Would you save polycounts but mess the topologies? or increase polycounts but maintain topologies?

Hi, I’m curious that you guys doing UE4 development ( which is not a mobile development. )

Since latest DX or OpenGL, and recent GPUs, they handle tessellation very efficiently.
How have you guys changed your mind about polycounts for the modern game development?

Would you rather save polycounts but mess the topologies that makes not able to apply a tessellation?
Or would you increase polycounts but maintain topologies for apply a fine tessellation for displacement mapping?