>>431554171>is every moba like this?
Pretty much, yeah,
early-game is like 90% of the match, the rest of the game is decided by teamwork and soloing re tards mistakes being punished>inb4 "Bullshit! I've won many games where I lost early game!"
yeah and you've got the enemy team to thank for that
Someone gets fed = they're worth more, so eventually they go full-retard and enjoy extended respawn timers while you get bonus for ending their reign of faggotry (usually during last 10 minutes of the game)
The gameplay design is fucking moronic
I've yet to see a moba that does it right
Personally, what I consider "right" is
1. players join game
2. players pick one or few balanced items
3. can only swap item after dying or "half-time" and there are no more or less than the same choices you were given at start
This means no dumb-ass currency, buffs or upgrades mid game that you use to get an advantage, just pure skill and teamwork from start to finish.
The way games USED to be (ex, team fortress)
I know there will be goods and bads so here's a few I can think of
+ people won't need to cry about someone getting fed,
- they'llstill cry about shit teammates that can't pull their weight
+ having a bad first few minutes won't ruin the entire game (ex, late join, jungle gank buffsteal or disconnects)
- there will still be some sort of score or objective that you'll be losing because of being late or outskilled, but nothing you can't recover from if you fix your shit
+gameplay becomes more character / rock, paper & scissors oriented so you'll only get advantage by choosing and preparing your picks just like basic ranked draft garbage
-gameplay becomes more repetitive and stale