What makes a good "Hero-Shooter" character?


I’ve been very into games like Evolve, Gigantic, and Overwatch lately, and I was wondering… What makes a good character for games like these?

What makes @ToiletWraith so obsessed with Hyde? Why do I love Tracer (Overwatch) so much? Why does @Sorrowgate like Tripp (Gigantic)? What is it that hooks people into liking (for lack of a better term) “MOBA” characters?

So far I’ve come to a few conclusions. The characters have to have a personality, or a certain aspect that defines who they are. They also have to have kickass and original abilities that make them fun to play as. But that can’t be all there is to it, is it?

I would also greatly appreciate a Dev response. I mean, you guys make these amazing characters, so clearly you know the answer to my question!



But in all seriousness, I think a varied kit with both innovative ways of damage dealing and utility can mix up the battlefield. Add in a good personality and design that that’s already quite good :smile:


Nobody remembers that I think Hyde’s awesome too. :sob:

Does Evolve actually count as a MOBA by the way? MOBAs tend to have certain objective based rules that define them.

The important part to a MOBA is that each character is interesting, but diverse. A MOBA works as a whole when there’s a character for everyone so to speak.

Personally, I love kit synergy, combos and being able to mix it up a little. I wish Tripp had a little more synergy (though her ranged attack dealing bleed damage while she channels her ult is nice), like say if the ranged attack, the bleed made her autos more effective. That said, she has two skills that work both as initiation and escape, which is awesome.

I also love specialised characters, and doing some work to make them work. MOBAs are team games so characters should have weaknesses that their teammates can cover, it’ll make them interesting. It’s also more interesting to play around yourself as you’ll need to keep it in mind and answer it as best as you can. Tripp without a doubt is a glass cannon and she’s melee against a bunch of guns. To make her work, you need to judge which skill you should use to initiate, which to use to escape, if you can get close enough without spending them in order to use them to chase. You also need to carefully judge when to engage, you need any kind of support your target may receive pre-occupied at least for a few seconds. It’s very calculated for a lightning fast two second moment where you delete somebody and disappear :slight_smile: it’s damn fun.


A usefull kit is what makes a character good.

The majority of pvp games can be considered mobas, as it stand for Multiplayer online battle arena.
Cod as an example is a litteral an arena death match, though BF also fit the definition.
However, it’s usually used as a misnomer for Dota of Legends which are actually RPG tower defense hybrids.


Haha that’s what I’m getting at. It’s the same thing as RPG. Basically every game follows the name, Role Playing Game, but there’s typically a set of rules otherwise everything would be an RPG and most things would be a MOBA.


In Evolve the Hunter’s objective is to slay the monster, and the Monster’s objective is to destroy the Relay (like in most MOBA’s) or wipe out the enemy team. So yes, I feel that Evolve counts as a MOBA.


I don’t think it’s quite close enough, the Monster can win by slaying the Hunters and there’s none of the whole towers in the way, minions marching across the field, though there are jungle camps arguably. I think that having a bunch of skills with a cooldown, a passive and an ultimate is pretty big in these games too.


Evolve fit the definition of a MOBA, but not a RPG.

That’s not what define a MOBA.


I’m not going to argue this because from this point it’s just going to turn to crap links and no debate. Like, I could link the Wikipedia definition which goes on about the minions being intergral and how MOBAs started as a spinoff to RTS, then you could scoff at it because it’s from Wikipedia and not a game site, and eventually we’re just going to look like those forum posts that are arguing semantics and philosophy.

My stance is that those points are really important to MOBAs, but they shouldn’t be because MOBA is a really generic name. But that’s how it is.


Plus, this isn’t a thread on what makes a game a MOBA, but a thread on what makes a good character in MOBA’s and MOBA-like games.


On an off topic note, this is why I can’t be bothered with different genres of metal. For all that people get picky when naming something black or death metal, it certainly sounds the same. I just stick with “I like metal” and “this is metal”.

On Topic
Ever played Heroes of the Storm? My favourite character on there is riddled with the stuff I love about the RTS style MOBAs. Body blocking and stutter stepping, synergy in his kit, he’s awesome.


What makes a character good differs for everyone. Whether the appeal is that they feel distinct to play like nothing else really does (like the TF2 Medic did back in the day), they have a great personality (like most of the TF2 cast still do) or they just feel GREAT to play and make you feel like an ultrabadass (like the S3 monster of your choice).

Some characters in gaming can tick all 3 boxes, personally I love all of the playable characters from Devil May Cry 3 / 4 SE to death.


Well, except that the definition of Moba is something that should be clear when discussing Moba design, which in this case is about Moba characters.
However, there is no discussion to be had, as it’s hardly a debateable definition, as it’s not a subjective definition, but a fact.

Anyway, as I said, to me the kit is important. After that the model. Personally I’d rather have a good looking character model that is mute, than a horrible looking character with a great personality. Once that is down and a minmum effort have been put into making the character a little more fleshed out than a 14 years’s fan fiction then that’s enough, it’s not about the perfect personality but rather a relatable one. Everyone can’t like everything.

So equipment > design > personality.


Usually what hooks me is seeing the character’s model, maybe personality first, but then I start hoping that they really have a kit that I’d like. If they’re a really cool character and the kit is good, doesn’t have to be perfectly what I want, I’ll end up loving them, maybe maining them.

By all means I like fire, but like lightning more, don’t care too much for gas clouds, but Hyde is my absolute favourite character in game. This is because Markov’s lightning gun isn’t exactly how I like lightning to be and I don’t care for his character as much as Hyde’s. Meanwhile, very little beats a good old flamethrower and when you hear Hyde laughing like a maniac you can’t help but join in. It just feels GOOD. Torvald’s my second favourite because mortars and burst in multiple hits (death by 1000 cuts or whatever it’s called) but he’s the sort of guy I’d happily torment because he’s so serious.

If Torvald was Hyde and had Napalm Mortars…


Archetypes friendo, it’s all about having varied archetypes from fiction in the game. They have enough of a personality to enjoy, but not so much personality that you can’t project onto them. This further immerses you in the power fantasy in game.


For me it’s the personality and character model.
For example, love Reinhardt, but if he wasn’t a big, chivalrous, hammer wielding German Knight, I’m pretty sure Reaper would be the highest on my list of characters.
A characters kit is something I’ll learn around, cuz when I like a character, I will make them work for me, because I need to play as them.
Just how I be.


I’m kinda like Donut with this one. Personality of the character and how they look above all else. If I like a character I will start to play it and learn the kit. Caira is a big example of this. I wouldn’t play her nearly as much if I didn’t love her as a character. :smile:


What these two fine people said above. I can fit most kits. I’m really about the right character type when I pick characters.


Personality and looks comes first. Kit and gear can be worked with.


So what I’m getting out of this is that most people look at design/personality before they look at kit/gear?