Immediately it feels like something is lacking, because the many elements players need to keep track of no longer exist. These things give players the sense of superficial simplicity compared to other MOBAs. Which means builds are refined via skill choices only - which Heroes expands and augments somewhat by giving players new skills until level 20. There's no Last Hitting, a common thread in other MOBAs where players get boosted XP and Gold if they deal the killing blow - there's no Gold at all in Heroes, and no items either. So you'll never wind up with one player significantly ahead of others on their team in terms of power. For example, XP is shared across an entire team no matter a player's individual contribution.
Heroes of the Storm does a few things different, however. That's the basics of essentially every MOBA. Players battle across the map to destroy the towers and eventually the core. The lanes have towers, used to defend the core against the creeps, and in Heroes of the Storm you can kill the camps to turn them into extra creeps. Each map is split into lanes and jungle areas, with AI creeps in the lanes and slightly tougher AI camps in the jungle. Two teams of five compete on symmetrical maps to destroy the opposing team's core.