Poll: Complicated Kits or Complicated Objectives?

A dichotomy I find between a lot of different MOBAs and other types of Battle Arena games is a differential between the complexity of character’s kits (including item systems or talent systems or what have you) over the complexity of the actual arena (mechanically speaking, not visually).

For example, Battlerite has one arena, that’s very small and has a tiny mechanic in an energy orb that spawns in the middle. Other than that it’s incredibly plain and nothing is really going on other than weird terrain. On the other hand, Battlerite’s characters have incredibly complicated and unique kits, with some characters having 10 different moves!

Another example is, oddly enough, HotS. Characters are complex enough (7 modifiers throughout the course of the game, and 4-6 abilities to keep track of) but for the most part are relatively simple. On the other hand, there are many different arenas with different objectives that accomplish different things, and multiple ways to win any particular game. Towers of Doom is vastly different then say, Sky Temple

So, which do YOU prefer, Complicated Characters to operate within simple objectives? Or Simple Characters to operate within complicated objectives?

A good mixture of both. Yeah I’m greedy. I love complexities. I play Battlerite too. BR simplicity comes from it’s straight forward approach in game style. Hots implores more strategies

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I’d say complex and/or interesting new heroes over their counterpart. Same goes for maps, though I’d rather have new heroes than maps.

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I gotta admit you almost lost me right there. Haven’t exactly used “dichotomy” in casual conversation much lately.

Uhhhhh… I guess I’d rather have simple characters with complicated objectives.

I love heroes like Samuro or Vikings. Or heroes who have difficult skillshots like Hanzo. It’s why I play HotS. They are hard to master even if you decided to play them for a decade straight.

But I understand most players don’t, so they are rarely released.

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Obviously I’d prefer to have both, but we can’t expect for 90% of players to be prepared for both complicated learning curve and complicated objectives for our theoretical MOBA, yeah?

I don’t think objectives need to be any more complicated than “collect X at this location”. They’re just a way to force team fights, IMO.

Given how more than half the playerbase can’t even learn the basics about maps I’d skeptically have to say complicated heroes are preferable. Players have a more direct incentive to learn them while even Grandmasters can get by without proper map knowledge, as freakish as it sounds.

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If i had to choose only one i would 100% pick a complicated kit.
Why? A very complex/unforgiving hero will in time deter most people from it and you have one deadweight worse case scenario and there still is a probability you may be able to assist him or the player may listen to friendly advice.
With a very complicated map you risk having 10 people being deadweights.
Plus now that pro players are semi extinct learning maps properly becomes even harder.

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Nothing can ever be too high skill cap for me to like although TLV is more useless work that needed. I’d love a one character really extreme difficulty as I’m not a robot that can control all 3 in microseconds