Heroes of the Storm is a fast paced MOBA that’s great fun to play until you encounter one of following scenarios that makes rage quitting an extremely pleasant idea. Read on to find out the 12 pains I’ve faced since I started playing the game one year ago.
1. Bad Nazeebo! Bad Zombie Wall!
There’s a retreating enemy, one more hit till he dies. You’re giving chase until you’re trapped in a ring of tiny zombies scratching at you but doing no damage while your prey escapes. Sounds vaguely familiar? That my friend, is an example of a bad Nazeebo and his frustratingly ill-timed zombie walls!
Newer Nazeebo players often make the mistake of trapping their allied teammates, not realizing that they can deactivate the walls immediately by using the same key that activates it – ‘W’. In team fights, this mistake can cost the team an objective and their lives.
2. Azmodan, why u block me?
Azmodan is a physically massive character to play in the game and he body-blocks enemy players with great ease. But the same can be said about body-blocking choke points or retreating allies with low health, giving the enemy the upper hand. Positioning yourself well is essential when playing as Azmodan.
3. Zeratul’s void prison denies you a kill/win
Zeratul’s sneaky ways are further empowered by one of his ultimate abilities ‘Void Prison’. Players or structures trapped in the void take no damage for a short duration. This buys his team time to move to a better position to ‘gank’ enemy characters stuck in the void or save a teammate fleeing from danger.
4. Gall leaves, Cho sad
Cho’gall is currently the most unique hero in the game where two players share the body of one character. Cho controls movement and does the tanking while Gall brings the pain as the assassin. The best of both worlds, they must pick talents that complement one another and work closely to destroy enemies. If Gall leaves or disconnects, Cho becomes an easy kill for the enemy team.
Also the reason why Blizzard insists that both Cho and Gall queue together instead of randomly match-making players.
5. Tracer, so much cancer!!
Going up against a good tracer can be such a nightmare. Her blink ability allows her to dodge fatal blows and escape quickly when chased by the enemy. Her pulse bomb does massive damage at higher levels if you’re the ‘lucky’ fellow it latches onto. And her recall ability returns her to the position she was at 3 seconds ago, further confusing enemies and dodging damage. It’s a wreck and you do not want to be caught in a 1v1 with a competent tracer.
6. Long queue times
Prepared for an exciting match, you hit ‘start’ to realize 10 minutes later, you’re still in the queueing screen. My hands are clasp tightly together like PJ Abathur, slightly shaking as I pray to the Nexus gods for a game to begin. And BOOM! He blesses me with a 5-man stack so my team and I can be steamrolled.
7. Reconnecting, forever
Fights get intense, adrenaline is pumping and lo’ and behold, you’ve lost connection and are forever waiting to get back into the game. It’s infuriating and sometimes, restarting your game actually gets you back in on the action faster.
8. Ping, much?
I know things are about to hit the fan but dude, you have got to chill with your pings. Pinging incessantly distracts and annoys your team, try to calm down and prioritize if it is really necessary.
9. Guys, we got a RAMBO
Every once in awhile, you’ll get a ‘RAMBO’. A term I like to bless players with when they charge into an enemy team without checking if backup is on the way. Usually, it plays out with RAMBO dying, leaving the team to face a 4V5 fight over an objective. Why oh why?
10. Objective, Objective, Objective!!
Players who just don’t understand that Heroes of the Storm is an objective based team game. Guys, fellas, people of my people, please, focus on the objective when it activates, we can leave the epic team fights for later after we’ve secured it.
11. Don’t you dare AFK!
You died, you spawned. Okay, maybe you teleported back to replenish your mana but why are you still at the base when there’re fights to be had??
12. Mercenary camps ain’t a bad thing!
I’ll admit that badly timed fights to obtain mercenary camps can be detrimental to the team but they should not be completely ignored. If the situation permits, players should secure camps right before an objective spawns to give the team some additional pushing power while you engage the enemy over the objective.