At five stacks, she empowers her ranged ability or AOE burst, depending on which you choose to use in any given situation. Every time she lands a basic attack, she stacks Darkness. All of this is underpinned by stacks of Darkness. Vora is a flanker with multiple sources of damage over time, a self-heal, and an AOE burst damage ability that, if built in a certain way, can silence enemies. If comparing Overwatch to a MOBA feels unfair, then let me tell you about a hero from Paladins, Overwatch’s long forgotten and quietly excellent Hero-Shooter cousin. Even when characters have similar abilities, they are forced to play wildly differently based on these fundamental traits. Even the game’s earliest ADCs like Ashe have recognizable mechanics. Quinn has to use her abilities to mark enemy characters, usually other ADCs, to quickly dash in and then obliterate them with devastating basic attacks. Senna needs her allies to kill minions and enemy champions to acquire Black Mist, which allows her to scale her damage over time in contrast to every other ADC whose job is to kill minions to build damage.
In League of Legends, almost every ADC (Attack Damage Carry) has a wildly different central mechanic and play style despite fulfilling the same role on their respective team. This is all in stark contrast to every other game in the surrounding, and related, genres. The weird, messy, and unique aspects of characters have been filed away in favor of more FPS-style, twitch-dependent play. This is a fundamental failing of Overwatch’s character design, and part of my frustration with the reworks that have hit the game in recent months. Of those 32 characters, four have recognizable and engaging mechanics unique to their characters. Overwatch has a 32 character roster, including the newest hero, Sojourn. Symmetra is interesting, but at high levels is almost exclusively used to quickly teleport her teammates across the map as opposed to a character unto herself. Torbjorn and Symmetra technically fall into this category, but highlevel Torbjorn play still requires you to hit your headshots and his turret feels like a supplement to his weapon damage, as opposed to a core aspect of his DPS output.
Zarya, like Moira, is not particularly demanding of her player’s aim, while still requiring a lot of delicate ability management to be genuinely useful to her team. The closest point of comparison is Zarya, who relies on her defensive bubbles to empower her weapon damage. Sadly, she is nearly alone in Overwatch’s roster as a systems heavy, ability dependent character. She represents the promise of Overwatch at its best, a team based shooter that lets people unfamiliar with the genre have just as much fun as everyone else while still offering a high skill ceiling for those same characters. The amount of skill and decision making that goes into good Moira play is comparable to any of the game’s DPS heavy heroes, while providing a lower skill floor entry point into teamplay than flick-based DPS Heroes and Supports like Widowmaker, Hanzo, and Ana.