Paladins aims for more MOBA-like gameplay, less customisation

    
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When Hi-Rez Studios first revealed its upcoming online shooter Paladins, people immediately started comparing it to Overwatch and the slew of MOBAs on the market today. Paladins definitely seems to derive many of its core ideas from MOBAs, with team-based objectives and iconic characters with abilities that unlock and improve over the course of a match. The main difference is that players in Paladins put together decks of power-up cards that unlock throughout each match rather than just levelling up their character’s core abilities.

In a new interview with Rock Paper Shotgun, developers revealed that the original design of the game was actually more like Team Fortress 2 or Global Agenda, with relatively few character classes but plenty of customisation via the card system. Feedback from testers has since shown that gamers much prefer a MOBA-style system with a larger number of characters that each has its own iconic identity and fills a particular role and gameplay style.

Developers now plan to limit the amount of customisation that’s possible using the card system so that each character’s playstyle is more consistent and predictable and wacky builds are less feasible. “The element of understanding the enemy and their capabilities is important to flag up here,” CEO Erez Goren told RPS, later adding that “People don’t seem to appreciate the variation on a character as much as they do having a new character that does things that particular way.” Paladins is currently in closed beta and is scheduled for release at some point during this year.

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sweetylips
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sweetylips

hello

sweetylips
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sweetylips
sweetylips
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sweetylips

any one there

sweetylips
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sweetylips

hi

DugFromTheEarth
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DugFromTheEarth

zyrusticae yup, spot on

This is what Orcs Must DIe Unchained is suffering from as well.

PurpleCopper
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PurpleCopper

I’m meh over the whole ordeal.

Look, I get it. Character recognition is very important in fast paced games and games in general.

Having distinctive silhouettes is crucial, just look at TF2 or Warhammer models. In any other game, you’d waste a second or two trying to wonder if that other guy is an engineer or an assault trooper, which could be fatal for you.

As for customization, also understandable. Does that Spy have a dead ringer or some other loadout? Only way to find out is to see if you end up with a knife in your back. There’s really no way to tell what that other guy’s equipment is since there’s just so many to choose from and the fact that some equipment don’t have a noticeable skin art or even shows up at all when you use another equipment.

In Overwatch, you know for sure that Tracer’s packing SMG/Bomb/Recall/Blink. A lot less room for ambiguity.

Problem is that, having a rigid character can get pretty boring. No different loadouts, no different skins, etc.

Wish there was a happy compromise between the two.

ArbsX
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ArbsX

Quincha Midgetsnowman I put it this way, Even Heroes of the Storm has a bigger following than Smite. Just Hi-Rez pumps alot of money into Smite to make it seems like it is as big as Dota 2 or LoL.
I only knew the Smite Championships were happening because of a Streamer I follow was there.

Armsbend
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Armsbend

I respect the design decision but if they don’t stand out this game is going to get swallowed up by the competition.  It is going to fail hard.  I like the beta but it will not compete with Overwatch or the other mobas.

They need the card gimmick honestly.  No one on CCGs is looking for perfect balance they are looking to best their opponents.  They should follow that route here and stop listening to streamers.

Joseph C
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Joseph C

So in other words, they’re going to make it SMITE with a new coat of paint. I am so sick of this generation of gamers. WHile I appreciate the way MOBAs do it, I also notice a lot of the characters I want usually don’t have the playstyle I want. Furthermore, this is exactly where Overwatch went: Low customization, fixed styles. It’s alright until you find yourself bored because there’s no advanced level of play to unlocking the true potential of your character, no winning combo that really stands out, or really hits you in a way that feels powerful and meaningful.

Maybe I’m just old. Maybe I shouldn’t have stopped testing, and given MY feedback to counter it. My biggest problems were with the fact I couldn’t choose cards to take in and choose from during combat so I could flip my build accordingly, rather than randomly generating all my crap, and the fact I kept having to fight people for the characters I wanted to use. Other than that, the game was actually pretty decent, if a little boring due to high TTK times more in line with MOBAs than Shooters.

McGuffn
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McGuffn

well that’s dumb. You can watch the fun swirling down the drain.