most of the maps have same underlying concepts... in reality they are completely different from one each other, requiring different use of the overwhelming PvE mechanics; of course some champions are better suited for some types then others, and lastly I fail to understand how competitive PvP could even operate with this concept. Not to mention at moment... there is no "custom game lobby", nor spectator mode, so your basically on your own for now (not including the spam-filled "general channel" (WoW's /1)).
6 "E-Sports Potential":
Blizzard has continuously failed to make headway into E-Sports... and HOTS is not going to save them this time.
For the various reasons above, and simply given its undefined state as is, it is unlikely that skilled professional teams will even waste time with HOTS. Of course... all of the "LCS Washouts" who fail to qualify for LCS or otherwise no chance with Worlds will find something else to "Fail Their Way Up". Alas good luck getting anyone worth watching to play HOTS.
That of course... won't stop Blizzard with its Horde of $$$ to promote it as long as they want in Blizcon and otherwise. Just because you hold lots of random tournaments doesn't make your game a "E-Sport" worth watching. Nor does it create the very dedicated (and mostly so "watchable") staff, shoutcasters, stages, and production value, to enjoy the game.
7 "Lore":
.................................................
Lastly; for anyone here who still cares about LORE of course (the few, the proud) the suggestion that historical Blizzard characters are just randomly thrown into another "Nexus" universe requires that all preexisting lore of Blizzard games to be broken. Of course "nobody cares about lore anymore" so why should you care? Well with that attitude: Why aren't you playing DOTA?
These issues as presented demonstrate core issues with HOTS that cannot be undone in any due time, are effectively exclusive to HOTS, and will prevent HOTS from ever being any significant rival to LoL. And because we all know nobody in video game industry has bigger EGO then Blizzard (just go to a Blizcon plz and watch them talk) settling for "second-best" is automatically a /EPICFAIL for them.
If you spent time in HOTS: You will quickly remember why LoL is such a good game, even with all its issues and otherwise. At least there is an army of RIOTERs trying (minus RIOT's "Fearless" of course:) ) to make the game as best at can be... free from excessive egotism and generally (alas not always of course (I am looking at you
)) skilled at provided a balanced, logical, fun; and for E-sports mostly importantly, watchable game.
Alas... for all the trashy threads in here
about "balance" or otherwise in LoL: Be grateful you're not mixed up with the /EPICFAIL game Heroes of the Storm.
Indeed it is so...