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Isometric MOBAs other than LOL/DOTA2

No RPG elements? It probably goes here!
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Isometric MOBAs other than LOL/DOTA2

Post by Maledict »


is something I randomly stumbled upon. Looks fine.

Any other which aren't dead yet?

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Post by Maledict »

I remember Dawngate, now dead, was my favourite. Apparently in 2020 some hobbyists from Russia scammed people out of 100k pretending they will revive it: https://www.kickstarter.com/projects/st ... al-project
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Post by Finarfin »

Used to play a lot of Shards of War. Unfortunately shut down but no other game was as fun like it.
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Post by Maledict »

Finarfin wrote: February 23rd, 2026, 21:24
Used to play a lot of Shards of War. Unfortunately shut down but no other game was as fun like it.
I can see why it wasn't popular. The graphics look off, like a mobile game, and graphics play a huge part in self-marketing.

I used to enjoy the Blizzard MOBA playing as their sci-fi characters which kinda reminds me of your game. :pipe-hat:
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Post by Finarfin »

If your only concerns are graphics, you're a ******.
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Post by J1M »

I can't take a genre seriously where I need to learn 10 different visual appearances for each character with no option to hide microtransaction skins. That's like an FPS or RTS that makes you play on maximum graphical settings.
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Post by Maledict »

Finarfin wrote: February 23rd, 2026, 21:30
If your only concerns are graphics, you're a ******.
You won't keep an online multiplayer game alive if you don't appeal to normies.
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Post by rusty_shackleford »

for singleplayer there's

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Post by J1M »

Are there any MOBAs where you can decide what type of units to send down a lane? Not something you have to build constantly, more of a stance setting.
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Post by Maledict »

J1M wrote: February 23rd, 2026, 21:36
Are there any MOBAs where you can decide what type of units to send down a lane? Not something you have to build constantly, more of a stance setting.

There are no MOBAs, period.

The closest I can think of to your request:

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Post by rusty_shackleford »

Maledict wrote: February 23rd, 2026, 21:38
There are no MOBAs, period.
true
it's ASSFAGGOTS
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Post by Finarfin »

rusty_shackleford wrote: February 23rd, 2026, 21:34
for singleplayer there's

Gotta say Tower of Time really disappointed me. Very repetitive.

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Post by Finarfin »

Makes me wish I knew a MOBA to play that isn't ****** lol or dota.
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Post by Oyster Sauce »

Many moons ago I played a sprite based single player one on my phone. Since it wasn't multiplayer, there weren't any pressing balance concerns so it was just a bunch of cool characters who could do cool things. I have no idea what it's called though...
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Post by Val the Moofia Boss »

I loved Heroes of the Storm. Played the open beta and then the live game competitively for over 2 years. Matches were 20 minutes or less and it was ALWAYS possible to make a come back even in the lategame. No insane esoteric mechanics like last hitting or pooling your exp into one player while everyone else is told to suck it or is flamed for "hoarding exp". No overcomplicated character building. More time spent actually playing the game than reading character build guides. Good aesthetics and visual design that made the game appealing to look at and coherent. Each game sent you to a different map with a different size, layout, objectives, etc, so that delayed the game becoming stale.

I really liked how HotS had unusual characters like Abathur, Lost Vikings, Murky, Cho'Gall, etc. I was a Master Abathur player. I loved showing up in a ranked with my Master skin. People knew I was good. He had RTS esque gameplay where you would pan around the whole map to spawn zerg units, landmines, and to jump into another player and assist them. I really liked that co-op gameplay. But your Abathur was out in the world and had to hide in a bush, and you had to be constantly watching the map to see if enemy players were hunting for you. The last minute escapes were exhilarating, and baiting players into a bush full of landmines and monsters that blew the player up in less than a second was fun.

The 2.0 revamp killed my interest in HotS. Overwatch was successful, so ActiBlizzard inserted lootboxes into HotS. Now instead of being able to buy the cash shop skin you want or working hard to earn a master skin, now all skins in the game are lootbox drops. Did you want what was a cheap cash shop skin? Well screw you, now you have to roll over and over and hope you get it. Did you value your master skins? Well screw you everyone else can get them for free from their loot boxes. That and the game entered maintenance mode, so I lost interest.
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Post by J1M »

Val the Moofia Boss wrote: February 23rd, 2026, 22:41
I loved Heroes of the Storm. Played the open beta and then the live game competitively for over 2 years. Matches were 20 minutes or less and it was ALWAYS possible to make a come back even in the lategame. No insane esoteric mechanics like last hitting or pooling your exp into one player while everyone else is told to suck it or is flamed for "hoarding exp". No overcomplicated character building. More time spent actually playing the game than reading character build guides. Good aesthetics and visual design that made the game appealing to look at and coherent. Each game sent you to a different map with a different size, layout, objectives, etc, so that delayed the game becoming stale.

I really liked how HotS had unusual characters like Abathur, Lost Vikings, Murky, Cho'Gall, etc. I was a Master Abathur player. I loved showing up in a ranked with my Master skin. People knew I was good. He had RTS esque gameplay where you would pan around the whole map to spawn zerg units, landmines, and to jump into another player and assist them. I really liked that co-op gameplay. But your Abathur was out in the world and had to hide in a bush, and you had to be constantly watching the map to see if enemy players were hunting for you. The last minute escapes were exhilarating, and baiting players into a bush full of landmines and monsters that blew the player up in less than a second was fun.

The 2.0 revamp killed my interest in HotS. Overwatch was successful, so ActiBlizzard inserted lootboxes into HotS. Now instead of being able to buy the cash shop skin you want or working hard to earn a master skin, now all skins in the game are lootbox drops. Did you want what was a cheap cash shop skin? Well screw you, now you have to roll over and over and hope you get it. Did you value your master skins? Well screw you everyone else can get them for free from their loot boxes. That and the game entered maintenance mode, so I lost interest.
I thought it had a lot of potential due to the design choices you mentioned. But the truth is no matter what they did it was too late to market and I didn't have 4 friends to play with to get the most out of it.
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Post by Kalarion »

There's Pokemon Unite, it looked like decent fun?

https://unite.pokemon.com/en-us/
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Kalarion did this a lot better you know.
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Post by Irenaeus »

Val the Moofia Boss wrote: February 23rd, 2026, 22:41
I loved Heroes of the Storm. Played the open beta and then the live game competitively for over 2 years. Matches were 20 minutes or less and it was ALWAYS possible to make a come back even in the lategame. No insane esoteric mechanics like last hitting or pooling your exp into one player while everyone else is told to suck it or is flamed for "hoarding exp". No overcomplicated character building. More time spent actually playing the game than reading character build guides. Good aesthetics and visual design that made the game appealing to look at and coherent. Each game sent you to a different map with a different size, layout, objectives, etc, so that delayed the game becoming stale.
Agreed, I played it casually with my brothers when it was released. It was pretty cool and imo better than LoL or Dota 2. We dropped it in 2018 when Blizzard announced that they would be dropping support for the game: https://www.polygon.com/2018/12/13/1814 ... orts-2019/
Last edited by Irenaeus on February 24th, 2026, 16:40, edited 1 time in total.
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Post by J1M »

One thing I really like about this genre is the pre-game gameplay of strategic character selections. It is the type of thing that the audience can participate in and adjustments to the team lineup can add some (assumed) variability in the outcome.

If there's anything that crosspollinates from MOBA to other genres I would want it to be the pre-game exclusive character drafting. Perhaps an interesting discussion about how this could be done in games beyond just the obvious application in hero shooters.

In other words, finding ways of incorporating theorycrafting as gameplay into more game designs.