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Common HotS Terms Explained

Common HotS Terms Explained

25 Apr 2018

Simple & Comprehensive Explanations of Heroes of the Storm Game Terms


Simple & Comprehensive Explanations of Heroes of the Storm Game Terms

Stutterstepping means: moving your Hero efficiently between Basic Attacks. If your Hero's Basic Attack cooldown is 1 second, it means you can attack once per second. The wind-up/animation of the auto-attack may last something like 0.2s. This means that you have 0.8s of "free time". If your Hero stands still in this time, you are an easy target for skill shots. You can use this downtime to move & chase, retreat, or dodge skill shots. That's the essence of stutterstepping. Good players will continually move in between Basic Attacks or spells to present a more difficult target, and move in the direction they want to go. Without wasting (too many) Basic Attack opportunities.

Stutterstepping is not to be confused with orb-walking or animination cancelling.  

Rotations is a very broad term and very commonly used in MOBA's. It covers a very large set of moves, knowledge and decision making. Summarily, it means making the best use of your time, wherever that may be. Going from the top lane to the middle lane because there's momentarily nothing to do at the top lane, would be called a "rotation" to mid. You can then add a bit of damage at the middle lane, mount up, and go top again to meet your minion wave.  

More difficult rotations are where you willingly give up lane experience from minions in your solo lane, for example to help out an ally on a Mercenary Camp. They may be getting ganked by the opponent, and you make a judgment call that it's more important to help out a ganked ally on a Merc camp than to stay in your lane and soak your lane's experience. Your quick thinking and quick rotation ends up helping your ally, saving them, and your team even nets two kills on enemy Heroes! "That was a quick and effective rotation by the solo laner". There are many other examples of rotations! It's the bread & butter of MOBA's and Heroes of the Storm.  

The term "feeding" is overused, but the definition is when players die relatively unjustifiably, often due to personal error, overextension, and greed. A death caused by unexpected team mates' errors, force majeure, fighting a team fight to the end, would not be a "feed". Trying to confirm a kill on an enemy under their own Fort with a 10% success chance, and then dying, would be a feed.  

When a Hero, usually a tank, occupies an area of the map. This can be a bush. The Hero is functioning as an "anchor" to his or her team. Anchors provide vision and cover to their allies. They provide threats, dismounts, or damage to an opponent's Hero. A tank may "anchor" for their team by standing in a brush, giving their allies safe and quick rotations past that area, without the threat of getting ambushed.  

Using your Hero or any of your Hero's abilities to gain information about the enemy's whereabouts or about areas of the map.  

Zoning is a bit harder to explain. Zoning usually means creating a threat somewhere, or creating the illusion of a threat. The result will be that the opponent has to respect that threat. If a Tank shows up at an enemy Bruiser camp, they may have to think that he's being backed up by the rest of his team, closely behind him. The tank is effectively 'zoning' at the enemy Bruiser camp, preventing them from taking it.  

When someone who is just minding his or her own business gets attacked by several enemy Heroes. Usually this comes as a surprise to the ganked player. Good minimap awareness, safe play and playing well with vision, can all help to reduce the chance of getting ganked.  

Stream sniping  
When a player queues up at the same time as a streamer queues up, the matchmaker may match them against each other due to the timing. A sniper will use the information from the stream to meet the streamer, for example because he likes to play against or with the streamer. This doesn't necessarily mean he or she will also be stream cheating or ghosting.

Stream cheating / ghosting  
When a player has the streamer's stream open when playing against him or her. The player will use the information of the stream to gain an unfair advantage, for example in draft picks & bans, or in the game to see the whole enemy map. Because a streamer voluntarily chooses to stream their perspective in a near-live setting, it's generally an accepted occupational 'hazard', despite it being unfair.    

Stream delay  
The amount of seconds or minutes a streamer deliberately chooses to delay his or her stream by. The advantage is that it makes it more difficult for people to stream snipe or cheat against them. The disadvantages are plentiful and usually outweigh the advantages. They include: less chat interactivity which reduces enjoyment for both the streamer and the viewers. Less "live" feeling. Less rapidly pick up on feedback (forgetting to change overlay, mic muted, etc.). Almost no streamer will want to instate a delay despite the possibility of ghosting.

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