Today in OWL – Stage 2 W3D4

This week has been absolutely filled with exciting games and fresh upsets between some of the mid tier teams. If you haven’t been keeping up with the competition, I highly recommend going back and watching the second round of #BattleForLA on Wednesday and the Philadelphia games against Seoul and New York.

The biggest trend we’re seeing in Stage 2 has definitely been Tracer playing a central role in team strategies. Teams with good Tracer players are starting to pull far ahead of the rest of the pack while teams with mediocre Tracers are slowly falling behind. For instance, The Los Angeles Valiant absolutely dominated Houston on Thursday with Soon’s pristine Tracer play, and Philadelphia’s Carpe went blow for blow with Seoul’s Munchkin and New York’s Saebyeolbe. San Francisco’s Danteh also played an insane Tracer against Dallas, scoring an insane 27 kill streak and 50% of all the Shock’s final blows. Even Florida, with the plethora of problems they have with their supports, had a really good set against Houston due to the prowess of Logix.

It’s becoming clear that every team needs a top quality Tracer player. Every kill matters more without the Mercy resurrects coming through, and no one picks off heroes better than Tracer. Houston and Dallas in particular have been struggling. They’ve tried sticking to their guns (pun intended) and continuing to run deathball-style compositions to make up for their struggling Tracer players, but it’s just not working. We’ll have to see how the rest of the stage pans out, but for now, you can bet that whichever team has the better Tracer wins.

The series today are:

  • London Spitfire vs Los Angeles Gladiators
  • New York Excelsior vs San Francisco Shock
  • Florida Mayhem vs Dallas Fuel

How Good Are the Gladiators? – London vs Los Angeles Gladiators

The Gladiators have been a fairly strong if not consistent team in the Overwatch League, but they’ve never really had the breakout success of Philadelphia, Houston, or even Boston, which makes it quite difficult to pin them down. Lifetime, they have a record of 1-11 against Korean teams, and they’ve yet to face off against London, which is arguably the strongest one. When you take into account their mixed success against even the non-Korean teams, it’s almost impossible to figure out if they’re “good” based on numbers alone.

Earlier this week, I wrote that the Gladiators managed to find some success of the back of their secret weapon, Fissure. During the rise of Fissure, it seems Hydration, Asher, and Bischu have also stepped up their game within the last week, and that may be the tipping point for them. But is Asher good enough to take on Birdring and Profit? I’m not so sure. As much as I would like to cheer on the Gladiators (#SHIELDSUP), it’d be foolish to bet against London at this point in time: 4-0 London.

First Up – New York vs San Francisco

San Francisco is another team that’s difficult to rate. On good days, the DPS duo of Danteh and Babybay can look indomitable. On others…not so much. The Shock have an insanely wide hero pool and tons of compositional flexibility, but in their case, it might be more important to dig deep than wide. The results are stacked against them. Along with Florida and Dallas (and Shanghai, of course), San Francisco has one of the worst records in the league, and even though they’ve shown small glimmers of talent, it hasn’t turned to gold.

Interestingly enough, San Francisco has only played against one Korean team (twice) due to the format of the league, and since the Koreans are basically the overlords of Overwatch, the Shock has been largely untested. Both their series against Seoul were fairly one-sided but with a few outstanding rounds. London and New York are different beasts. New York has proven time and time again that they are the most flexible team in the league. It’s almost as if they’re always two steps ahead of their opponents in the game of compositional chess and strategic thinking. If San Francisco has scored a few upsets in the past due to some clever hero swaps and brilliant tactical play, they’re in for a surprise against New York. As well as New York has been playing, it would be insane to expect anything less than a 4-0 from them.

A Beautiful Mess – Florida vs Dallas

Oh god, where to begin with this matchup? Florida and Dallas are both the biggest trainwrecks of the league (except of course, as always, the Shanghai Dragons), so this matchup is essentially the junction of two massive disappointments…? It feels wrong to speak so badly of both teams, but there’s no doubt that they haven’t lived up to expectations.

Dallas is formerly the single most successful foreign Overwatch team prior to the Overwatch League. Team EnVyUs dominated the west for close to a year then went to Korea, competed in APEX, and brought half the league to its knees. It was impossible to topple Lunatic-Hai (now Seoul Dynasty) from their perch, but they gave everyone else a good run for their money. So it’s no wonder that all eyes were on Dallas in the Overwatch League, and I think that many people were expecting far different results from the fan-favorite team. However, from the very beginning, they have been failed to live up to the hype surrounding them. Their play has been inconsistent at best, and their roster has experienced multiple penalties for poor behavior. xQc alone has spent more than half of the Inaugural Season on the bench due to disciplinary actions of the league and Dallas.

Florida, on the other hand, is the remnant of Misfits. They don’t necessarily have the same legacy as EnVy or Rogue, but they were still very much contenders for second best non-Korean team before the Overwatch League began. Logix and TviQ were legendary in their time, but as assassins on the Mayhem, they have failed to match up with the insane level of DPS play in the rest of the league. Florida also has severe issues with their tank/support coordination which prevent them from capitalizing on even the best plays from their DPS duo. All in all, they have a ton of potential, but their performance in the Overwatch League has been nothing greater than underwhelming.

That’s what makes this match interesting though. So many things can go wrong. The result of random tilting, poor decision making, or mechanical errors could change the course of a game drastically at every turn. It’s completely unpredictable. For that reason, I’m not even going to try and predict what will happen…I’m just going to sit back and enjoy watching this beautiful mess.

Today in OWL – Stage 2 W3D3

I missed yesterday due to IRL stuff, but at least I got to watch a great series between Philadelphia and Seoul in the VoDs. Anyhow, today’s storylines are a bit drab. No one really has anything to lose or gain with these series, but as with everything in the Overwatch League, every map matters. It’s a chance for all of the teams struggled below the playoffs line to pick up a few maps and increase their odds of making it to the Grand Finals.

If it’s any consolation, at least there’s no Shanghai games today.

The series today are:

  • London Spitfire vs Boston Uprising
  • New York Excelsior vs Philadelphia Fusion
  • Florida Mayhem vs Houston Outlaws

Boston Tea Party – London vs Boston

Boston started Stage 2 in a straight up freefall with 12 consecutive map losses, a shocking result after the impressive play they showed at the end of Stage 1. Nonetheless, as they’ve adjusted to the new metagame, it’s been less of a struggle. They recovered fairly well with two 4-0s against Florida and Shanghai, and they’re back in the standings with an overall positive map score.

Nonetheless, this is a difficult match for them. London won the Stage 1 playoffs and carried that momentum into Stage 2 with a big win over New York and absolute domination over Philly; simply put, they are the team to beat in this league. It’s unlikely that Boston will take the series, but Striker’s Tracer might be enough to disable London’s front line long enough for the Uprising to take a map…but we’re talking about the royal navy against some rebels here. 4-0 London.

The Struggle is Real – New York vs Philadelphia

This will probably be the highlight match of the evening. Philadelphia has been slowly but surely improving, and other than their humiliating loss to London last week, they’re putting up a real fight to break into the top 5. Their victory over the Outlaws in Week 2 established them as the best non-Korean team, and their series against Seoul was nothing short of breathtaking (though it ended in defeat). They’ve taken on two of the Korean final bosses, now it’s time for the third.

But New York is an immovable object. Sporting the three best Overwatch players in their respective roles—Saebyeolbe, Pine, and JJoNak—New York has a triple DPS threat that is terrifyingly difficult to deal with. With so much pressure being put on Pine by opposing teams these days, Saebyeolbe has stepped up to the plate with his Tracer play and knocked it out of the park. Even if you try to dive the supports, you still have to avoid getting booted in the face by JJoNak’s Zenyatta. It’s such a strong lineup, but New York has one fatal flaw: their aggression sometimes puts them way out of position. The team has actually stated in an interview that they let Pine play as aggressively as he wants and just try to back him up—the casual definition of a house of cards. If Pine falls, New York’s coordination can fall apart very quickly, and that’s something that Philadelphia can capitalize on.

Philadelphia still holds the record for being the only non-Korean team to take a series off New York, so it’s not out of the question that we could see another victory here. However, considering how badly Philly got booped by London, I find it difficult to expect a miracle series against New York again. New York should win this decisively, but I expect the Fusion to give them some trouble. 3-2 in favor of New York.

Uh, What Happened? – Florida vs Houston

Remember when Houston was far and away the most consistent non-Korean team? Well, I’m not certain that’s true anymore. They started off Stage 2 very comfortably with a revenge victory against London and a subsequent 4-0 against Boston, but things just haven’t quite lined up since. They fell to Philadelphia next (though, to be fair, it was a great series), and from there, everything just unraveled. New York boinked them almost as hard as London beat up Philadelphia, and then the Valiant swept up with a decisive 4-0.

It appears that their deathball style of playing has finally caught up to them. Agile assassins like Tracer and Genji can easily break up the deathball without the bandaid double Mercy ressurect. Jake’s Junkrat is a crutch, and without it, the Outlaws have had to pivot to more mobile hitscan heroes that they’re not as well-practiced on. Let’s face it, Houston doesn’t have a Tracer player on the same level as Carpe, Soon, or Danteh, and it’s that lack of a strong Tracer player that’s been hurting them. Although Clockwork (Houston’s fallback Tracer player) made a brief appearance in the match against the Valiant, the series continually had them going back to their old comfort picks of Junkrat, McCree, and Widow and using wonky triple tank compositions, all of which were not working. Simply put, Houston has hit a wall here. Their old strats are impotent, and they don’t have the flexibility to succeed in the new metagame.

Florida, on the other hand, has had some ups and downs throughout the league, but they’ve arguably had more ups than downs recently. They have a tremendously terrible record in Phase 2, but it’s partially because they were thrown to the lions in Weeks 1 and 2. However, for a team that is struggling, Florida did have a few good moments against New York and London which suggest that they may actually have what it takes to rise to a greater level. But they’ve got to get there first, and a lot of that starts with just improving their basic mechanics and shotcalling. I hate to say it, but even in such a battered and beaten state, I still think Houston will take the win 4-0.

Today’s Storylines – OWL Stage 2 W3D1 (Wednesday)

Today’s matches are far less important story-wise compared to last week’s post on Thursday, but by and large, it’s still an important week in terms of points. The best teams in the league have a series of matchups this week against far weaker opponents which should give them a chance to further extend their lead. Meanwhile, the underdogs falling below the midpoint in standings, need to pull off some kind of miracle to start getting their score off the ground.

The biggest event for today by far is #BattleForLA. Grab your shields, put on your war paint, and head down to the Blizzard Arena…it’s time for round 2.

The series today are:

  • Seoul Dynasty vs Shanghai Dragons
  • San Francisco Shock vs Dallas Fuel
  • Los Angeles Valiant vs Los Angeles Gladiators

When Ahead, Get More Ahead – Seoul vs Shanghai

Let’s face it, Seoul doesn’t need this match. This is just free points for Seoul, a team that’s already 13-0-3 in Stage 2 and second in overall standings. The former Lunatic-Hai squad started off Stage 2 looking much stronger than they did at the end of Stage 1, in part because of the meta shift away from Mercy, and they’ve been wrecking teams left and right since then. It’s unfathomable that Shanghai poses any threat at all to Seoul. 4-0 for Seoul, no problem.

In the meantime, we’re still waiting on Shanghai’s Korean players to get here so they can become a more competitive team. In addition to roster changes, the Shanghai have also attempted to reshuffle their coaching lineup. Over the weekend, Head Coach Chen Congshan “U4” stepped down. While there are rumors that the Shanghai players were being mistreated by the head coach, none of those rumors have been fully substantiated. For now, it’s at least safe to assume that Shanghai needed a coach that could bring out the better parts of their players. Current assistant coach Sun Jun Young “Kong” will be standing in as head coach during this transitional period.

Rematch – San Francisco vs Dallas

Dallas was perhaps the most disappointing team in the league during Stage 1. Their legacy as the former EnVyUs squad raised a lot of expectations for them, but they were unable to live up to those standards. Stage 2 has been an entirely different story. The addition of aKm and Rascal as well as the return of xQc from the bench has reinvigorated the squad, and they’re playing arguably better than ever.

Earlier this week, a breaking story about Taimou’s use of language on stream back in January threw Dallas once again for a loop. While this has been a controversial story, the bottom line is that Dallas has a lineup of loose cannons who need to be more cognizant of their language. It’s unlikely that Taimou will receive any public punishment, but the drama has undoubtedly—at least momentarily—broken the team’s focus for the upcoming week.

Despite a hard loss to the Valiant last week, Dallas is more than capable of taking down the Shock. However, San Francisco has a history of giving even the best teams a tough time for no apparent reason at all. The Shock experienced a 0-3 loss to Dallas in Stage 1 (while xQc was benched), but they’ve steadily been getting more and more consistent. Dallas still doesn’t have that consistency, though, and that’s the “X” factor here. It could go either way, but I’m betting on Dallas 3-1. It really depends on whether Dallas shows up today.

The Battle for LA, P2 – LA Valiant vs LA Gladiators

There was honestly no more exciting match during Stage 1 than “The Battle for LA”. Not only do we have two rival teams fighting over the right to represent LA as king, but they’re also very evenly matched. Twitter blew up with #BattleForLA tweets as local LA fans showed up to the Blizzard Arena to cheer on their favorite LA team. In addition, the match came down to the absolute wire by some of the closest margins we’ve seen in Overwatch League yet, with Valiant barely edging out the victory in a breathtaking round on Lijiang Tower.

The Valiant have been a consistently great team carried by the DPS duo of SoOn and Agilities, and with Verbo back to his comfort pick on Lucio, they’re in a decent spot to do well in Stage 2. With victories over San Francisco and Dallas already, they’re looking primed to wreck some nerds. On the other hand, the Gladiators have unleashed their secret weapon: Fissure. This guy is an absolute monster on the tank role, and his Winston is statistically the strongest in the league right now. The Gladiators struggled against Dallas and Seoul but still managed to look beautiful while doing it. The end result is that both LA teams are neck in neck in the standings—this could go either way. No predictions here, just hype.

Today’s Storylines – OWL Stage 2 W2D4 (Saturday)

As part of a new series, I’ll be writing about some of the biggest storylines in OWL. In today’s review, we look at three very important matches that represent a big turning point for every single team involved. The series today are:

  • Philadelphia Fusion vs London Spitfire
  • Houston Outlaws vs New York Excelsior
  • Shanghai Dragons vs San Francisco Shock

A New Contender – Philadelphia vs London

Philadelphia has been largely ignored throughout OWL so far despite their immense victory over New York in Stage 1—New York’s only series loss in the league so far, by the way. Their relatively unimpressive play and less prestigious past compared to Seoul or Dallas made it easy to overlook them, and with a mediocre map score at the end of Stage 1, they weren’t on anyone’s radar. It wasn’t until the first week of Stage 2 that the Fusion started to pop off. The insane flexibility of their roster has allowed them to adapt to a more fluid metagame, and their play is looking far more decisive now. Earlier this week on Thursday, they took down Houston (again) in an extraordinarily close 3-2 series and secured their place as one of the top non-Korean teams.

However, their biggest test is right around the corner today. They go up against the Stage 1 champions London Spitfire in what will either be a spectacularly close and intense series or a tragic blowout. Either Philly rises to the occasion and plays to the level they’ve established for themselves or they wither beneath the pressure the Korean team will put on them. If it’s not a quick 4-0 for London, it’s anyone’s game.

Try Again, Outlaws – Houston vs New York

It’s been a crazy ride for Houston. They’re most certainly the most consistent non-Korean team in the league, and their victories over London in both stages have been hard fought and epic in scale. However, living at the top means constant fear of losing your spot. After Philly’s upset on Thursday, Houston is looking vulnerable again. It’s hard to believe that a single loss makes such a difference, but when you’re playing with the best, a single misstep is all it takes to drop out of the top three and into mediocrity.

That’s why this series against the Excelsior is so important. A good series against New York could cement their position at the top of the standings, especially since they’ve already defeated the other final boss, London. Unlike London, New York has proven to be an impregnable wall of resistance. Clean assassin play from Pine, Saebyeolbe, and Libero overpowered Houston’s supports in Stage 1 during the Mercy meta, but we’re in a new meta now, and that could make all the difference for the Outlaws. A victory for New York is still expected, but perhaps it’ll be a closer 3-2 this time around.

The Little Team That Could – Shanghai vs San Francisco

Everyone loves the Dragons. It doesn’t matter what happens when they play, it’s so easy to feel sorry for them and cheer them on anyway. Shanghai has gone a humiliating 0-13 in the league so far despite their best efforts to shuffle the roster and change up their tactics. At the beginning of Stage 2, they signed Geguri, Sky, Fearless, and Ado, but they have yet to bring the players into action due to travel constraints.

While it’s unlikely we’ll see the Koreans in play this week, at least Shanghai has an easier match. Despite a better record than Florida, San Francisco’s gameplay looks subjectively worse and they seem to have far less impact than the other non-Korean teams in the league. If Shanghai is going to finally snag a victory, it’ll be against the Shock. The two haven’t played against each other since the first week of Stage 1, but it’ll be interesting to see how Shanghai’s rearrangement will fare. San Francisco still has the edge in bets, but I’ll take the risky prediction here: 3-1 Shanghai Dragons. (Roshan…if you’re going to let me down, let me down gently).

The Failures of StarCraft 2, Pt 1

Written by: EsportsJohn

Table of Contents

  1. Defender’s Advantage
  2. Damage Numbers
  3. Macro Mechanics

Decided to do a bit of a short article about my thoughts on StarCraft 2…and then it grew into this thing. I want to be very clear that StarCraft is quite honestly one of the best things that has ever happened to me; it completely changed my view of the world, and I’ve never been the same since I first discovered it. Nonetheless, I think it failed to live up to its potential, and it’s important to look back on the history of the game, how it evolved, how it came to be, and really think critically about how it was handled. It’s important to do this sort of analysis, not just because I just want to disagree with David Kim, but because I truly believe the developers didn’t think through their design decisions properly, and thus the finished product was botched beyond belief.

I’ve been through a lot of ups and downs with StarCraft 2, and since I’ve taken the long way around to playing Brood War, I feel I’m qualified to explain the design failures of StarCraft 2 accurately with a sober and impartial approach free from “arguments of nostalgia”. StarCraft has been a huge part of my life, and I feel it’s necessary to put down on paper all of the things that have been bothering me about its design and development from day one—and hopefully in the process, I can explain why some of these things came to be in the first place.

Note: I have not played Legacy of the Void since the first few weeks of release. I know a lot of people believe that the final expansion has made a lot of progress and created a much better game, but through my own observations, watching tournaments, and seeing others play, there are still plenty of core issues that still persist and taint the potential of this beautiful game. I want to avoid making too many Brood War vs StarCraft 2 arguments, but I think it would be willfully ignorant to gloss over the things that BW did correctly just to avoid a comparison argument.

Defender’s Advantage is Dead

If you play Brood War for only a moment, you will immediately notice the insane power of defender’s advantage. With the right units, you can hold a base forever against your opponent. For instance, literally no number of marine/medic will ever break three lurkers on top of a ramp, and Protoss can camp out on one base with Templar, Dark Archons, and Arbiters safely for pretty much eternity.

This sort of defense doesn’t exist in StarCraft 2. It’s not necessarily bad that the sequel got rid of high ground advantages that relied on RNG, but the effects on the gameplay were numerous and adverse.

Perhaps the largest difference is the emergence of the “deathball syndrome”. I don’t necessarily mean the emergence of large armies, but rather the phenomenon where players will always expand outward from their main while using a rather mobile army bouncing between bases to defend. From this issue arises a whole slew of other problems, from hard counters to uninteresting economic models to unit design issues.

Here’s an example: in Brood War, one of the key concepts, particularly for Zerg and Protoss players, is to expand to other corners of the map and create two “main bases” to work outwards from. This means that you can defend one base from your opponent’s attacks while slowly building up a force at the other base. When the big doom push comes knocking at your natural expansion, you can stall out with defilers or templar while continuing to amass forces at the other corner of the map.

If you attempt this sort of strategy in StarCraft 2, one or both of your bases will likely be overrun very quickly unless your opponent doesn’t scout it. This was attempted many times in the game’s infancy, and there’s a reason why the tactic quickly died out.

A Thought Experiment

Think abstractly for a moment. Two kings are at war with one another. King Raynor has only one castle, but King Artanis has two castles placed a reasonable distance apart. If Raynor wants to take over Artanis’s empire, he will want to invade both castles. He can either split his forces and risk being unable to break either or he can overrun them one at a time; naturally, Raynor will decide to dedicate all of his forces toward one target to avoid splitting his damage too much.

Assuming unlimited resources, the king with two castles will always win. Artanis can stall out Raynor’s siege for a very long time while gathering his forces at his other castle, eventually gathering a critical mass that will allow him surround and crush the invasion or attack Raynor’s base directly; Raynor will have to either sacrifice his castle (which he can’t) or retreat with his forces intact. Either way, Artanis with his two castles comes out ahead in the war.

If you remove the defender’s advantage—say, the two kings own camps on large fields—there are few incentives to creating large camps far away from each other (though you do have the perk of being able to relocate easily). Instead, the kings will tend to clump up their resources and rely more on mobile troops who can switch very quickly between attack and defense to guard their land. History will show that this is often the case in less advanced regions, with examples such as the Huns during Atila’s reign or the Iroquois Indians in the plains region of North America; the group that was proficient on horseback and owned many horses was always on the winning side.

The second example is much closer to the accidental design of StarCraft 2. It’s not necessarily bad, but it does create a situation where bases must be tightly clustered and multi-purposed units with a lot of mobility reign supreme. If you need a more concrete example, look at the one exception in Brood War: ZvZ. In that matchup, Sunken and Spore Colonies simply don’t attack quickly enough to deal with swarms of mutalisks or zerglings, therefore negating a lot of the defender’s advantage. As such, players constantly had to match their opponent’s army in order to defend against potentially fatal attacks.

You could argue that ZvZ was borderline chaos. StarCraft 2 took this a step further into to the extreme when things like instant reinforcement (Protoss Warp-ins, speedlings on creep) and hyper utility units (like the Queen or the Mothership Core) were added to the game and even further weakened the defender’s advantage. The road since then has never yielded us a comfortable design that felt manageable. Without the proper checks and a stable set of rules, this sort of mobile warfare devolves from a brilliant allocation of troops similar to Risk into absolute chaos.

The Deathball: An Unintended Side Effect

The thought experiment above is actually great for understanding different systems of warfare and even understanding some of the asymmetric balance that occurs between the races in StarCraft, but as you can see, it comes with some serious considerations. If bases aren’t spread out, what’s the point of spreading your army out?

Deathballs were something that emerged almost immediately in Starcraft 2‘s storied past, beginning with the horrific 1 food roach swarms during the beta. Many reasons were stated in the past as to why this particular phenomenon seemed to crop up: it was the fault of “unlimited” unit selection, damage density, hyper-mobile units, weak AoE, boring unit design, economic mining behavior, etc. There’s no doubt that these things may have exacerbated the problem, but at its core, it all began with a lack of defender’s advantage.

If you have a weak defender’s advantage and have to rely primarily on numbers, then positioning becomes much more important. In the late game, a large army can only be defended by an equally large army. It’s difficult to spare even a single unit to defend outlying bases, much less split your army in two. Thus, it makes more sense to move your army in a large ball between bases, using small groups and vision to deter possible counterattacks.

Blizzard’s Attempt to Fix the Problem

Legacy of the Void has attempted to artificially solve this problem by starving players out (“expand or die”) and forcing them to take blind chances with their positioning; they must split up their army and do harassment on several different fronts to protect their own economy while slowing down their opponent’s. You will always lose something, so it becomes a battle to see who can lose less—it’s skillful, but not necessarily fulfilling. For multiple reasons, I don’t believe this is fun (though I know others believe differently). More objectively, however, it creates a world in which a “perfect game” is impossible, a sentiment that many Korean players and coaches have shared with David Kim and the design team over and over—it’s not just very hard to play well, it’s literally impossible.

One of the beauties of Brood War is that it can actually nearly be mastered. Basic macro and positioning is difficult to do, but very much achievable with many intermediate steps along the way. Most of the difficulty is in the PvE aspect, so you feel great if you played a game with high APM, great macro, and a well-executed strategy. From there, it’s a battle with your opponent to see who can out-multitask the other. That’s where the endless challenge of Brood War lies, and it’s an endless pursuit as long as players play the game competitively.

On the other hand, Legacy of the Void has an extremely low barrier of entry but forces you to make blind decisions regarding your tech, scouting, and army positioning. While this can be entertaining from a spectator’s perspective (for those “big moments”), it’s nigh impossible to practice properly because of the game’s ever-changing nature depending on the opponent, their build, and their playstyle; you cannot become proficient without either having innate godlike twitch mechanics or an uncanny ability to read your opponent and guess their next move.

To reiterate, this is a band-aid fix for a problem that runs much deeper than the surface. It’s not necessarily accurate to give the game an inherent property that actually means something, but for a game that is based on economics, Starcraft 2 fails on the premise of making economics meaningful. Unit interaction and throwing a wrench in your opponent’s plans take up a far more meaningful role than building bases and managing resources.

There are some potential fixes that could have helped to fix deathballs (such as better defender’s advantage, stronger space control, or some sort of innate base defense that can defend against small numbers of units), but a starvation economy and an increased focus on harassment has done nothing but destabilize the game.

Damage Numbers Are Out of Control

One of the key features of StarCraft 2 has always been its quick pace and smooth graphics. Compared to Brood War (or really any other RTS that came out around the same time), it runs on a beautiful, efficient engine. Everyone who’s seen a dragoon take 20 minutes to find the entrance to a ramp knows exactly the frustration that older generation RTS’s posed in terms of unit movement and animation. StarCraft 2, on the other hand, was revolutionary.

For the first time, units would glide over the terrain with precision and accuracy. Micro tricks like marine splitting, blink stalker micro, and ling/baneling wars were the apex of the game’s achievements; nothing in the world takes your breath away like watching a pro player split marines like a god. Anyone who argues for the wonky glitches and awkward unit interaction from older generation RTS’s is living in a fantasy world. Either way, we still have to face the fact that the smoothness of the engine did cause some unintentional problems.

The first inherent problem is the tendency for units to clump up. If you select a large group of units and click at a designated location, the engine will give each and every unit a command to walk to that exact spot on the map, hindered only by unit collision. Not a big deal, but it does create some issues in that groups will always travel in clusters. Add in “unlimited” unit selection, and you’ve got yourself a good old-fashioned “deathball”. One of the beauties of older generation games was that units moved in waves or small, kind of square-like groups that was messy and required micro management to keep it in line.

A ball, however, is the perfect shape for damage. With ranged units, it applies equal DPS on all sides and naturally protects itself from surrounds by eliminating the gaps in between ranks and reducing surface area. Most importantly, it greatly increases the damage density.

Damage Density is Dangerous

Damage density is the damage per second per square inch (or foot or meter or what have you). In other words, clumped up units do more damage per second.

So what makes this different from any other game? Critical mass. If you continue adding to the ball, eventually you reach a point where the diameter of the ball exceeds the range of the unit. When all of the units cannot fire at once, the ball has reached critical mass and cannot generate a higher DPS except through a concave. What happens when you can select up to 100 units at a time in StarCraft 2‘s ultra smooth engine? The critical mass almost ceases to exist in a realistic game.

Some have speculated that increasing unit collision size or refining some of the movement behavior through unintuitive engine rules might fix this problem, but it’s unlikely that these changes would ever create a more stable or glossier interface that we have currently; we do not want to go back to a clunkier system.

Assuming that the engine mechanics are here to stay, we can only influence the behavior of deathballs (which is difficult for reasons stated above) or find a way to prevent the critical mass from sublimating everything in their path.

Quality of Life Improvements Are Too Good

The second major problem arising from StarCraft 2‘s engine is the ease of utility and the smoothness of the way the units move and behave. Again, these are great improvements in quality, but they can cause some serious issues if left unchecked.

Things like smart targeting, lack of overkill, and smart casting all play a part in making the user’s experience easy and consistent. In addition, the animations in the game are clean and functional without creating visual clutter. It’s honestly a marvel in game development how few bugs and glitches StarCraft 2 has. However, these quality of life improvements also make it really easy to focus damage and gun things down very efficiently.

Smooth unit movement also makes it incredibly easy to close distances with melee units or move armies up and down ramps like a flowing river. It makes everything more mobile, more slippery, and above all, more dangerous. Added to the quick speed of the game, there’s hardly time to react to unit movements and you will almost inevitably take some damage if you’re not paying close attention. It’s not uncommon to look away at your base and look back to find your army melting to colossi beams and Psionic Storms.

To put it simply: the fluid unit movement and attack animations in StarCraft 2 are simply too good for the current damage numbers. Damage numbers have grown out of control. Again, we definitely don’t want to relive the past, but we must adapt to the new technology better than we have so far.

Reducing the Overall Damage Output

The most elegant solution is a damage nerf across the board. Oracles should not be able to clear an unattended entire mineral line in seconds. A group of marine/marauder/medivac shouldn’t be able to level a base in the blink of an eye. A group of 12+ roaches shouldn’t be able to one-shot basically any unit in the game.

The game of StarCraft 2 is actually played a notch faster than originally intended, but as the standard game speed increased, the damage numbers stayed the same. As a result, the hectic race of trying to drop in two places while maneuvering your army in an intelligent way on top of macroing perfectly has always been a delicate balance. Many games have been won and lost by a single mistake, a single moment of inattention, and it’s largely because things just die too fast. For the most part, we got used to it, but the insane pace set by Legacy of the Void sped up the game even more and created a frantic atmosphere of drops, small skirmishes, non-committal expansions, and crazy strategies. It’s become a game of making less mistakes than your opponent rather than executing thoughtful strategies perfectly.

If you ask me, the base attack of most units in the game could be toned down by 20-50%. It would feel weird at first, but giving players more time to react, micro, and play around attacks might create an illusion that the game is not so chaotic as it seems sometimes. Large spell threats like Psionic Storm, Ravager bombs, or Widow Mines could remain the same to retain those big moments where attention is absolutely necessary, but preventing critical masses from mowing down everything in sight instantly could create much more interesting game dynamics than we see currently.

Macro Mechanics Were a Bad Idea

I don’t think there should be any argument here, to be honest. Macro mechanics were designed as a way to keep players doing things and paying attention to their bases, a problem the developers appropriately identified when they simplified/smoothed out a lot of the UI. Increasing the ease of play by allowing workers to be rallied automatically, shift-clicking buildings, and increased maximum unit selection were all good things (it would be ignorant to say otherwise), but they had one major drawback: they made the game a little too easy to play. Working with the smaller maps and confined spaces to build at the time, the developers calculated that something needed to be worked out so that players had to look at their bases occasionally. The result was macro mechanics.

At the outset, it didn’t seem as if they posed any large overarching problems. Hilariously small maps like Steppes of War and Slag Pits were dominated by proxy cheeses which Terran and Protoss benefited from most, but macro mechanics allowed non-stop action during these elongated one base vs one base fights. On large maps, there seemed to be no adverse side effects other than 4-gate rushes and speedling openings. It was apparent that one-base tech was coming out a little too quickly, but that could always be solved with research time adjustments (like the ones for the bunker, warp gate timing twice, banshees, reapers, etc.); large scale macro games, however, showed no real signs that the macro mechanics caused issues. It was difficult at this time for the creators to actually gauge whether macro mechanics or some of the more common things like unit design, timing, and maps were the issues with imbalance.

In hindsight, it’s strange that they overlooked a core aspect of the game for more variable objects. While numbers or functionality of a unit can be changed to affect one circumstance, macro mechanics affected all parts of play in every circumstance. If something so core to the game isn’t accurately vetted and tested, there’s no telling what the long-term effects of it will be, and in this case, all it did was artificially speed up the game.

The Inject Larva Arms Race

When we finally reached open mapmaking that gave fair opportunity to all races and Zerg could freely take third bases, Inject Larva started an arms race. This is when we began to truly see the “three base cap” and big deathballs emerge, and it was all because Zerg could instantly remax their army off of four injected hatcheries. I personally believe the first time that macro mechanics became truly problematic was Stephano’s roach max build. This wasn’t some chimerical idea that had never been thought of before, but it did change the way that many players looked at production and defense. After that, Terran players began to build extra CCs earlier, Protoss players began taking bases earlier, Zergs got even more aggressive with their expansions—the greed got out of control because whatever drawbacks the player took from expanding early were more than made up for within a minute or two due to the macro mechanics. The economic boost gained through Chronoboost, MULEs, and Inject Larva sped up the early/mid game to an alarming speed and ushered in an artificial late game with monstrous armies.

Within a few months, the game had evolved from a mosh pit of one and two base aggressive plays and awkward macro play to a calculated game of risk that balanced greed and safety on a knife’s edge while abusing macro mechanics. Pretty soon, everyone was able to get to three bases rapidly without any danger, and we began an era of 2-base all-in or max. A few odd turtle strategies like mech or swarm host play emerged, but generally the game revolved around one thing: getting a third base and maxing out.

Legacy of the Void and Macro Mechanics

These problems persisted late into the second expansion and into Legacy of the Void. As the game grew into larger maps and freer bases, the developers began to realize they had made a huge error. The attempt was made to artificially slow down the rate of expansion and maxing out with their economic changes as well as the introduction of several more units who could break fortifications or harass mineral lines with ease. Following an outcry that the game was too difficult, the developers decided now was a good time to address macro mechanics and maybe even remove them altogether.

Removing MULEs, Chronoboost, and Inject Larva was probably the best thing they could have done with the game, but a surprising amount of backlash from the community pressured developers into bringing them back. Faux arguments that macro mechanics showed skill, allowed more choices, or were an integral part of StarCraft 2 were all fallacies backed by nostalgia; all of them failed to recognize that the insane arms race generated by macro mechanics are the reason why the game needed an economic adjustment to begin with. Removing them provides far more meaningful decisions in regards to your army positioning, how you harass, and your opening build.

Think for a moment of an early game where variations of 4-gate timings aren’t two minutes apart. Think about how much more predictable that particular pressure will be. All builds would take a little longer to get off the ground, harass units like oracles or cyclones would come out later (and at a much more reliable time), and scouting in the early game would actually be somewhat difficult. Mind games and proper control become paramount, but no longer does each player need to take risks to account for an impossibly early rush that might kill them instantly. Bases are taken somewhat more organically as players take a bit longer to mine out. There’s more early game interaction between units and less positional guesswork involved.

That’s the sort of StarCraft that feels strategic.

The Spectator-Analyst, Qualified Opinions

It’s been a while since I’ve sat down at my computer every day and made a concerted effort to write something. For whatever reason, I guess I felt like regressing to that “writing only as inspiration comes” method would somehow serve me better. Consider this post the first of what will probably eventually become a failed attempt at consistency.

It’s easy to talk about myself and how I have problems, etc., etc., but I’m going to try and focus on a more analytical approach to a random subject and try to get some ideas that I’ve had in my head out and onto the page. Today’s topic: the spectator-analyst and the hoax of qualified opinions.

The Spectator-Analyst

In short, the spectator-analyst is the person who watches the game from afar without the burden of actually playing. A more direct definition: a backseat driver.

We’ve all seen it a thousand times. Zuna tries to make a huge play and ends up finding himself caught in the middle of the opposing team with no support. “ZunaFeed” and “LUL” fill the Twitch chat as the viewers work themselves into a frenzy over what appears to be the dumbest play ever, and Reddit posts immediately crop up criticizing the player for his poor choices and/or his mechanical errors. The casters try to make sense of it, but the one story on everyone’s mind is how “retarded” you have to be to make a play like that. If you’ve found yourself saying the same things, don’t worry—you’re not alone.

I’m just using Zuna as an example here, but this sort of thing happens to even the most consistent players in almost any competitive scene. Whether you play Heroes of the Storm, League of Legends, basketball, or badminton, there will always be mobs of people trying to tear down your play and explain the what the proper decision was.

But is that okay?

Let’s be real. The skill range of Twitch chat is comprised scores of Bronze-Plat players, quite a few Diamond/Masters players, and maybe a handful of Grandmasters. So it’s impossible to tell exactly who has an well-informed opinion on the subject unless you recognize the name. Still, all fall prey to the same pitfall: they all have the luxury of observing the game without having to go through the mental and physical rigor of actually playing it and worrying about the outcome. Spectator-analysts are movie-goers at a dollar theater with overpriced popcorn, worried only about the entertainment at hand and typically very little invested into the actual outcome of the match. They do not need to predict the movements of the players or make decisions themselves; they can simply sit back and watch the show.

This is the difficulty of being a spectator-analyst: knowing that you have full information of the game and a much clearer view of what either play should or should not have done in order to achieve the best outcome. While a player is juggling a multitude of things on top of the pressure of performance, the spectator can focus in on a single asset and analyze it well after the play occurred. They don’t have to keep up morale or make the next call.

That said, opinions from spectators with full vision and time to focus on the gameplay are not necessarily bad. An analyst almost always has full knowledge of the games he or she is studying, and their opinion can be valuable feedback from time to time; at the very least, it is good discussion for the fans and fanatics who make up a sports/esports fan base. The player themselves typically know what they did wrong (hindsight is 20/20), usually better than the majority of viewers. In the case of Zuna or other top tier players, the levels of decision making are usually far beyond the average spectator.

The Hoax of Qualified Opinions

Which brings me to my next point: everyone is still free to have an opinion. When Reddit blows up with bronze-level spectator-analysts trying to shove their way into the conversation and say something intelligent, it’s easy to call them out on their skill level on the basis that “they don’t know what they’re talking about”. In fact, this idea gets blown out of proportion to the degree that some will say only pros can realistically comment on other pros’ play, and sometimes even less successful pros get shit on for giving their opinions on top tier Korean players. It becomes a weird metagame of opinion-shaming those who are opinion-shaming pros by method of opinion.

This is unfair and unfounded. The best coaches and analysts in the world are nowhere near the level of their players. The best coaches in StarCraft and League of Legends were never the best players of all time, and some of them never even really played professionally at all—Coach Park of SKT1 and later CJ Entus comes to mind. As I suspected (and the Internet confirmed), there are many football coaches who have never even played organized football as well. Though it definitely helps to have a certain level of skill, understanding of the game comes in many shapes, and it’s not hard to put two and two together sometimes.

Therefore, I think it’s important to base your criticism of opinions on the merit of the argument rather than the player. One word posts that say “ZunaFeed” are poor excuses for actual analysis and can be ignored. However, even if someone is low ranked or not quite at the same level as the player they are criticizing, it is the value of their explanation that matters most. A logical rationale and thoughtful response demands some respect. If some of the details are wrong, feel free to set the record straight, but don’t be that person who assumed you have to be somehow qualified to have a good opinion.

TL;DR Be aware of your position as a spectator-analyst and have mercy on the players when they do what appears to be “stupid”. Criticism and discussion is warranted where necessary, but there is no such thing as a “qualified opinion”, only a good or bad one.

Anyhow, I have ranted for a bit. I haven’t slept in a while, so I’m going to try and sleep now haha. This post was inspired in part by Frictional Games’ developer blog, which I always enjoy reading.

Knowing Your Role in the Nexus P3

The two keys to victory in any Heroes of the Storm game are battleground objectives and teamfighting. Combined, these two things are what makes or breaks a team in the late game. While there are many aspects to these two concepts, one can understand them almost entirely through role selection. What is your role on the team? How do you fit into the composition on the map? Controlling map objectives and winning teamfights is much easier for the team where everyone knows their role, and a self-aware team is a winning team.

A Word on Battleground Objectives

Most of this series has emphasized generalizations and avoided specific details, and a large part of that is due to the vast array of battlegrounds and objectives. It’s very difficult to explain rotations or solo laners without the context of the map. What’s the difference between a four-man rotation on a two lane map and a three lane map? Why is the solo lane more important on some maps than on others? Exactly how important is waveclear?

Different battlegrounds emphasize different roles, and certain heroes have higher priority over others depending on the battleground. For example, Towers of Doom is all about teamfighting since sieging is not particularly effective, but you can avoid teamfighting completely on Blackheart’s Bay as long as you have an effective jungler.

Poke is highly prioritized on battlegrounds with channeling objectives like Towers of Doom or Cursed Hollow because one or two heroes can almost indefinitely delay the objective while the rest of the team soaks experience or travels across the map. Objectives which require standing on a point tend to favor zone control heroes like Zarya, ETC, or Jaina. PvE maps like Blackheart’s Bay and Haunted Mines are dominated by good junglers who can take camps quickly and efficiently. Heroes that can sustain well on their own do particularly well on Infernal Shrines and Sky Temple where clearing the objective is a big deal.

Globals are obviously more valuable on larger battlegrounds than smaller ones, but they’re never particularly bad. Certain cheese compositions like Stitches/Medivh or Medivac Core rush even appear from time to time on specific maps.

I could talk for days explaining each of the maps, but suffice it to say that players must adapt to the map. Some heroes might change roles (like sieger to solo laner) depending on the map, the composition your team has, and what your opponent is doing. Knowing what your hero does best and understanding your role on the team will help you to quickly identify how you need to adapt to the situation at hand.

Teamfighting Roles

As mentioned in Part 2, your positioning is based largely on your role, with tankier heroes staying near the front while more fragile heroes stand further away from danger. This is the most important part of setting up a good teamfight, but once the teamfight starts, there are important interactions to consider.

Every hero, regardless of build, plays differently in and against every composition. The interplay between abilities, synergies, anti-synergies, and counters all play a big role in terms of knowing how to approach fights and swing them in your favor. Don’t straightjacket yourself into one role or think there’s only one way to play a hero. You must adapt to each situation as it comes.

Before the game even loads, think about how your composition works together and what potential dangers you have to look out for in the enemy team. You may normally play a very aggressive Greymane, but if your composition doesn’t support it or the enemy team has a lot of disengage, it might be necessary to take a backseat and wait for better opportunities in teamfights rather than immediately jumping in. Similarly, you might be used to playing the passive CC tank, but if you’re playing Muradin in a double tank composition, you have some leeway to be more of a bruiser while your primary tank peels for the team.

Interrupts are huge in teamfights. Channeled abilities like Mosh Pit, Ravenous Spirit, or 1,000 Jugs can be game-changing if they go off for the full duration. If you have an interrupt, think about how and when you’re going to use it and anticipate your enemy’s movements. Similarly, Heroics with small windups like Twilight Dream and Sound Barrier can be interrupted to ruin the enemy team’s engagement.

The same goes for big disengagement tools like Gust or Horrify. Time them well, think about the proper time to use them. If the enemy team has disengages, try to bait them out before actually committing to a full fight.

Another important aspect to teamfighting is knowing who to focus. The mantra “kill Morales or gg” isn’t far from the truth, but it’s not always the right call. If you can reliably get damage into the back line while trading favorably, you should go for it. Otherwise, it’s best to maintain the proper positioning and whittle away the front line.

Think about where your high-impact abilities fit in, and keep track of your opponent’s important abilities. If you can figure out even a simplified version of the complicated jigsaw puzzle that is teamfighting before the fight begins, you have a much higher chance of winning it.

This is the third part of a multi-part series. You can find the other parts here:
Part 1
Part 2

EsportsJohn cuts his sandwiches down the middle like a normal person who grew up into an adult (somewhat). You can follow him on Twitter or help support him on Patreon.

Knowing Your Role in the Nexus P2

Now that you know a bit more about hero roles and what each hero can do, it’s important to understand how that role plays into your positioning on both a macro and micro scale. On the macro scale, your role determines where you need to be on the map at any given time. On the micro scale, it’s all about positioning in teamfights and skirmishes.

Macro Positioning

Macro positioning is difficult to explain fully without an extensive guide on lane configurations, but I will do my best to lay out some of the basic ideas. On all maps, side lanes generally belong to solo laners while the other four members inhabit the other lane or lanes. Side lanes are generally “safer” from ganks compared to the mid lane but are also more isolated, especially on large maps where objectives can spawn far away. A few players tend to roam between lanes looking for ganks.

First and foremost, supports should almost always be with at least one other teammate to maximize their healing value—some exceptions can be made for double healer compositions or Rehgar, who also happens to be an excellent jungler. If you are sitting in a lane alone as a Lúcio or some other low impact support, you’re often in the wrong place. It would be more beneficial to join the rest of the team than to soak the lane, even at the cost of experience. This is a very common mistake, especially at low level play. Do not solo lane as your team’s solo support; always be next to the majority of your team.

Heroes with globals like Falstad, Dehaka, and Brightwing get considerably more value from side lanes. While soaking in a side lane they can still quickly travel to the other side of the map and help out with objectives or teamfights. In addition, side lanes build up more minions and push harder due to the extended length of the lane.

Tanks will generally lead rotations and look for ganks on other lanes, but that is not always ideal, especially in weird Quick Match compositions. The main thing you’re looking for in rotations is good CC and damage from heroes like ETC, Tyrande, or stealth heroes. In comparison, Lúcio, Zarya, or Nazeebo are usually not ideal for rotations due to their low burst, poor waveclear, and lack of CC.

Sieging heroes tend to have weaker rotations but excel at pushing an individual lane with their good sustain and/or long-range damage. On two-lane maps without big rotations like Braxis Holdout or Haunted Mines, these heroes gain substantially more value. Ideally, you want three or four heroes in a sieging lane (usually support, siege, and one or two DPS), but this may not always be possible in uncoordinated games.

Don’t forget to respond to your opponent’s composition either. For instance, if you’re playing Alarak into Chen, you know you always want to follow the Chen around so that you can prevent him from pushing. Heroes of the Storm is more dynamic than just choosing a lane and playing against whoever is there; you have to actively change tactics depending on the situation.

Micro Positioning

When it comes to fighting, your positioning is largely determined by role—the tankier you are, the more aggressive your posturing usually is. By extension, tanks should theoretically stand in front with assassins slightly behind them or to the side, and the healer should be standing safely in the back. This setup is never static and constantly changes, but it’s an important concept to keep in mind.

As a healer, your number one goal is to stay out of harm’s way and keep your team alive. When you play too aggressively as a support player, not only are you wasting your healing output on yourself, you are also putting yourself at risk and forcing your team to spend precious resources trying to save you rather than focusing on the proper targets. Certain supports like Kharazim and Rehgar lend themselves to a more aggressive playstyle, but a certain balance must be struck between passive and aggressive posturing.

Tanks have to maintain a distance between the back line and the enemy team. One of the biggest mistakes for newer players is to jump headfirst into a fight as a tank because it’s easy to stay alive. However, when they opt for this YOLO playstyle, they tend to neglect their primary duty as a tank, which is to shield the back line from danger.

Likewise, assassins should avoid a gungho approach. As a rule, the tank should be in front of the rest of the team (with a few notable exceptions), so if you’re an assassin, especially a ranged one, standing in front of the tank during a teamfight is probably a mistake. Ranged assassins should follow the tank during fights and allow them to soak as much damage for them as possible before making any very aggressive plays.

There are some assassins, particularly melee assassins, that excel in getting good flanks and deleting someone in the back line. I won’t go over this too much, but it’s important to constantly weigh the risk vs reward of the situation. Often, the safe play is better than an overly ambitious engagement.

This is the second part of a multi-part series. You can find the other parts here:
Part 1
Part 3

EsportsJohn decided to play Zerg in Brood War and now regrets it. You can follow him on Twitter or help support him on Patreon.

Knowing Your Role in the Nexus P1

Teamwork is the most important aspect of Heroes of the Storm. With other MOBAs, you can get ahead with pure mechanics and good decision making, but the shared experience in HotS prevents any one person from standing out from the rest of the team. As such, the team must come before the individual.

However, as far as practice goes, it all starts with the individual, and specifically, knowing your role on the team.

I talk about this subject all the time—and I’m certain I’ve written about this before—but there is always room for reiteration. The best way that you can make maximum usage of your team is by improving your own gameplay through understanding your role. Once you understand where you’re supposed to be, what you’re supposed to be doing, and how to do it correctly, you can enable your teammates to do better and win the video game.

Your role is determined by your hero

On a macro level, your “role” can be defined as support, tank, damage, or siege (or Blizzard’s own categories of Support, Warrior, Assassin, or Specialist). When you pick a front liner like Muradin or Johanna, you know that your role is tank; if you pick a hero like Valla or Greymane, you focus on maximizing damage output. The broad categories can be described as following:

  • Support – Your job is to keep everyone alive and enable your allies to make big plays. Do not die. Your team cannot take a fight without you.
  • Tank – The front line is designed to insulate the enemy team’s attacks from hitting the back line and engage the enemy team. Protect your supports and damage dealers first. You become a liability if you play too aggressively or leave your teammates behind, even if you don’t die.
  • Damage – DPS characters generally make the “flashy” plays by pouring out the damage. While it’s never good to die in this game, assassins are more expendable when it comes to making trades.
  • Siege – Some heroes excel specifically at dealing damage to buildings or pushing lanes. This is perhaps the most nebulous category, but this group usually provides lane pressure that forces the enemy team to respond.

Aside from broad roles, each hero has their own subcategories depending on their abilities. For example, the difference between Tyrael and Muradin on the front line is gigantic; one has speed boosts and a huge teamfight Heroic while the other one is a master of disruption with stuns, slows, and debuffs.

It’s difficult to pin down heroes based on their characteristics, but certain traits will shoo them into one category or another. Understanding the minutiae of these traits and how they interact with one another also makes a huge difference in your drafting ability and allows you to compensate for weaknesses or reinforce your team’s composition.

  • Waveclear – Waveclear is one of the most important tools in the game, so it’s important to weigh the costs of pick potential, damage, or tankiness against whether you can clear lanes effectively.
  • Crowd Control – Often referred to as CC, crowd control includes stuns, slows, silences, or any sort of debuff. Stronger CC often results in better picks, harder engage, and better peel.
  • Disengage – Being able to stop or pause a fight is invaluable. Big Heroics like Mighty Gust, Sanctification, and Void Prison are particularly impactful, especially against hard engage compositions.
  • Sustain – Sustain refers to your ability to stay out on the field without having to back for health or mana. Having good sustain is important for long battles, but sacrificing sustain for harder engage can sometimes be effective.
  • Mobility – Some heroes suffer from a lack of mobility which can make it difficult to play with or against certain heroes. The trade off in damage, heals, etc. is sometimes worth the lack of mobility, though.
  • Globals – Global influence is key in the current metagame. Being able to influence multiple areas on the map can net your team some extra experience, structure damage, or even just turn the tides of a fight.
  • Raw DPS – Characters with high damage need the proper setup to deal their damage. When it comes to drafting, you need to have enough damage to deal with the enemy composition or justify a lack of sustain in your own composition.
  • Tankiness – All characters have differing amounts of tankiness which allows them to position more or less aggressively. Tankier heroes can often play more aggressively than others.

This is by no means a definitive list, but it’s a good place to start thinking about the capabilities of your hero and how they fit into the rest of your team’s composition.

Even more specifically, there are roles like “solo laner”, “bruiser”, “jungler”, etc. which combine a lot of these concepts. For instance, a solo laner typically has good sustain, strong poke, and usually some form of global (i.e., Dehaka or Falstad). I will not go into all the particulars here, but just understand that every hero has a bunch of unique traits which define their role on the team, like pieces in a jigsaw puzzle.

This is the first part of a multi-part series. You can find the other parts here:
Part 2
Part 3

EsportsJohn does not eat pineapple on pizza. You can follow him on Twitter or help support him on Patreon.

HeroesHearth launches a new HotS only social media site

As of today, HeroesHearth is officially online. Touted as a Heroes of the Storm-exclusive social media network, HeroesHearth offers several standard networking features alongside some unique game-specific tools.

HeroesHearth is a social media site like Facebook or Twitter with one small twist: it’s designed entirely around the Heroes of the Storm community. Think about your Facebook account—now imagine your friends list with only people interested in talking about HotS instead of all of your relatives and friends from high school you never talk to anymore.

Formerly TheNexusGG, the site has undergone a complete makeover since the server crash three months ago. In addition to standard features like like status updates, likes, and comments, it also includes several tools specific to Heroes of the Storm including a blog tool, a build publisher, a tier list creator, and a LFG finder.

What makes this different from the Heroes subreddit or any other forum? HeroesHearth is a one-stop shop for all things Heroes-related. If you want to chat with James “Bakery” Baker—the real one—you can easily strike up a conversation or read his latest blog on how pro players aren’t necessarily great balance designers. If you’re looking for a group of similarly skilled friends to queue up Team League with, you can find them. If you want to show off a cool new build you just discovered on Gazlowe, go for it!

The site itself is sleek, modern, and professional. The main page is a standard news feed with a sidebar of recent blog posts, trending tags, Reddit history, and a list of streamers. Some of the controls aren’t very intuitive, but it doesn’t take long to figure out what all of the buttons do. Also, night mode is available, which is always a plus.

Unfortunately, the site does contain some ads, but according to the HeroesHearth Patreon, the site will be become self-sufficient at their first goal of $500 per month.

It’s not clear if the site will be self-sustaining in the long run, but it’s an interesting take on a classic idea in an effort to build a close-knit community of like-minded fans. At the very least, it’s worth signing up and trying it out.

For more updates, you can also follow HeroesHearth on Twitter.