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** Stealth heroes are either SkillGateCharacter or this. While you ''can'' see the invisible flicker as they move around, Blizzard has pointed out how this becomes an 'eye test' and makes the game less accessible to certain people. Eventually they changed the Stealth mechanic into VisibleInvisibility.

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** Stealth heroes are either SkillGateCharacter SkillGateCharacters or this. While you ''can'' see the invisible flicker as they move around, Blizzard has pointed out how this becomes an 'eye test' and makes the game less accessible to certain people. Eventually they changed the Stealth mechanic into VisibleInvisibility.
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* LowTierLetdown: [[LowTierLetdown/HeroesOfTheStorm Has its own page.]]
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** To coincide with the release of Mei, Blizzard added a weather mechanic to the game. The mechanic itself was seemingly simple: Each map had a specific type of weather that toggled on and off as the match progressed, providing a buff to everyone in the match (fog granted stealth, snow provided shields, etc). However, the new mechanic was met with heavy backlash. For one thing, there was no way of knowing when the weather was actually about to toggle, which messed with ganks. Another problem was increase in complexity, as players who didn't read the patch notes had no way of knowing what type of weather each map had before actually starting the match (which for ranked players was ''after'' selecting their heroes). Finally, the weather was extremely graphics intensive, with players reporting heavy frame-rate drops when weather was active. The mechanic was dropped after a month or so, replaced with the more well-received Gladiator's Medallion shortly afterwards.

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** To coincide with the release of Mei, Blizzard added a weather mechanic to the game. The mechanic itself was seemingly simple: Each map had a specific type of weather that toggled on and off as the match progressed, providing a buff to everyone in the match (fog granted stealth, snow provided shields, etc). However, the new mechanic was met with heavy backlash. For one thing, there was no way of knowing when the weather was actually about to toggle, which messed with ganks. Another problem was increase in complexity, as players who didn't read the patch notes had no way of knowing what type of weather each map had before actually starting the match (which for ranked players was ''after'' selecting their heroes). Finally, the weather was extremely graphics intensive, with players reporting heavy frame-rate drops when weather was active. The mechanic was dropped after a month or so, replaced with the more well-received [[BrokenBase similarly controversial]] Gladiator's Medallion shortly afterwards.
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** To coincide with the release of Mei, Blizzard added a weather mechanic to the game. The mechanic itself was seemingly simple: Each map had a specific type of weather that toggled on and off as the match progressed, providing a buff to everyone in the match (fog granted stealth, snow provided shields, etc). However, the new mechanic was met with heavy backlash. For one thing, there was no way of knowing when the weather was actually about to go into effect or not. Another problem was increase in complexity, as players who didn't notice the patch notes had no way of knowing what type of weather each map had before actually starting the match (which for ranked players was **after** selecting their heroes). Finally, the weather was extremely graphics intensive, with players reporting heavy frame-rate drops when weather was active. The mechanic was dropped after a month or so, replaced with the more well-received Gladiator's Medallion shortly afterwards.

to:

** To coincide with the release of Mei, Blizzard added a weather mechanic to the game. The mechanic itself was seemingly simple: Each map had a specific type of weather that toggled on and off as the match progressed, providing a buff to everyone in the match (fog granted stealth, snow provided shields, etc). However, the new mechanic was met with heavy backlash. For one thing, there was no way of knowing when the weather was actually about to go into effect or not. toggle, which messed with ganks. Another problem was increase in complexity, as players who didn't notice read the patch notes had no way of knowing what type of weather each map had before actually starting the match (which for ranked players was **after** ''after'' selecting their heroes). Finally, the weather was extremely graphics intensive, with players reporting heavy frame-rate drops when weather was active. The mechanic was dropped after a month or so, replaced with the more well-received Gladiator's Medallion shortly afterwards.
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** Uther used to have a "Piano Uther" build, which was because he was able to choose five talents that provided an active ability, causing him to have abilities mapped to the 1-5 keys in addition to QWER. It was named as such due to having some similarity to the many black keys over many white keys of a piano.

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* HarsherInHindsight: Blaze's line wondering [[WhatHappenedToTheMouse what happened to Raynor]] will sting a lot to French players, since he was released two months after Patrick Bethune (Raynor's dubber) died from cancer. Likewise, one of Raynor's "healed" quotes is, translated, "you and me medic, it's 'till death do us part". Which, likewise, stings a bit more.

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* HarsherInHindsight: Blaze's line wondering [[WhatHappenedToTheMouse what happened to Raynor]] will sting a lot to French players, since he was released two months after Patrick Bethune Creator/PatrickBethune (Raynor's dubber) died from cancer. Likewise, one of Raynor's "healed" quotes is, translated, "you and me medic, it's 'till death do us part". Which, likewise, stings a bit more.



** A lot of people struggle with Qhira's name, not helped by her spotlight being the only one not to have any voice over. Officially, it's pronounced "keer-ah".

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** A lot of people struggle with Qhira's name, not helped by her spotlight being the only one not to have any voice over. Officially, it's pronounced "keer-ah"."keer-ah".
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** In lieu of the ''Eternal Conflict'', there were debates that if the VideoGame/DiabloIII Wizard made it to the game (they're the last of the current Nephalem roster at that time), it will be either a male Wizard or a female Wizard. Both sides have strong claims, as the male Wizard's inclusion will even the gender balance of the Nephalems (but not the gender balance of Diablo characters overall) as well as the fact that said gender prominently being on the promotional images of Diablo games has no relevance (that's why we got Sonya, for instance) so Blizzard can easily create a new identity from scratch, like with Nazeebo, Johanna and Kharazim, and furthermore, Blizzard has expressed that they do like the freedom of making an OriginalGeneration character based on pre-existing models with no canon identities. The female Wizard, on the other hand, is very much a fan-favorite, especially the one that appeared in the Firefly short story, Li-Ming, is widely considered the canon version of the class, and much like Valla (the only playable Nephalem that uses a predefined identity), directly ties to the story more than other short story classes (Story ends with her personally heading to Tristram, and a character featured in her story appears near the end of ''Reaper of Souls''), so IF the fans get a female Wizard, there are those who are hoping that it's exactly Li-Ming. And Blizzard themselves are no stranger with the trope TalkingToHimself, so the prospect of Creator/GreyDeLisle doing both the Wizard and Nova wouldn't be a strange practice and could be alluring as well, as much as having the equally awesome Creator/CrispinFreeman on the cast. Regardless, debates between those who wants male or female Wizard remain strong. Though in the end, it turns out to be Li-Ming.

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** In lieu of the ''Eternal Conflict'', there were debates that if the VideoGame/DiabloIII Wizard made it to the game (they're the last of the current Nephalem roster at that time), it will be either a male Wizard or a female Wizard. Both sides have strong claims, as the male Wizard's inclusion will even the gender balance of the Nephalems (but not the gender balance of Diablo characters overall) as well as the fact that said gender prominently being on the promotional images of Diablo games has no relevance (that's why we got Sonya, for instance) so Blizzard can easily create a new identity from scratch, like with Nazeebo, Johanna and Kharazim, and furthermore, Blizzard has expressed that they do like the freedom of making an OriginalGeneration character based on pre-existing models with no canon identities. The female Wizard, on the other hand, is very much a fan-favorite, especially the one that appeared in the Firefly short story, Li-Ming, is widely considered the canon version of the class, and much like Valla (the only playable Nephalem that uses a predefined identity), directly ties to the story more than other short story classes (Story ends with her personally heading to Tristram, and a character featured in her story appears near the end of ''Reaper of Souls''), so IF the fans get a female Wizard, there are those who are hoping that it's exactly Li-Ming. And Blizzard themselves are no stranger with the trope TalkingToHimself, of ActingForTwo, so the prospect of Creator/GreyDeLisle doing both the Wizard and Nova wouldn't be a strange practice and could be alluring as well, as much as having the equally awesome Creator/CrispinFreeman on the cast. Regardless, debates between those who wants male or female Wizard remain strong. Though in the end, it turns out to be Li-Ming.
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** And, of course, the big one: the question of why the game went the way it did. It cannot be denied that the game simply didn't reach the audience Blizzard was hoping for -- at its final Blizzcon, it had the largest prize pool but the ''smallest'' audience -- but no two players are likely to agree on ''why'' that happened, with complaints ranging from "Blizzard tried to force it as an [=eSport=]" to "It was too casual at heart" to "It used the ''VideoGame/StarCraftII'' game engine which came out in 2007" to "It came out too late, since ''VideoGame/LeagueOfLegends'' had been out for 6 years when it was released" to "Activision's {{Corrupt Corporate Executive}}s ruined everything" to "It's perfect, what are you all talking about?"

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** And, of course, the big one: the question of why Why did the game went the way it did. fail to capture an audience? It cannot be denied that the game simply didn't reach the audience Blizzard was hoping for failure happened -- at its final Blizzcon, it had the convention's largest prize pool but the ''smallest'' audience -- but no two players are likely to agree on ''why'' that happened, with complaints ranging from "Blizzard tried to force it as an [=eSport=]" to "It was too casual at heart" to "It used the ''VideoGame/StarCraftII'' game engine which came out broke ground in 2007" to "It came out too late, since ''VideoGame/LeagueOfLegends'' had been out for 6 years when it was released" to "Making it a MascotFighter meant it competed with Blizzard's other games instead of taking market share from ''[=LoL=]'' and ''[=DotA 2=]''" to "Activision's {{Corrupt Corporate Executive}}s ruined everything" to "It's perfect, what are you all talking about?"
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** Murky. Due to being such an unusual fighter, he tends to garner fans or detractors easily. Some find him to be a fun and unique character, who is difficult to master but rewarding if done, especially since the game does at least balance Murky to not be too much of a threat. Others find him tedious to play as, or find that he can either drag a team down if a player isn't good, or be so dangerous that he can easily beat most characters he fights with ease. Changes that reduced his building damage seem to have solved this particular break, [[TierInducedScrappy after he spent some time in the detested bottom tier]], but he remains a polarzing character regardless. He's either regarded as a hero with a high skill floor and ceiling, a gimmicky failure... Or a abomination from hell, constantly requiring someone to duel him at all times to prevent towers and camps falling to him willy-nilly.

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** Murky. Due to being such an unusual fighter, he tends to garner fans or detractors easily. Some find him to be a fun and unique character, who is difficult to master but rewarding if done, especially since the game does at least balance Murky to not be too much of a threat. Others find him tedious to play as, or find that he can either drag a team down if a player isn't good, or be so dangerous that he can easily beat most characters he fights with ease. Changes that reduced his building damage seem to have solved this particular break, [[TierInducedScrappy [[LowTierLetdown after he spent some time in the detested bottom tier]], but he remains a polarzing character regardless. He's either regarded as a hero with a high skill floor and ceiling, a gimmicky failure... Or a abomination from hell, constantly requiring someone to duel him at all times to prevent towers and camps falling to him willy-nilly.



** KILL THE MEDIC![[labelnote:Explanation]]When fighting Lt. Morale, less experienced players will usually tunnel vision her over anyone else, and will scream at the team for not attacking her in chat. This is not always a good idea especially when she’s being protected by her entire team. Read her TierInducedScrappy section for more details [[/labelnote]]

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** KILL THE MEDIC![[labelnote:Explanation]]When fighting Lt. Morale, less experienced players will usually tunnel vision her over anyone else, and will scream at the team for not attacking her in chat. This is not always a good idea especially when she’s being protected by her entire team. Read her TierInducedScrappy section for more details [[/labelnote]]



** Varian was the first hero who was able to be changed stat and gameplay wise, as he could use three different skill lines that adjusted his playstyle and stats to be either a GlassCannon, StoneWall or FragileSpeedster depending on his talent options. No other hero since has this freedom, making Varian the only unique hero who can essentially be specialized. (This mechanic was abandoned when the ConfusionFu inherent in his design made him impossible for the matchmaking AI to place; see the dedicated "[[TierInducedScrappy/HeroesOfTheStorm Tier-Induced Scrappy]]" page for details.)

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** Varian was the first hero who was able to be changed stat and gameplay wise, as he could use three different skill lines that adjusted his playstyle and stats to be either a GlassCannon, StoneWall or FragileSpeedster depending on his talent options. No other hero since has this freedom, making Varian the only unique hero who can essentially be specialized. (This mechanic was abandoned when the ConfusionFu inherent in his design made him impossible for the matchmaking AI to place; see the dedicated "[[TierInducedScrappy/HeroesOfTheStorm Tier-Induced Scrappy]]" page for details.place.)
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Stop Helping Me is a disambig


* CasualCompetitiveConflict: The mere existence of Quick Match has some players frothing at the mouth. Since the days of ''League of Legends'', drafting -- each player choosing a specific character to play, and debating whether Player X should or should not pick Character Y because it will have Effect Z on the match -- has been a key component of the game, meaning you were infused with an important mindset before the first shot was even fired: "DividedWeFall. This is SeriousBusiness." In comparison, in QM you don't get that; you just pick whoever you want and play them regardless. It's much more comparable to ''VideoGame/SuperSmashBros''... which is a good analogy to draw, since ''Heroes of the Storm'' is not Blizzard's ''Dota'', it's Blizzard's MascotFighter. And the point of a MascotFighter is not to win, it's to have fun doing silly things with your favorite hero. Many of the game's choices, particularly the shared EXP bar, enforce this, by limiting any individual player's ability to "carry" the team. To add insult to injury, QM is the default play mode for the game, the mode every player starts with first and the mode a lot of people never leave; it's actually the most popular mode ''in'' the game. Therefore, to the casual crowd, QM is the best thing about the game... and to the StopHavingFunGuys, it's the worst. You could even make an argument that the decision to hew so closely to the Casual side of the conflict hamstrung the game's [=eSports=] scene: when most players spend their time in a mode where they are not taught the basic fundamentals of strategy -- EXP gain, NeverSplitTheParty, {{Combination Attack}}s, etc -- in fact, a mode where Blizzard is incentivized to ''keep'' them IgnorantOfTheirOwnIgnorance, because it levels the playing field and results in more people having more fun -- the best players will have trouble rising to the top. After all, the game is actively ''trying'' to [[StopHelpingMe prevent them from excelling]].

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* CasualCompetitiveConflict: The mere existence of Quick Match has some players frothing at the mouth. Since the days of ''League of Legends'', drafting -- each player choosing a specific character to play, and debating whether Player X should or should not pick Character Y because it will have Effect Z on the match -- has been a key component of the game, meaning you were infused with an important mindset before the first shot was even fired: "DividedWeFall. This is SeriousBusiness." In comparison, in QM you don't get that; you just pick whoever you want and play them regardless. It's much more comparable to ''VideoGame/SuperSmashBros''... which is a good analogy to draw, since ''Heroes of the Storm'' is not Blizzard's ''Dota'', it's Blizzard's MascotFighter. And the point of a MascotFighter is not to win, it's to have fun doing silly things with your favorite hero. Many of the game's choices, particularly the shared EXP bar, enforce this, by limiting any individual player's ability to "carry" the team. To add insult to injury, QM is the default play mode for the game, the mode every player starts with first and the mode a lot of people never leave; it's actually the most popular mode ''in'' the game. Therefore, to the casual crowd, QM is the best thing about the game... and to the StopHavingFunGuys, it's the worst. You could even make an argument that the decision to hew so closely to the Casual side of the conflict hamstrung the game's [=eSports=] scene: when most players spend their time in a mode where they are not taught the basic fundamentals of strategy -- EXP gain, NeverSplitTheParty, {{Combination Attack}}s, etc -- in fact, a mode where Blizzard is incentivized to ''keep'' them IgnorantOfTheirOwnIgnorance, because it levels the playing field and results in more people having more fun -- the best players will have trouble rising to the top. After all, the game is actively ''trying'' to [[StopHelpingMe prevent them from excelling]].excelling.

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