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JASS Better?

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Specifically, its just too much to list.

GUI was built as a means to make JASS easier to program. The problem is that GUI does not include every possible coding option that JASS offers. When a map runs, it will convert all GUI triggers into JASS anyway.

you will find it easier and will be able to do more with:
-triggered spells (this is the area where using jass gives the biggest advantage)
-memory leaks / more efficiant code
-triggered game systems
-everything else will benefit from mastering jass as well.
In my experience, AOS maps like DOTA will benefit greatly from using jass, as they require a ton of script (easier to control memory use), and the costom abilities are very involved and will need precise script.

Tower Defense maps will benefit the least from jass, unless your towers are using very advanced abilities / systems. In general, GUI has everything your basic TD needs.
 
That's an approximate number I used to let you know how special Jass is against GUI.
Now, let me tell you. Most of the systems are made in Jass or vJass.
So, Jass can display something to only one player, Jass can detect the left click of the mouse (a.k.a trackables), Jass can Remove the leaks (yes, that Custom script action is the intercessor of GUI and Jass, a way GUI can communicate with the Jass language), Jass can be more precise in some events, Jass can generate events, Jass can move Lightnings in the Z axis, Jass has certain "Get" functions that GUI hasn't, e.g. GetAbilityId(). There are thousdans of functions GUI can't even dream of; this is not the Jass's 'actual power', it's just the fact that some Jass functions haven't been implemented in the GUI.
 
Level 3
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someday, if enough work is put into it, GUI could match jass in capability. It would take a lot of work though. For now, jass is the only way to fully appreciate the versatility of wc3 maps.
 
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