Heroes of the Storm Release Date Announced. June 2nd 2015, Open Beta May 19th.

[–]Xet [score hidden] 42 minutes ago  Having all the ultimates for one team unlock at the same time is such a ridiculous thing when you really think about it. You're ahead by a level, and now suddenly you have this massive advantage for a short window of time compared to the other team to further consolidate your lead. Compare that to individual leveling in other mobas where everyone will attain their ultimates in a staggered fashion. permalinksaveparentreportgive goldreply [–]LordSocky [score hidden] 18 minutes ago  It actually creates a very interesting early game paradigm. Do you run for objectives and get an early lead, or soak exp in lanes and crush them on the second objective round with your level advantage? Both can turn into powerful leads if done right. permalinksaveparentreportgive goldreply [–]ultradolp [score hidden] 45 minutes ago  Fair point from your side. Perhaps I am still too new to see the comeback potential. We did occasionally pull off miracle comeback, but in most cases I feel it is not because we do something brilliant, but rather enemy makes a series of big mistake that cost them the game. For the maps you listed, i think pirate is probably most difficult to comeback as enemy team can simply prevent you from turning in coin. Teamfight is not avoidable in this map and once you start losing the first fight you are shut out of giving gold coin. For webweaver similar thing happen as enemy is very easy to prevent you from handing in the gems once you start to lose ground. Dragon knight is probably the best in terms of staying close as you can possibly hold one of the three points to prevent opposing team from activating knight. The example you give sounds to me more of a mistake on opposing side as they should not have lost a teamfight in any mean considering they have the knight and are already ahead in terms of level. Comparison to League, while the gap between level 6 and level 5 is immense, you can get away of simply conceding the ground to not fight, while you get advantage elsewhere. However I simply don't see how you can do it in HotS where you lack other objectives due to the game of no gold, no farm design. Not that it is necessarily a bad thing, but it does take away another mean of keeping close to opposing team. Comeback is hard for any game, as good game should be. But it feels more powerless IMO in HotS than League or Dota. A close analogy I could think of is League Season 3, where fast push strategy dominate and the first 10 minutes pretty much decide who would win. It is atrociously difficult to comeback from early game deficit during such time, in comparison to say season 4 and season 5 where teams have legitimate choice by simply playing to their team comp strength and stretch to late game. From my experience of watching pro matches, it is possible that the team play almost perfectly to their comp and still lose simply because of their comp. I feel in HotS you have far less options (may due to limited hero pool I am not so sure) in that regard. Once you are ahead minor mistake won't be punished as hard in other games, I don't think you're aware of the Underdog mechanic they built in. I'm assuming it's still in the game, ignore me if someone says they took it out. But what it does is if a player on the higher lvl team is killed by a member of the lower lvl team, the lower level team will gain a sizable chunk more experience on top of the hero kill that is a function of the EXP difference between the two teams. This means that a hero's death is worth a lot more to the losing team than the winning team. This means that if you wipe their team, you're back in the game near equal levels. If you have a trade, the losing team comes out with more experience, and the level gap closes. This helps the losing team stop the snowballing effect. You just need to kill 1-3 heroes and your power levels will be back to near equal. You'll find that merc camps and some map objectives prevent a team from grouping up for a long period of time. You need to leverage the merc camps with the map objectives and lane pushes in order to beak up their team, and then coordinate to jump their split party. I know it's easier said than done, but my advice to you is, generally, if you're on the losing team, you should split up more. If one of you dies to their team, it's not as bad as if one of them die to your team. When you're split up as a team, you can put on lane pressure through pushing lanes, merc camps, and objectives. So they either need to break apart their death ball to deal with the pressure, or try to win before your pressure overtakes their core.

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