
Even if you don’t build the perfect group composition for any given team, all hope isn’t lost at hero selection. The open-ended build system is also great for another reason. Potions have been replaced by healing wells, found at every fort checkpoint - making it even easier to get back into the action without any boring moments.

I’ll often spend hours upon hours theorycrafting builds when returning to specific MOBAs just to figure out the best course of action, which can get tiring if you have to do it for every game. While I definitely appreciate the “me-too” nature of adding items to every new MOBA, as it did initially stem from the original DOTA (and by proxy, Warcraft III‘s shops), learning new item-meta in addition to every map and every nuance for each character can be taxing. Perhaps the biggest difference with Heroes of the Storm is that there are no longer items of any kind, and that’s something I’m really, really happy about. To help break down the barrier to entry, Blizzard has made a number of concessions that set it apart from its competition. It’s a five-on-five, top-down, click-heavy affair with various roles such as support, tanks, and DPS, and there’s a variety of different characters to choose from. Fundamentally, Heroes is still very much a MOBA experience.
