Though I have never played VainGlory, I've played Heroes of Order and Chaos. So I'll compare CoC to HOC
MAPS
In HOC, long matches and large maps mean:
- Less currency earned per match (due to match times)
- Less xp earned per match
- A large walk to get from one point to another (aka you will be walking more than actually fighting)
- There's so much STUFF in the store, making players wanting to Shop more than actually Fight
- If a player leaves in HOC, their character stays there, taking up extra room on their team, all while helping the enemy team win
In CoC, smaller maps and limited match times mean:
- Less walking, more fighting
- 5 minutes per match means every second is valuable
- Limited time --> Increased match portability (such as saying, if you had a 5-10 minute break, and wanted to play a MOBA, but didn't want it to last over 10 minutes)
- 5 minutes per match means faster gold/xp earning (Not yet a valid point since we haven't tested CoC Economy yet)
- If a teammate leaves/is disconnected, a bot automatically plays for them, until that teammate returns.
IN-MAP ITEMS
In HOC, minions and shops mean:
- More shopping, less fighting
- Waiting for minions to come, to help kill towers
- Kills are more determined based on items rather than skill
In CoC, not adding shops, and replacing minions with orbs mean:
- Kills are determined based on skill (of using that character), and Talent setups
- More fighting/action, less needing to shop/wait to earn enough gold, to fight enemies.
- With orbs, teams are not only fighting a PvP (or PvB) match, but are also at the same time playing a reversed "Tug-Of-War" with the enemy team
Thats all I can think of for now.
Bottom Line: Personally, I like Call of Champions, rather than other Mobile MOBAs, because it is unique and different from other MOBAs. But though it lacks some aspects of other MOBAs, it makes up by adding its own ideas. And in my opinion, it is a more "lightweight" MOBA due to the <100MB size
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