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.
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