Heck, Faker only started ranked matches coz his normal ELO was 9001 bajillion, which, in turn, made his queue times abysmal. It's one of the effects of ELO-based matchmaking. They're probably remembering the posts from Sauron (#1 elo, quite active in forums) or other high ELO players. Getting matches wasn't hard even in the "non-primetime" periods. I was in Asia and I played in both NA and EUW back then. So they dumped a lot of money into promoting HotS as a cybersport, and then, surprisignly, it didn't work out, so they just dismissed the whole game as a failure and cut the budget. Second problem was that Blizz put the cart ahead of the horse: they tried to develop HotS into a cybersport right off the gate, whereas normally doing so requires to first amass a significant popularity. A very strict filter combo, let's be real. So Blizz had a very hard time drawing attention of old MOBA fans.Īt the same time there were not much new players, and those, naturally, gravitated toward LoL and DotA2, because that's where all the people are.īasically, most of core HotS' player base was WC, WoW, DIablo and SC fans, for whom the characters in HotS held some significance, who also were into a very specific gameplay of MOBA genre, but who, at the same time, weren't already playing LoL and DotA2. Map layout, obviously, and also the way roles and itemization works, that kind of stuff (which is, incidentally, also the reason why LoL's TT and Dominion are unpopular). Remember Paragon, Infinite Crisis, and Dawngate, for example?Īnd while they had interesting ideas that could breath some new life into the MOBA formula, most of the players, who were already into that genre, were conditioned to the standard of Summoners' Rift being the way to play MOBA. There were two problems.įirst, Blizzard tried to get into the niche that was already firmly held by LoL and DotA2, where no other similar project survived (with the weird exception of Smite).
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