* A theme park MMO they've been milking for years, World of Warcraft.
* A space theme RTS, SC2. If you're not into sci-fi, it ain't good, and to be honest for me the RTS genre is dead (I'm too old and it isn't cooperative enough).
* A coop FPS with loot boxes, Overwatch.
* A P2W (pay 2 win) CCG, Hearthstone.
* A failed MOBA, called Heroes of the Storm.
With the latest developments being:
* A reskin on SC, for kids. Already existed from what I heard.
* A reskin of an existing game, Diablo mobile. Fanbase of Diablo isn't waiting for this. They want Diablo 4.
* A refurbish on Warcraft 3 with higher quality graphics coming end of year. The playerbase wants Warcraft 4, and are wondering why they need to pay for a game they already paid for.
Furthermore they had their best profit year last year, yet they laid off tons of staff. Nah, I'm not betting money on Blizzard.
I want Blizzard to do well. They proved in the past they were able to make quality games for a fair price. At this point, I don't believe they will. Not anymore.
Diablo 3 at release was disappointing. Titan was cancelled. Warcraft and Diablo fanbase sorely desire not new content for their current games but a new, innovative game (the Diablo Mobile game is not that, nor are the WoW bandaid). My observation is that people want Diablo 4, World of Warcraft 2, Warcraft 4. They're not getting anything remotely like that.
Consider the Warcraft movie. It was only good enough for the die-hard fans.
The problem with many RTS games from a longevity standpoint is that most RTS fans do find them at some point, they play through the single player campaign, and multiplayer is either stagnant/busted/a mere shadow of the actual singleplayer campaign/has lousy game cycle/no useful replay system. I feel like too many of the recent generation of RTS games have fallen down these paths. People always need to keep in mind when thinking about SCR/BW one of the tricks to making it competitive was running the game on the fastest speed to make it interesting and fix the game cycle. Most of the newer RTS's often do not expose such interesting knobs to help find the competitive mode in the stock game, or are missing map editors and other tools to help create new content for a game and fix perceived problems for multiplayer within the confines of the shipped game.
The reason MOBA games are popular is because they fix these issues by being a team game (very easy to play with a group of friends, and if you are not good or having a bad day, you can lean on your teammates to pick up the slack), and reducing your general focus to managing 1 hero (obviously, MOBAs have many layers and systems that make them more complicated, but at anytime you just need to focus on one hero).
You comment that in RTS 1v1 and if you are having an off day you are going to keep losing. That's true, but I find MOBA worse in overall enjoyment if you keep losing. I don't mind losing 1v1 and can stop anytime because it's just me. With a MOBA one player playing exceptionally rarely pulls the odds in your favour where one player playing exceptionally poorly swings the game entirely in the other direction. You are actively incentivized to not abandon the game (socially and mechanically) so even if a game starts going south you can't just reset the pieces on the board and start again. If I am playing an RTS I can just gg out at any time without causing a problem, with a MOBA I'm stuck with one or more player's bad decisions for the entirety of the game which could stretch to 50 minutes or more. I also find that unless you 5-man it's really a terrible experience for hours in/enjoyment out. This is more a criticism of the current generation of MOBAs than anything. As a team game there are other kinds of games others can carry the game harder in competition and make up for a player's skill/bad streak (MMO, FPS). MOBAs also don't really have any lack of complexity in being successful it just is mostly an exchange of active skills for passive/booklearned skills so it is my opinion that it is not a good defining line between the two since if you take the net skill(active+passive) from both I find most RTS and MOBAs to be comparably equivalent levels of complexity.
I would rather lose a 100 times and be responsible for 100% of it than lose 5 times and be responsible for 15% of it but be hitched to the burning wagon the entire time it falls off the cliff (and have little agency in stopping it). I do agree that there is a certain kind of player that can't handle losing 100 times in a row and learning from their mistakes, and that's probably why there are less RTS games recently than there used to be.
I totally agree about the 'being able to play again at will' part. That's what drove me away from LoL when I tried it-it was my very first game, I wanted to walk away, and the interface told me I was hurting the community by leaving early. I took the hint and decided to quit playing entirely. I don't want that kind of responsibility-the whole point of a hobby is that there aren't consequences for failure (or at least I've seen it formulated as such.)
[1] Well, one huge hit