No MMORPGs. Much of Achaea's Frankenstein'd lore wouldn't stand up in an MMORPG and they're extremely hard to make.
Several compelling and unique classes and skills (Serpent, Occultist, Alchemist)
+Dynamic qualitative combat tactics more compelling than just quantitative hitpoints
-Curative-based combat is so fast that it would be difficult to present graphically, would be watered down and adjusted
-Content heavy, would require lots of animation
1v1 duels in lane, plus something like Achaea's 3v3 teamfights, possibly certain arena modes.
-Difficult to translate Achaea's heavy micromanagement into MOBA controls.
Using League for comparison, maybe swap Rune pages with Artefact pages
and swap Masteries with a user-programmable combo system with conditions to set attack patterns and reduce the micro load?
- some text abilities become 3D skillshots and there is more mobility than with Achaea's single-room mechanics
Think traditional medieval armies accompanied by mass jesters, magi, serpents, etc.
Gameplay would be similar to Achaea's raids and counter-raids, with a few powerful units invading and using auto-cast or player-cast abilities in tandem.
Possibly map levels based on Achaea's cities. Attack and conquer territories on a world map.
Certain class-based defenses and abilities would require research each match.
Faction-oriented strategies (Good, Evil, Chaos, Nature, Art, Science, etc.)
-Difficult to balance combat interactions between units, would be less macromanagement than most RTS players are used to.
-May require additional non-achaean unit types to flesh out unique factions. (Chaos knights, etc.)
-Hard to balance gameplay progression being too fast or slow.
Just doing a little thought experiment here. Anything here resonate with anybody?
Which would be the hardest class to translate graphically?