History Main / MultiplayerOnlineBattleArena

22nd Jul '17 4:43:01 AM ChrisX
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* YouAreFat: {{Subverted}}. In this genre, "fat" is almost always a compliment: someone who dies repeatedly is said to be "feeding" the enemy as this grants them large amounts of resources, so calling someone fat means that they were on the receiving end of this feeding and are now an extremely dangerous threat.

to:

* YouAreFat: {{Subverted}}. In this genre, "fat" is almost always a compliment: someone who dies repeatedly is said to be "feeding" the enemy as this grants them large amounts of resources, so calling someone fat means that they were on the receiving end of this feeding and are now an extremely dangerous threat. This only applies to carries, though, if it's a support who somehow gets fat, while it's still not an insult, the support is probably going to get berated for being fat while the carry is being skinny and becoming TheLoad.
19th Jul '17 3:47:24 PM Zuxtron
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* AcceptableTargets: It's no secret that this genre is practically bred to cause emotional angst. However, nothing sets the playerbase off more than saying you are Brazilian or Russian. Mostly in [[VideoGame/LeagueOfLegends LoL]] and [[DefenseOfTheAncients DotA]] respectively.
** Or Filipinos and Mainland Chinese for South East Asian players.
** Also, extend the hate towards Russians to any even remotely Slavic nationality. If you speak a Slavic language in a game, you will be called a Russian and hated for it, unless you manage to play competently.
** [[VideoGame/LeagueOfLegends LoL]] actually implemented a South American server to separate the Spanish/Portugese speakers from English ones. Of course, seeing a Brazilian on the NA server gets a response along the lines of "why aren't you people gone yet?"
*** Granted, most Brazilians and Russians on ''VideoGame/LeagueOfLegends'' and [[VideoGame/DefenseOfTheAncients DotA 2]] are just {{Troll}}s - it's ''notoriously'' easy to create a SockPuppet account free of charge.
** There is only one sole exception in this rule: In ''VideoGame/LeagueOfLegends'', if your purpose of saying "Brazil" or "Huehuehuehue" is to poke fun of the MemeticMutation surrounding [[http://www.youtube.com/watch?v=vD8tHh9-nbw the champion Mordekaiser]], then you may be able to instead generate a grin.
* AdaptationDisplacement: [=DotA=]: Allstars is more popular and well-known than any of its predecessors. Very few people know about Aeon of Strife or Eul's [=DotA=].
** Likewise, Guinsoo's tenure at the helm of Allstars is more historical compared to Ice Frog's tenure, due to Ice Frog maintaining CompetitiveBalance.
* AscendedGlitch: some of Warcraft III engine limits and glitches made it into metagame and are copied in other games. Notably, the concept of denying your own friendly creeps to "deny" XP and gold from the enemy.

to:

* AcceptableTargets: It's no secret that this genre is practically bred to cause emotional angst. However, nothing sets the playerbase off more than saying you are Brazilian or Russian. Mostly in [[VideoGame/LeagueOfLegends LoL]] and [[DefenseOfTheAncients DotA]] respectively.
** Or Filipinos and Mainland Chinese for South East Asian players.
** Also, extend the hate towards Russians to any even remotely Slavic nationality. If you speak a Slavic language in a game, you will be called a Russian and hated for it, unless you manage to play competently.
** [[VideoGame/LeagueOfLegends LoL]] actually implemented a South American server to separate the Spanish/Portugese speakers from English ones. Of course, seeing a Brazilian on the NA server gets a response along the lines of "why aren't you people gone yet?"
*** Granted, most Brazilians and Russians on ''VideoGame/LeagueOfLegends'' and [[VideoGame/DefenseOfTheAncients DotA 2]] are just {{Troll}}s - it's ''notoriously'' easy to create a SockPuppet account free of charge.
** There is only one sole exception in this rule: In ''VideoGame/LeagueOfLegends'', if your purpose of saying "Brazil" or "Huehuehuehue" is to poke fun of the MemeticMutation surrounding [[http://www.youtube.com/watch?v=vD8tHh9-nbw the champion Mordekaiser]], then you may be able to instead generate a grin.

* AdaptationDisplacement: [=DotA=]: Allstars is more popular and well-known than any of its predecessors. Very few people know about Aeon of Strife or Eul's [=DotA=].
**
[=DotA=]. Likewise, Guinsoo's tenure at the helm of Allstars is more historical compared to Ice Frog's tenure, due to Ice Frog maintaining CompetitiveBalance.
* AscendedGlitch: some of Warcraft III engine limits and glitches made it into metagame and are copied in other games. Notably, the concept of denying killing your own friendly creeps to "deny" XP and gold from the enemy.



* BribingYourWayToVictory: The most common business model for these games is a [[DownplayedTrope downplayed]] version of this: players get access to a small portion of the roster of playable characters, which regularly rotates. Characters can also be unlocked permanently by buying them with in-game currency, but this often takes enormous amounts of grinding (especially for the newest characters, which usually have an inflated price tag when they are first released). If you want to play as someone you don't have unlocked but don't feel like grinding for days (possibly weeks if the game is especially stingy with its currency rewards), you'll have to cough up the cash. Some games also offer a special bundle which instantly unlocks every current and future character at a reduced price. This is not as bad as it may sound, as all characters are generally meant to be roughly equal in power, so having more of them to pick from does not always grant you an advantage so long as the game's balance is good enough.



* ComebackMechanic: In many games, if you kill a Hero who is in the middle of a KillStreak, you get a big Gold bonus, not to mention a huge psychological boost. However, this is all too frequently [[UnstableEquilibrium subverted]].

to:

* ComebackMechanic: ComebackMechanic:
**
In many games, if you kill a Hero who is in the middle of a KillStreak, you get a big Gold bonus, not to mention a huge psychological boost. However, this is all too frequently [[UnstableEquilibrium subverted]].



* ComplacentGamingSyndrome: Being a PvP game, par for the course.

to:

* ComplacentGamingSyndrome: Being {{Cooldown}}s: Your abilities will almost always have a PvP game, par for cooldown period after being used. In some games, the course.most powerful ultimate abilities may have several minutes of cooldown, while more arcade-y games may have only a few seconds at most.



* DoubleStandard: The person on ''their'' team disconnects? They'll pause and wait for them to come back. When the person on ''your'' team disconnects? They'll force-unpause the game and use this as an advantage to come ahead.



* EntitledBastard: A lot of people will constantly ask you to help them out, refusing to help you back, and do ''not'' expect a "Thank you" if you do save them.
** For games that have a recommendation system, it is not rare to see the winning side coming and begging like [[VideoGame/{{Dota 2}} "Commend plz"]] or [[VideoGame/LeagueOfLegends "Honor plz"]] on the basis that they just won, even if their contribution is minimal or more likely to just show off how much better they are to the losers.



* FakeDifficulty: In the form of GuideDangIt. If you're new to the genre, then don't expect the in-game tutorials to help since they rarely explain more than what the controls are. They do not tell you details of the metagame--the popular / [[ComplacentGamingSyndrome successful]] trends that everyone follows and expect you to be up-to-date on. Matches vs AI (if they exist) can help you catch up, but not by much. And forget TheWikiRule: they may provide documentation, but rarely provide strategy, partially because it constantly changes and partially because [[SuffersNewbiesPoorly MOBA players don't like sharing]].
* FanDumb: The number of accusations about DOTA 2 having copied [=LoL=] or [=HoN=] is frightening. You'd think the 2, combined with the unfamiliar title, might've prompted them to do a ''touch'' of Google-Fu to find out what Dota ''1'' was.
* FollowTheLeader: The standard 5-on-5 three-lane map described above has been implemented in almost ''every'' clone, to the point that players can be surprised if certain minor features aren't in the exact spot they're used to finding them in. However a couple games have decided to diversify the genre by adding different game modes... and have been criticized for ''not'' being a near carbon-copy of [=DotA=], interestingly enough.
* GameBreaker: par for the course, due to new heroes being released on a regular schedule. The developers ''try'' to balance them, but with so much new content, it's inevitable they miss something.
* GameplayAndStorySegregation
* {{GIFT}}: In the form of StopHavingFunGuys, SeriousBusiness {{Scrub}}s, SuffersNewbiesPoorly, UnpleasableFanbase, SmallNameBigEgo, ArrogantKungFuGuy, and EntitledBastard. Basically, MOBA games have a ''terrible'' reputation for having communities full of people on their absolute ''worst'' behavior.
** The only gaming communities considered worse than MOBA communities are ''some'' fighting communities. Aside from that, the fanbase of many a MOBA is a WretchedHive, so much so that self-policing organizations existed for Dota and official bans and punishments for poor behavior exist in many modern games.
*** Even then, some ''[=LoL=]'' players were surprised when Riot Games actually banned a professional player for being an asshat. And not even youtubers that make videos that attracted many players to their games are safe if they screw up on their unbridled trashtalking, like LetsPlay/{{Videogamedunkey}} learned the hard way.
* HeartIsAnAwesomePower: Many players will think that [[WhatKindOfLamePowerIsHeartAnyway being positive]] won't bring victory; what brings victory is tremendous skill, so much that people will justify their jackass, toxic actions with their skill (and if they are argued upon, they will challenge their arguer to a [=1v1=]). However, truth is, having skills alone is not enough, being negative will actually ''decrease'' your winning chances. The team who kept their wits together, staying positive and never once insult others in bad times, will have increased chance of winning. Thus, having positive attitude (instead of being negative and [[SmallNameBigEgo justifying on skills only]]) is usually the key to victory.
* ImNotHereToMakeFriends: Given that some of these games show up in e-Sports and have official tournaments, you can definitely spot the people who are clearly ''not'' here to make friends, they're just here to win.
** Even in standard play, people have pointed out the guys having the ''most'' fun are the ones who aren't there to win and don't give a hoot about their statistics; they're just there to play games because they think it's fun. But for a [[TheGadfly few]] [[{{Troll}} others]], sometimes it's more fun for them just to hear [[UnstoppableRage others throw tantrums]].
* InternetToughGuy: Some people who take everything personally or can't cope with losing.
* InsultBackfire: Calling someone "fat" usually was meant literally and an insult, especially to ladies. In this genre? Calling someone "fat" is more along the line about acknowledging how dangerous that someone has become (through a good amount of farming or getting fed with enemy hero kills) and probably would carry their team to victory. So, "fat" here sounds more like being acknowledged as a badass. The worst interpretation is that you just put a 'kick me' sign in your butt and one time you die, you give a good amount of reward for your enemies that may become just their key to make a comeback.

to:

* FakeDifficulty: In the form of GuideDangIt. If you're new to the genre, then don't expect the in-game tutorials to help since they rarely explain more than what the controls are. They do not tell you details of the metagame--the popular / [[ComplacentGamingSyndrome successful]] trends that everyone follows and expect you to be up-to-date on. Matches vs AI (if they exist) can help you catch up, but not by much. And forget TheWikiRule: they may provide documentation, but rarely provide strategy, partially because it constantly changes and partially because [[SuffersNewbiesPoorly MOBA players don't like sharing]].
* FanDumb: The number of accusations about DOTA 2 having copied [=LoL=] or [=HoN=] is frightening. You'd think the 2, combined with the unfamiliar title, might've prompted them to do a ''touch'' of Google-Fu to find out what Dota ''1'' was.
* FollowTheLeader: The standard 5-on-5 three-lane map described above has been implemented in almost ''every'' clone, to is the point that players can be surprised if certain minor features aren't in the exact spot they're used to finding them in. However a couple most common setup for maps. However, this is becoming increasingly rare, as more and more games have decided to diversify the genre by adding try different game modes... and have been criticized for ''not'' being a near carbon-copy of [=DotA=], interestingly enough.
* GameBreaker: par for the course, due to new heroes being released on a regular schedule. The developers ''try'' to balance them, but with so much new content, it's inevitable they miss something.
* GameplayAndStorySegregation
* {{GIFT}}: In the form of StopHavingFunGuys, SeriousBusiness {{Scrub}}s, SuffersNewbiesPoorly, UnpleasableFanbase, SmallNameBigEgo, ArrogantKungFuGuy, and EntitledBastard. Basically, MOBA games have a ''terrible'' reputation for having communities full of people on their absolute ''worst'' behavior.
** The only gaming communities considered worse than MOBA communities are ''some'' fighting communities. Aside from that, the fanbase of many a MOBA is a WretchedHive, so much so that self-policing organizations existed for Dota and official bans and punishments for poor behavior exist in many modern games.
*** Even then, some ''[=LoL=]'' players were surprised when Riot Games actually banned a professional player for being an asshat. And not even youtubers that make videos that attracted many players to their games are safe if they screw up on their unbridled trashtalking, like LetsPlay/{{Videogamedunkey}} learned the hard way.
* HeartIsAnAwesomePower: Many players will think that [[WhatKindOfLamePowerIsHeartAnyway being positive]] won't bring victory; what brings victory is tremendous skill, so much that people will justify their jackass, toxic actions with their skill (and if they are argued upon, they will challenge their arguer to a [=1v1=]). However, truth is, having skills alone is not enough, being negative will actually ''decrease'' your winning chances. The team who kept their wits together, staying positive and never once insult others in bad times, will have increased chance of winning. Thus, having positive attitude (instead of being negative and [[SmallNameBigEgo justifying on skills only]]) is usually the key to victory.
* ImNotHereToMakeFriends: Given that some of these games show up in e-Sports and have official tournaments, you can definitely spot the people who are clearly ''not'' here to make friends, they're just here to win.
** Even in standard play, people have pointed out the guys having the ''most'' fun are the ones who aren't there to win and don't give a hoot about their statistics; they're just there to play games because they think it's fun. But for a [[TheGadfly few]] [[{{Troll}} others]],
layouts, sometimes it's more fun even having multiple different maps.
* ForcedLevelGrinding: 'Laning' and 'Jungling' are the prime sources of ExperiencePoints
for them just to hear [[UnstoppableRage others throw tantrums]].
* InternetToughGuy: Some people who take everything personally or can't cope
essential skills and gold for key items, even with losing.
* InsultBackfire: Calling someone "fat" usually was meant literally and an insult, especially to ladies. In this genre? Calling someone "fat" is more along
the line about acknowledging how dangerous that someone has become (through a good amount of farming or getting fed with enemy much larger individual bounties for hero kills) and probably would carry their team kills.
* GameplayAndStorySegregation: If the game has a backstory, expect it
to victory. So, "fat" here sounds more like being acknowledged as a badass. The worst interpretation is that you just put a 'kick me' sign in your butt and one time you die, you give a good amount of reward for your have little to no bearing on the actual gameplay. Characters who are mortal enemies that may become just their key to make lore-wise will happily fight side-by-side if you pick one of them and a comeback.teammate picks the other.



** Actually averted with VideoGame/HeroesOfTheStorm. There are no items in this game, but there is the ''Talent'' system to compensate, which allow players to customize the abilities of their heroes to an extent.



* ItsUpToYou: [[AvertedTrope It's not]]. Nobody can win a game single-handedly if he is the only decent player on the team. Good teams, however, may utilize a 'four-protect-one' strategy where one of the players runs a phenomenally powerful damage dealer that the rest must sacrifice life and limb to build up for the endgame.
** Well, actually, when the MOBA is more like [=DotA=], some characters, given enough time to get the money for their items, actually CAN win the game single-handedly, however it is very hard and doesn't often happen.
** It's more of a zigzagged trope. Although there are absolutely no popular games that allows a player to OneManArmy the enemy easily, there are strategies that can rely heavily on a single player doing his job rather than the team. The most common one is called "backdooring," in which a StealthBasedMission targets the base to exploit InstantWinCondition, but there are others.
* LevelGrinding: 'Laning' and 'Jungling' are the prime sources of ExperiencePoints for essential skills and gold for key items, even with the much larger individual bounties for hero kills.
** ForcedLevelGrinding: But it doesn't often take much.



* LoadsAndLoadsOfCharacters: [=DotA=] has 112 as version 6.76, with only 1 hero not playable in ''Dota2'' yet, ''VideoGame/LeagueOfLegends'' has 123 and is still going with no indication of ''ever'' stopping, although it ''has'' slowed by a bit (one champion every 3 weeks, rather than every 2) while [[VideoGame/HeroesOfNewerth HoN]] has 125 even though it slowed the production to an average of 2 or 3 new heroes per 6 months some time ago. Even new MOBAs come with at least a dozen or two characters to begin with.
** When a MOBA goes on enough, they get this. This is in fact one of the draws of the genre - unlike other genres with this trope, you can actually log on and see more than five characters being used.
** This is arguably one of the main reasons poor ''VideoGame/{{Demigod}}'' failed so badly: it launched with eight characters. ''Eight.'' Admittedly, the nature of the game meant each one of them had far more depth and variety than the average character in most [=MOBas=] (some of the had ''entire skill trees'' you could end a match without using) but it was still a crippling omission. The developers patched in 2 more after launch, but it was too little, too late.
* MonkeyKingLite: Due to the genre's popularity in China, it feels like there is a creed "There must always be a Monkey King in a MOBA", if it's not a flat out playable character based on Sun Wukong (or Wukong himself being part of the roster), it's a skin based on him being in the roster.
* NeverMyFault: a lot of MOBA players exhibit this attitude.
* OneManArmy: DownplayedTrope. Certainly the average playable character is this compared to the average (unseen) denizen of the gameworld, but compared to other playables, a character may only become a One Man Army if his/her/its leveling and farming is successful.
** Most {{Bonus Boss}}es are this. usually it takes several high-level heroes with several articles for beating a BonusBoss.

to:

* LoadsAndLoadsOfCharacters: [=DotA=] has 112 as version 6.76, with only 1 hero not playable in ''Dota2'' yet, ''VideoGame/LeagueOfLegends'' has 123 and is still going with no indication of ''ever'' stopping, although it ''has'' slowed by a bit (one champion every 3 weeks, rather than every 2) while [[VideoGame/HeroesOfNewerth HoN]] has 125 even though it slowed the production [=MOBAs=] are expected to an average of 2 or 3 new heroes per 6 months some time ago. Even new MOBAs come with at least have a dozen or two unique characters to begin with.
** When a MOBA goes on enough,
'''''minimum''''' when they get this. This is first launch, and often end up with several times that number as new ones are patched in. The biggest games in fact one of the draws of the genre - unlike other genres with this trope, you can actually log on and see more than five characters being used.
** This is arguably one of the main reasons poor ''VideoGame/{{Demigod}}'' failed so badly: it launched with eight characters. ''Eight.'' Admittedly, the nature of the game meant each one of them had far more depth and variety than the average character in most [=MOBas=] (some of the had ''entire skill trees'' you could end
have over a match without using) but it was still a crippling omission. The developers patched in 2 more after launch, but it was too little, too late.
hundred each!
* MonkeyKingLite: Due to the genre's popularity in China, it feels like there is a creed "There must always be a Monkey King in a MOBA", if MOBA". If it's not a flat out playable character based on Sun Wukong (or Wukong himself being part of the roster), it's a character will have a skin based on him being in the roster.
Monkey King.
* NeverMyFault: a lot of MOBA players exhibit this attitude.
* OneManArmy: DownplayedTrope.
OneManArmy:
** DownplayedTrope for the players.
Certainly the average playable character is this compared to the average (unseen) denizen of the gameworld, but compared to other playables, a character may only become a One Man Army if his/her/its leveling and farming is successful.
they get a massive advantage over the other side in the early game.
** Most {{Bonus Boss}}es are this. If the game has a BonusBoss, it will usually it takes several high-level heroes with several articles for beating a BonusBoss.qualify, requiring multiple characters to take down.



* TheShepherd: Some people genuinely ''do'' want to help newbies get better, and will give them advice and encouragement.
* SmallNameBigEgo: Most of the jerks on these games really don't have the skills to back up their TrashTalk...
** ArrogantKungFuGuy: But a few ''[[OhCrap do]]''.
* SmugSnake: It's very often in a game that you see an allied friend who's all boast, then ending up performing sub-par, or becoming an ArmchairMilitary guy who issues orders that doesn't do good in the long run, yet they WILL blame their teammates as noobs and the reason why they're defeated. Put them in the winning side, and they'll start boasting that they carried the game and the game was 'ez', even if someone else carried the game for them. And if ALL CHAT is activated, then they sure as hell will abuse it for the latter, rubbing off their superiority over the opposing side. Comebacks are possible, and if you do that against them, ''boy is it so satisfying''.
* TheSocialDarwinist: ''ESPECIALLY'' prevalent in the various playerbases of these games.
* SockPuppet: A few games are ''notriously'' easy to make a SockPuppet account for.
* SuffersNewbiesPoorly: Some people who treat you like crap when you're starting might be perfectly reasonable if you play them after getting better. And then there are...[[{{GIFT}} others]].
* StopHavingFunGuys: This too, though it's more endemic in "pro" environments like ''[=DotA=]'' or Heroes of Newerth. Course, if you manage to play any MOBA game and not run into these guys, then you are BornLucky. The very conventions of the genre tend to encourage this behavior as ''any'' deaths ''will'' make the opposing team stronger ('feeding') and experimenting or fooling around can be lethal. This is why most newbies, or experienced players experimenting with something new, are encouraged to start with bot games. (As a bonus, you're a bit more likely to find TheShepherd there, if for no other reason than players are a bit less cranky when the CurbStompBattle is basically guaranteed.)
** ''VideoGame/LeagueOfLegends'' and ''VideoGame/{{Dota 2}}'' are actually taking measures to avert this. ''VideoGame/LeagueOfLegends'' has a system called the "Tribunal" where players vote whether or not a player should be punished, as well as an "Honor" system where you can upvote people for being [[LoveYouAndEverybody friendly]], [[TheShepherd helpful]], [[TrueCompanions communicative]] or a WorthyOpponent. ''Dota 2'' is adding a system to temporarily remove players' abilities to chat or voice-chat if they can't stop trash-talking. Both were incredibly GenreSavvy.
* TheyChangedItNowItSucks: These games tend to be patched often, leading to this reaction in fans often.
* TheyCopiedItSoItSucks: {{inverted}}. Games will often get flak for ''deviating'' from the established formula. (It can also be suicidal because it reveals how much of game balance is circumstantial. ''League of Legends'' has four whole maps--three more than ''Dota''--and many of its characters have ''wildly'' different positions on the CharacterTiers depending on which map you're playing on.)
* TierInducedScrappy: Because of the team-based aspect of these games, this mostly happens with low-tier characters. It's not unknown for people to RageQuit because somebody on their team chose a character perceived as being underpowered. Likewise, in [=DotA=], which doesn't allow [[MirrorMatch both sides to deploy the same hero]], people might rage-quit when they saw that the other team had managed to nab the latest GameBreaker.
** Developers of games are constantly trying to avert this trope so people actually ''will'' try to win with their favorites, not just picking a hero declared "OP."
*** Especially since "OP" is not a relative term in these games. The original [=DotA=] only lets one team pick any given hero; {{Mirror Match}}es are forbidden. And there were some characters that were ''so'' {{Game Breaker}}y that the whole game was decided by the question of which team managed to click on him faster, a process which took five seconds. The thirty or forty minutes of gameplay that followed were largely a formality.
* TotalPartyKill: Depends on the game. There are [[VideoGame/LeagueOfLegends "Aced!"]], [[VideoGame/{{Smite}} "Deicide!"]] or [[VideoGame/HeroesOfTheStorm "Enemy Team Dominated!"]], or [[VideoGame/{{Dota 2}} just stays quiet]] [[AvertedTrope and not announcing the trope.]]
* UngratefulBastard: ''LOTS''.
* UnsportsmanlikeGloating: Try to buck yourself up if you lose and then your enemies go "Ez". You get this a lot, because [[ItsAllAboutMe these are the kind of guys who'd]] [[SmugSnake gloat on victory]], [[NeverMyFault but blame others on defeat.]]
* UnstableEquilibrium: Dying to the same opponent three times or even ''twice'' can basically hand them the game. This may seem ridiculous, but look at the advantages he gains from just one kill:
** He gains Gold and ExperiencePoints, not just from the kill but because you have to respawn and return to the fight, a time during which you are not LevelGrinding and he is.
** While you are absent from lane, he has a window of relative calm in which he can grind, set up ganks ("gang kills") on your beleaguered teammates or achieve other objectives (towers, the BonusBoss, etc), solidifying his team's lead.
** Finally, the original ''[=DotA=]'' and some others would penalize ''you'' by ''taking Gold away from you'' every time you died. Depending on circumstances, it was completely possible to be reduced to 0 G. This is the one most likely to be removed by spinoff games, as it's just a bit too harsh, and even the StopHavingFunGuys don't complain about its absence.
** Actually averted with VideoGame/HeroesOfTheStorm. It differs from the rest for the fact that it has no items at all, exp earned is shared equally between the entire team, everyone levels up at the same time, its matches are rather short, and it has currently nine different maps, each with its own ''unique'' objectives that are too powerful to ignore and can change the gamestate quickly. And players will never run into a situation where they're miles behind and dragging their team down because of it. On the other hand, it is entirely possible for a team to be miles behind their opponents in experience or map control, either of which tends to be a fairly strong indicator of how the match will end, and some unique map objectives tend to destabilize matches very quickly.
* UnstoppableRage: The playerbase for just about every one of these games.

to:

* TheShepherd: Some people genuinely ''do'' want to help newbies get better, and will give them advice and encouragement.
* SmallNameBigEgo: Most of the jerks on these games really don't have the skills to back up their TrashTalk...
** ArrogantKungFuGuy: But a few ''[[OhCrap do]]''.
* SmugSnake: It's very often in a game that you see an allied friend who's all boast, then ending up performing sub-par, or becoming an ArmchairMilitary guy who issues orders that doesn't do good in the long run, yet they WILL blame their teammates as noobs and the reason why they're defeated. Put them in the winning side, and they'll start boasting that they carried the game and the game was 'ez', even if someone else carried the game for them. And if ALL CHAT is activated, then they sure as hell will abuse it for the latter, rubbing off their superiority over the opposing side. Comebacks are possible, and if you do that against them, ''boy is it so satisfying''.
* TheSocialDarwinist: ''ESPECIALLY'' prevalent in the various playerbases of these games.
* SockPuppet: A few games are ''notriously'' easy to make a SockPuppet account for.
* SuffersNewbiesPoorly: Some people who treat you like crap when you're starting might be perfectly reasonable if you play them after getting better. And then there are...[[{{GIFT}} others]].
* StopHavingFunGuys: This too, though it's more endemic in "pro" environments like ''[=DotA=]'' or Heroes of Newerth. Course, if you manage to play any MOBA game and not run into these guys, then you are BornLucky. The very conventions of the genre tend to encourage this behavior as ''any'' deaths ''will'' make the opposing team stronger ('feeding') and experimenting or fooling around can be lethal. This is why most newbies, or experienced players experimenting with something new, are encouraged to start with bot games. (As a bonus, you're a bit more likely to find TheShepherd there, if for no other reason than players are a bit less cranky when the CurbStompBattle is basically guaranteed.)
** ''VideoGame/LeagueOfLegends'' and ''VideoGame/{{Dota 2}}'' are actually taking measures to avert this. ''VideoGame/LeagueOfLegends'' has a system called the "Tribunal" where players vote whether or not a player should be punished, as well as an "Honor" system where you can upvote people for being [[LoveYouAndEverybody friendly]], [[TheShepherd helpful]], [[TrueCompanions communicative]] or a WorthyOpponent. ''Dota 2'' is adding a system to temporarily remove players' abilities to chat or voice-chat if they can't stop trash-talking. Both were incredibly GenreSavvy.
* TheyChangedItNowItSucks: These games tend to be patched often, leading to this reaction in fans often.
* TheyCopiedItSoItSucks: {{inverted}}. Games will often get flak for ''deviating'' from the established formula. (It can also be suicidal because it reveals how much of game balance is circumstantial. ''League of Legends'' has four whole maps--three more than ''Dota''--and many of its characters have ''wildly'' different positions on the CharacterTiers depending on which map you're playing on.)
* TierInducedScrappy: Because of the team-based aspect of these games, this mostly happens with low-tier characters. It's not unknown for people to RageQuit because somebody on their team chose a character perceived as being underpowered. Likewise, in [=DotA=], which doesn't allow [[MirrorMatch both sides to deploy the same hero]], people might rage-quit when they saw that the other team had managed to nab the latest GameBreaker.
** Developers of games are constantly trying to avert this trope so people actually ''will'' try to win with their favorites, not just picking a hero declared "OP."
*** Especially since "OP" is not a relative term in these games. The original [=DotA=] only lets one team pick any given hero; {{Mirror Match}}es are forbidden. And there were some characters that were ''so'' {{Game Breaker}}y that the whole game was decided by the question of which team managed to click on him faster, a process which took five seconds. The thirty or forty minutes of gameplay that followed were largely a formality.
better.
* TotalPartyKill: Depends on the game. There are [[VideoGame/LeagueOfLegends "Aced!"]], [[VideoGame/{{Smite}} "Deicide!"]] or [[VideoGame/HeroesOfTheStorm "Enemy Team Dominated!"]], or [[VideoGame/{{Dota 2}} just stays quiet]] [[AvertedTrope and not announcing the trope.]]
* UngratefulBastard: ''LOTS''.
* UnsportsmanlikeGloating: Try to buck yourself up if you lose and then your enemies go "Ez". You get this a lot, because [[ItsAllAboutMe these are the kind of guys who'd]] [[SmugSnake gloat on victory]], [[NeverMyFault but blame others on defeat.]]
* UnstableEquilibrium: Dying to the same opponent three times or even ''twice'' can basically hand them the game. This may seem ridiculous, but look at the advantages he gains from just one kill:
** He gains Gold and ExperiencePoints, not just from the kill but because you have to respawn and return to the fight, a time during which you are not LevelGrinding and he is.
** While you are absent from lane, he has a window of relative calm in which he can grind, set up ganks ("gang kills") on your beleaguered teammates or achieve other objectives (towers, the BonusBoss, etc), solidifying his team's lead.
** Finally, the original ''[=DotA=]'' and some others would penalize ''you'' by ''taking Gold away from you'' every time you died. Depending on circumstances, it was completely possible to be reduced to 0 G. This is the one most likely to be removed by spinoff games, as it's just a bit too harsh, and even the StopHavingFunGuys don't complain about its absence.
** Actually averted with VideoGame/HeroesOfTheStorm. It differs from the rest for the fact that it has no items at all, exp earned is shared equally between the entire team, everyone levels up at the same time, its matches are rather short, and it has currently nine different maps, each with its own ''unique'' objectives that are too powerful to ignore and can change the gamestate quickly. And players will never run into a situation where they're miles behind and dragging their team down because of it. On the other hand, it is entirely possible for a team to be miles behind their opponents in experience or map control, either of which tends to be a fairly strong indicator of how the match will end, and some unique map objectives tend to destabilize matches very quickly.
* UnstoppableRage: The playerbase for just about every one of these games.
RAMPAGE!]]



* WeakTurretGun: DoubleSubverted. Early-mid game towers are very dangerous and can kill heroes in only a few hits, but they don't scale according to hero levels, so past a certain point towers stop being a formidable threat. Their main Late-Game use is as glorified stealth detectors.
** However, played entirely straight and justified gameplay-wise with some heroes who may be able to summon turret guns.

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* WeakTurretGun: DoubleSubverted.DoubleSubverted by the towers. Early-mid game towers are very dangerous and can kill heroes in only a few hits, but they don't scale according to hero levels, so past a certain point towers stop being a formidable threat. Their main Late-Game use is as glorified stealth detectors.
**
detectors. However, generally played entirely straight and justified gameplay-wise with some heroes who may be able to summon turret guns. guns.
* YouAreFat: {{Subverted}}. In this genre, "fat" is almost always a compliment: someone who dies repeatedly is said to be "feeding" the enemy as this grants them large amounts of resources, so calling someone fat means that they were on the receiving end of this feeding and are now an extremely dangerous threat.
11th Jun '17 4:44:17 PM nombretomado
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* ''VideoGame/{{Smite}}'' (Made by Hi-Rez Studios, who made ''VideoGame/GlobalAgenda''. Notable for putting the action in over-the-shoulder 3rd person for a more action-packed experience, while still sticking faithfully to the genre formula. Based around mythologies from all over the word where you take control as gods such as Thor, Hades, Ra and many more. Also available for PS4 and XboxOne)

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* ''VideoGame/{{Smite}}'' (Made by Hi-Rez Studios, who made ''VideoGame/GlobalAgenda''. Notable for putting the action in over-the-shoulder 3rd person for a more action-packed experience, while still sticking faithfully to the genre formula. Based around mythologies from all over the word where you take control as gods such as Thor, Hades, Ra and many more. Also available for PS4 and XboxOne)UsefulNotes/XboxOne)
23rd May '17 6:40:47 AM system
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23rd May '17 3:27:44 AM FlutteringVaranine2
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* Overwatch. Because it is a MOBA
28th Apr '17 12:39:52 AM CRSB00
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* ''VideoGame/DarkNexusArena'': A ''TabletopGame/{{Warhammer 40000}}'' MOBA game.


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* ''VideoGame/DarkNexusArena'': A ''TabletopGame/{{Warhammer 40000}}'' MOBA game. Cancelled in 2016.
13th Apr '17 5:12:48 PM nombretomado
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* ''VideoGame/SinsOfADarkAge'' (An upcoming game made by [[SinsofASolarEmpire Ironclad Games]] that mixes things up by introducing randomly selected quests during the match, each of which comes with a unique reward in addition to building an overall quest completion reward list. Up to 5 quests can occur per match, with a current pool of 10 to select from.

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* ''VideoGame/SinsOfADarkAge'' (An upcoming game made by [[SinsofASolarEmpire [[VideoGame/SinsofASolarEmpire Ironclad Games]] that mixes things up by introducing randomly selected quests during the match, each of which comes with a unique reward in addition to building an overall quest completion reward list. Up to 5 quests can occur per match, with a current pool of 10 to select from.
23rd Mar '17 3:59:51 PM Vir
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To mitigate the problem of having highly competitive people of variable skill levels, some of the newer [=MOBAs=] have tried to adopt different systems with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. In addition, most if not all the current [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''[[VideoGame/{{Dota2}} DOTA 2]]'' -- and joining the matchmaking queue will theoretically match you only with players with a score similar to yours, in order to guarantee that teams have a roughly even chance of winning.

to:

To mitigate the problem of having highly competitive people of variable skill levels, some of the newer [=MOBAs=] have tried to adopt different systems with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. In addition, most if not all the current [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]]" from the old days of ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''[[VideoGame/{{Dota2}} DOTA 2]]'' ''VideoGame/Dota2'' -- and joining the matchmaking queue will theoretically match you only with players with a score similar to yours, in order to guarantee that teams have a roughly even chance of winning.
23rd Mar '17 1:22:19 PM slvstrChung
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* The support, a character whose job is to grant some sort of buff or healing ability to the rest of their team, keeping important characters (such as the caster and the carry) alive, helping characters stay "in-lane" longer despite taking damage, and otherwise boosting the abilities of their team. In five-player games, these players tend to be the one forced to double-up in a lane with one of their teammates and allow their teammate to accumulate the bulk of the money, forcing them to find other ways to be useful which don't involve them having high durability or damage. Dedicated support players are often called upon to master the largest variety of characters, as the "support" role can also involve offensive operations such as running interference for the damage-dealers or even setting up opportunities for them.
* The jungler, a character whose job it is to wander around in the jungle killing neutral creeps. Unlike other heroes, these characters may fill any of the other roles on their team (though usually not support), and also are usually expected to act as assassins, trying to gang-kill ("gank") enemy heroes - not only the enemy jungler, but also the enemies in lanes. They also are usually expected to stand in for allied heroes when they're killed or forced to retreat from a lane in order to keep the lane covered at all times. In many games, the jungler is also expected to act as reconnaissance, either directly keeping an eye out for the enemy jungler to ensure that they don't ambush their allies, or leaving "wards" around, which are sentry type units which may or may not be possible for the enemy to attack but which grant sight to allies, giving them warning if an enemy is trying to sneak up on them.

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* The support, Support, a character whose job is to grant some sort of buff or healing ability to the rest of their team, keeping important characters (such as the caster and the carry) alive, helping characters stay "in-lane" longer despite taking damage, and otherwise boosting the abilities of their team. In five-player games, these players tend to be the one forced to double-up in a lane with one of their teammates and allow their teammate to accumulate the bulk of the money, forcing them to find other ways to be useful which don't involve them having high durability or damage. Dedicated support players are often called upon to master the largest variety of characters, as the "support" role can also involve offensive operations such as running interference for the damage-dealers or even setting up opportunities for them.
* The jungler, Jungler, a character whose job it is to wander around in the jungle killing neutral creeps. Unlike other heroes, these characters may fill any of the other roles on their team (though usually not support), and also are usually expected to act as assassins, trying to gang-kill ("gank") enemy heroes - not only the enemy jungler, but also the enemies in lanes. They also are usually expected to stand in for allied heroes when they're killed or forced to retreat from a lane in order to keep the lane covered at all times. In many games, the jungler is also expected to act as reconnaissance, either directly keeping an eye out for the enemy jungler to ensure that they don't ambush their allies, or leaving "wards" around, which are sentry type sentry-type units which may or may not be possible for the enemy to attack but which grant sight to allies, giving them warning if an enemy is trying to sneak up on them.
8th Mar '17 2:19:00 PM slvstrChung
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Hero units in the game grow inherently more powerful over time. Towers are either exempted from this or grow at a slower rate, meaning that the towers will [[DeathOfAThousandCuts inevitably be brought down by damage from both the minions and heroes]]. Player heroes gain power by killing enemy minions, neutral creeps, towers and enemy heroes. In many games, [[LeakedExperience merely being around a killed enemy unit gives a hero]] ExperiencePoints and/or money but directly killing a creep will either give them a resource they don't gain passively (usually a StatusBuff) or more of that resource - usually money. This mechanic makes up the core of the gameplay. The opposing heroes want to do the same thing, trying to kill the allied units in order to accumulate experience and money[[note]]some games allow [[BadBoss killing of your own minions]] to deny the enemy their rewards[[/note]]. Due to the lanes, allied minions will always go directly into contact with enemy minions and there are only a limited number of neutral monsters in the jungle to kill, forcing players to inevitably come into conflict with each other.

This conflict is accentuated by three additional factors. First, heroes are extremely valuable to kill, granting large amounts of money and experience. In many games[[note]]but increasingly being dropped due to the popularity of VideoGame/LeagueOfLegends[[/note]], this is doubly harmful as the hero who is killed outright loses money. Secondly, if an enemy hero is killed or forced to retreat, there is no opposition to killing enemy minions, racking up high amounts of money and experience. This also denies the enemy hero the opportunity to do the same, damaging their ability to accumulate power and resources. Thirdly, if a lane is left undefended, it is easier to "push" the lane (leading allied minions in an attack on an enemy tower)[[note]]this is very important because towers usually preferentially target minions, allowing the hero to damage the tower in relative anonymity[[/note]].

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Hero units in the game grow inherently more powerful over time. Towers are either exempted from this or grow at a slower rate, meaning that the towers will [[DeathOfAThousandCuts inevitably be brought down by damage from both the minions and heroes]]. Player heroes gain power by killing enemy minions, neutral creeps, towers and enemy heroes. In many games, [[LeakedExperience merely being around a killed enemy unit unit]] gives a hero]] hero ExperiencePoints and/or money money, but directly killing a creep will either give them a resource they don't gain passively (usually a StatusBuff) or more of that resource - usually money. This mechanic makes up the core of the gameplay. The opposing heroes want to do the same thing, trying to kill the allied units in order to accumulate experience and money[[note]]some games allow [[BadBoss killing of your own minions]] to deny the enemy their rewards[[/note]]. Due to the lanes, allied minions will always go directly into contact with enemy minions and there are only a limited number of neutral monsters in the jungle to kill, forcing players to inevitably come into conflict with each other.

This conflict is accentuated by three additional factors. First, heroes are extremely valuable to kill, granting large amounts of money and experience. In many games[[note]]but increasingly being dropped due to the popularity of VideoGame/LeagueOfLegends[[/note]], this is doubly harmful as the hero who is killed outright loses money. Secondly, if an enemy hero is killed or forced to retreat, there is no opposition to killing while you kill enemy minions, racking up high amounts of money and experience. This also denies the enemy hero the opportunity to do the same, damaging their ability to accumulate power and resources. Thirdly, if a lane is left undefended, it is easier to "push" the lane (leading allied minions in an attack on an enemy tower)[[note]]this is very important because towers usually preferentially target minions, allowing the hero to damage besiege the tower in relative anonymity[[/note]].



* The Carry: A character, typically a GlassCannon, who deals out an immense amount of damage in a short period of time. They are named after their responsibility for "carrying" their team to victory in the late game after their early-game frailty has been mitigated. By the end-game, these characters may be capable of killing multiple enemy heroes in a single fight or bringing down a tower quickly. Some carries are also considered "assassins", who are focused on covertly (and quickly) killing off specific vital enemy targets that are considered a threat.
* The Caster: Frequently acts as a secondary carry of sorts. Tend to be reliant on their abilities to do damage, but they can place [[StandardStatusEffects debilitating penalties upon enemy heroes]] or [[HerdHittingAttack control the battlefield]] in such a way to make it harder for the enemy to bring their power to bear. Like the carry, these characters tend to start out weak but end the game with a great deal of power. Unlike carries, they may be poor at destroying towers due to their main damage coming from their abilities, which (in some games) towers are immune to. They can also be foils to the DPS-type heroes, who rely more on basic-attack damage output as opposed to a timely yet rewarding ability burst.
* The tank, a character whose purpose is to draw enemy aggression. They're typically good at forcing enemies to fight with them, either stunning, immobilizing, trapping, pulling in, or taunting enemies into attacking them, allowing their teammates to kill them while simultaneously being able to take a lot of punishment.
* The support, a character whose job is to grant some sort of buff or healing ability to the rest of their team, keeping important characters (such as the caster and the carry) alive, helping characters stay "in-lane" longer while taking damage, and otherwise boosting the abilities of their team. In five-player games, these players tend to be the one forced to double-up in a lane with one of their teammates and allow their teammate to accumulate the bulk of the money, forcing them to find other ways to be useful which don't involve them having high durability or damage. Dedicated support players are often called upon to master the largest variety of characters, as the "support" role can also involve offensive operations such as running interference for the damage-dealers or even setting up opportunities for them.

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* The Carry: A character, typically a GlassCannon, who deals out an immense amount outputs a lot of damage in a short period of time.through basic attacks. They are named after their responsibility for "carrying" their team to victory in the late game after their early-game frailty has been mitigated. By the end-game, these characters may be capable of killing multiple enemy heroes in a single fight or bringing down a tower quickly. Carries typically rely on the MagikarpPower trope for balancing, allowing you to throw them off their game in the opening minutes of the match. Some carries are also considered "assassins", who are focused on covertly (and quickly) killing off specific vital enemy targets that are considered a threat.
targets.
* The Caster: Frequently acts as a secondary carry of sorts. Tend Where the Carry puts out DeathOfAThousandCuts, Casters tend to be reliant on their abilities to do bursts of damage, but they can also place [[StandardStatusEffects debilitating penalties upon enemy heroes]] or [[HerdHittingAttack control the battlefield]] in such a way to make it harder for the enemy to bring their power to bear. Like the carry, these characters tend to start out weak but end the game with a great deal of power. Unlike carries, they may be poor at destroying towers due to their main damage coming from their abilities, which (in some games) towers are immune to. They can also be foils to the DPS-type heroes, who rely more on basic-attack damage output as opposed to a timely yet rewarding ability burst.
to.
* The tank, Tank, a character whose purpose is to draw enemy aggression. They're typically good at forcing enemies to fight with them, either stunning, immobilizing, trapping, pulling in, or taunting enemies into attacking them, allowing them. This allows their teammates to kill them while simultaneously being they are otherwise occupied. Simultaneously, the Tank needs to be able to take a lot of punishment.
* The support, a character whose job is to grant some sort of buff or healing ability to the rest of their team, keeping important characters (such as the caster and the carry) alive, helping characters stay "in-lane" longer while despite taking damage, and otherwise boosting the abilities of their team. In five-player games, these players tend to be the one forced to double-up in a lane with one of their teammates and allow their teammate to accumulate the bulk of the money, forcing them to find other ways to be useful which don't involve them having high durability or damage. Dedicated support players are often called upon to master the largest variety of characters, as the "support" role can also involve offensive operations such as running interference for the damage-dealers or even setting up opportunities for them.



While enemy heroes may have their own HitPoints, the health of your team as a whole is measured in its buildings. The core building, remember, is the InstantWinCondition, and destroying it by any means, at any time, results in victory. Additionally, as you lose your outer towers, you lose map control; the FogOfWar spreads, giving the enemy team more opportunities to ambush you. Finally, within your base are typically important buildings which, if destroyed, actually unlock ''extra {{mook}}s for the other team'', giving them additional advantages and tilting the game further in their favor.

UnstableEquilibrium is a big factor in [=MOBAs=]. Early-game mistakes can result in one team or another gaining an early advantage, which makes it easier for them to win later confrontations, giving them a larger advantage with every victory. As a result, games can often be decided long before either base is in even remote danger of destruction. Even worse, because hero characters are (deliberately) limited in what they can bring to the table, a lack of teamwork can spell disaster. You might play a perfect game, execute everything correctly, avoid needless damage, get a ton of kills… and still lose, because someone on your team dropped their responsibilities. Even worse, if your team doesn’t plan to do what you want them to, you might not be able to play your game ''at all''; you may be forced to use your character to do things s/he isn’t good at or even ''is designed to be bad at'', leaving a sour taste in one’s mouth—even if said non-cooperative teammates go on to win the game (''especially'' if). The end result is that people can get ''really'' angry when playing a MOBA.

As you can imagine, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent.

To mitigate the problem of having highly competitive people of variable skill levels, some of the newer [=MOBAs=] have tried to adopt different systems with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. In addition, most if not all the current [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''[[VideoGame/{{Dota2}} DOTA 2]]'' -- and joining the matchmaking queue will in principle match you only with players with a score similar to yours, in order to guarantee to some degree that both teams will have players of more or less the same skill level.

to:

While enemy heroes may have their own HitPoints, the health of your team as a whole is measured in its buildings. The core building, remember, is the InstantWinCondition, and destroying it by any means, at any time, results in victory. Additionally, as you lose your outer towers, you lose map control; the FogOfWar spreads, giving the enemy team more opportunities to ambush you. Finally, within your base are typically important buildings which, if destroyed, actually unlock ''extra {{mook}}s for the other enemy team'', giving them additional advantages and tilting the game further in their favor.

UnstableEquilibrium is a big factor in [=MOBAs=]. Early-game mistakes can result in one team or another gaining an early advantage, which makes it easier for them to win later confrontations, giving them a larger advantage with every victory. As a result, games can often be decided long before either base is in even remote danger of destruction. Even worse, Numbers are also critically important; at competitive levels of play, teams will often disengage after losing only ''one'' of their members, because their absence is already enough to virtually guarantee victory to the enemy team. NeverSplitTheParty in a MOBA. Finally, because hero characters are (deliberately) limited in what they can bring to the table, a lack of teamwork can spell disaster. You might play a perfect game, execute everything correctly, avoid needless damage, get a ton of kills… kills... and still lose, because someone on your team dropped their responsibilities. Even worse, if your team doesn’t plan to do what you want them to, you might not be able to play your game ''at all''; you may be forced to use your character to do things s/he isn’t good at or even ''is designed to be bad at'', leaving a sour taste in one’s mouth—even if said non-cooperative teammates go on to win the game (''especially'' if). The end result is that people can get ''really'' angry when playing a MOBA.

As you can imagine, MOBA players communities are infamously infamous: they [[SuffersNewbiesPoorly hostile towards newbies]] Suffer Newbies Poorly]] and blast [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored individually-tailored rating systems, especially in games with five or more players on a side. All This, plus the basics of this is human psychology, results in a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent.

To mitigate the problem of having highly competitive people of variable skill levels, some of the newer [=MOBAs=] have tried to adopt different systems with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. In addition, most if not all the current [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''[[VideoGame/{{Dota2}} DOTA 2]]'' -- and joining the matchmaking queue will in principle theoretically match you only with players with a score similar to yours, in order to guarantee to some degree that both teams will have players a roughly even chance of more or less the same skill level.winning.


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* NeverMyFault: a lot of MOBA players exhibit this attitude.
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