When you're in charge of what the player see's via a camera in your scene, be it a first-person, third-person or isometric camera, you need that camera to be natural or intuitive for the player to use.
When it comes to cameras, the best view one could use ultimately comes down to the style of the game and what you would like to achieve with your game. For example, X-Com simply wouldn't work as well as it does with a first-person camera, or Bioshock Infinite wouldn't work nearly as well with an isometric view. The idea of immersing yourself in the story wouldn't be as exciting if the player couldn't put themselves in the character's shoes. Just as realising the sheer scale or strain of a battle wouldn't feel the same if you couldn't see it all happening safely from above. This is not to mention mechanics that pertain to a game that work much better with specific camera angles.
This being said, I had the opportunity to get the framework for a simple bird's-eye camera which I can use for my own games. The base framework is in likeness to League of Legends'. A simple bird's eye camera that could be moved by taking your cursor to any edge of the screen, or by pressing any of the direction keys. This camera could also be zoomed in and out to give a more detailed view of your champion by using the scroll wheel.
Though for my project that I'm currently working on, I found that it would be more convenient for the player if the camera were able to rotate around the battlefield for a different view, rather than a single direction. This is because some terrain can inconvenience the player, and they wont be able to move to a certain position on the map, and so rotating the camera will allow them to move to that part of the map. This is similar to Starcraft's camera rotation, wherein the rotation is designed to give the player a more desirable view depending on their spawn point if that is what the player wants. It's more aesthetic, yet can be convenient for those whom would prefer that view.