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Clarification for the slower among us.

A Hero-Shooter is a MOBA-shooter. Not every game that shares qualities with a MOBA is one, and this shouldn't be very hard to understand. StarCraft is not a MOBA just because it's top down and certain units have abilities and Street Fighter is not a MOBA, just because it has multiple characters. MOBAs as a rule are about a specific set of active abilities, any deviation from these abilities will be removed, such that a character is only used according to a set of guidelines. This a trend seen in many of the MOBA shooters released during the 2010s such as Overwatch, Paladins, Rainbow Six Siege and Valorant. It should not be difficult to see how, let's say Valorant differs from CS. In Valorant, you press a button, on a cooldown, which actives your ability to deploy a smoke based on a map overview, such that smokes can only be made as the developers intended, compared to CS where you can actively throw the grenade however you please. It is this trend of of button-locked cooldown-based special abilities that seperates a MOBA-shooter like OW, from let's say TF. In TF you must a physics-"bug" to damageboost yourself using rockets, something which has a great depth of skill-expression and differences, in OW you press the shift key, and when It was discovered you could damageboost, Blizzard removed it. Because the game is a MOBA, not a shooter, the abilities always take precedent over skill itself.

:marseywave2: @tempest @JohnnyBOO @Evilmon @AndreaDoria

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Skill-ceiling wank is fricking gay. There's so many games with supposedly high skill-ceilings that no one will ever bother to learn because the process is so neurodivergent. There's a reason why RTS games died, why arena shooters disappeared and why getting into fighting games is practically the game equivalent of bugchasing.

A good rule of thumb is that if the devs have to purposefully hamstring their game or break the engine to allow some specific interaction, it's gay and r-slurred.

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RTS, arena shooters and fighting games are games where you are alone in a 1:1 competition.

Zoomies don't have the mental strength to compete in such environments, cause they cannot blame their team / luck.

That said most well known fighting games are horrible to get into.

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Yeah, or playing them is so unfun that no one bothers to learn them.

1v1 RTS games are a slog on the best of days and during the peak of their popularity less than 10% of players ever bothered to play on ladder. People preferred to play the single-player campaign or they played custom games. Competitive play was the outlier. No one ever found a way to fix this problem. No one bothered to make laddering fun. Instead they just made them more complex and neurodivergent, and now no one bothers to play them.

All these complex, "high skill ceiling" games seem to have a lot of fans on the internet, too bad none of them actually play the games. Why would zoomers force themselves to play unfun games none of their friends play? The process of learning these games is you get r*ped in your first game, then you either go for seconds or you quit on the spot.

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RTS died because they perfected the genre, couldn't modernize it because the old playerbase would never move, and as such never got successful new games to grow a playerbase


:#marsey:

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>There's a reason why RTS games died

:smoke:

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Fighting games are easy to get into! :marseylaugh:

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Yeah, if you're a bugchasing cute twink maybe.

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:marseylaptopangry2talking#:

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:#angrygaysoundstalking:

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:angrygays#oundstalking:

now kiss

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:#marseybacktodiscord:

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:marseynotes:

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:marseypridepearlclutchtalking#:

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:#gaydar:

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:imsogaytalking#:

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:#marseyprojectiontalking:

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