I find Maya easier for certain specific shapes. For example, I would model a vehicle in Maya thanks to it’s quick orthographic views, and to have clean hard surface out of the first try.
For characters I love Zbrush, as you can sketch, remove, edit your model in a more artistic way until you are happy. Then you can retopo in Zbrush itself, or in maya and Bake your Normal/AO maps there.
I think it’s worth to practice poly based modelling as it will help you a lot in how you see and solve topology, even if you do retopo all the time. That said, if you already know how character topology should look like, then Go Zbrush then Maya. Just remember you can model any simple assets in maya and import them to Zbrush anytime you want. They don’t exclude themselves, use that in your favor.
Cheers!