Today, Cortyn is talking about Heroes of the Storm . It has some technical flaws.
I wish you a nice Wednesday- [Please wait a moment while the connection to this article is being restored]. Ah, yes. You already realize what today’s topic will be. Let’s talk about my little Moba favorite, Heroes of the Storm.
Basically, Heroes of the Storm is a relatively solid game. I like the familiar Blizzard characters. I enjoy the cool mechanics, such as those from Abathur, Zagara, or Cho’gall. I appreciate the additional map objectives, like mercenary camps, that give the game a little “extra” compared to other Mobas – at least for me. But in terms of the Nether, the game has such a damn bad engine.
Re-entering the game – Maybe, maybe not
Have you ever been kicked out of a running game because you had a disconnect and then tried to resume the match? If you’re thinking, “Hm, then HotS will just reload the match and continue,” you are mistaken. Heroes of the Storm reloads the map and sets it for you to the point where you left the game. Then the game tries to “fast forward,” meaning that the events will occur at an accelerated speed until you arrive back in the “here and now” and regain control of your hero.
And what can I say? It’s a stutterfest. On older computers, this is completely unmanageable – the “fast forwarding” is about as fast as the original speed, just with even more stuttering. Even on newer computers, it doesn’t look elegant. Why in the Nether can’t the game simply take over the current positions and values of the units when re-entering?

Stutters with every event
Another thing that Heroes of the Storm also cannot get under control is the initial occurrence of certain events on the map. Whenever an “event” happens, like the appearance of treasure chests in Blackheart’s Bay or the activation of altars on different maps, the game stutters for a brief moment. According to selective perception, this is of course ALWAYS the case in a fight that you only lost because the opponent definitely didn’t experience the stutter *cough*.
As complete laymen, we thought about this and suspect that the sound and graphic files for the events are only requested at the moment the game needs them, which then causes the stutter. Why can’t it be programmed to run “smoothly” from the start? Other games manage to do that!
I simply cannot explain it. Both of the “errors” or “annoyances” I mentioned are so significant that they regularly drop the fun of the game from 100 to 0. Sure, they are ultimately just minor things; after all, a disconnect is rare. But when it happens, it ruins the fun double or triple.
Can you understand my frustration, or do you have no problems with HotS at all? Is everything running smoothly for you? Let me know in the comments.

