Right, I read page 1 before leaving for art class, but that's four hours ago so I lost track of what I wanted to reply to there. So this goes only for page 2 (there are only two pages in my layout anyway). Also, sorry Numerion, but I couldn't resist replying.
LoL is way better made than DotA. First of all, I'm not sure if we should call a map without proper keybindings a map.... those bindings are stupid, I can't imagine how is it not fixed yet...
It is not "fixed" in the original map because people have used them for years. I couldn't play Pudge if they changed the hotkeys to QWER, simply because when I pick Pudge, I place my fingers over DRT automatically, and that's how I'm used to playing him. Besides, you can use third-party tools to set your own hotkeys wherever the hell you want them. I
like the original hotkeys for the most part, though.
That's not what makes LoL better tho', but the fact that casters in LoL are CASTERS, not QWER then right click champions. All the roles are separated and each role requires a whole new thinking to play it succesfully and well.
Fair enough, but it makes
every single champion a carry (from a DotA player's perspective - a carry is a hero that
depends on items). You can out-DPS a so-called carry champion late game with a mage (not saying carries are obsolete entirely, but the difference between mage and carry is much smaller than in DotA). You remove the whole transition of early game, mid game and late game. Sure, "carries" in LoL are weak early game (at least supposedly) and improve more drastically throughout the game, but a well farmed mage still makes the difference. Furthermore, as far as I've seen, tanks in LoL cannot endure damage like tanks in DotA, thus pretty much evaporating the purpose of picking specific champions for the game. Just pick whatever the hell you want and make sure you get a healer (that's putting it on edge, but I think I need to in order to emphasise the difference to team drafting in DotA).
The rune system is also revamped and it works much better - in DotA you can't really protect those kind of buffs, a hero with some sort of a movement ability or with high movement speed can easily rush there and steal it. In LoL, you really have to fight from them, in LoL buff control exists.
You protect the runes in DotA with map-control. It is that easy. The sheer ability to rush in and steal it makes it all the more challenging, and that's a good thing in my opinion. Also, he may be able to rush in, but it should be significantly harder to rush out if the enemy team was going for that rune.
Heroes are much better and more funny - even the old ones, that were kinda easy, not that complicated ones.
Heroes are in general much weaker, and so far, I've not noticed many skillshots that actually take skill (I've never missed an arrow with Ashe, for instance - sure, it's bloody hard to miss, but it's called a skillshot, and I've never seen an Ezrael miss his skillshots - my understanding is that Ezrael is
the skillshot champion), thus making LoL easier - less challenge is boring. Clockwerk, Pudge, Mirana and AA are all harder to play, but it is also so much more rewarding if you do hit. A
good hook can turn the tides of a fight entirely. Whereas in LoL,
missing a skillshot can turn the whole fight, hitting it is expected. The conditions are the opposite.
These are just the basics. To be honest, I did not play DotA too much; I consider myself an old WC3 fan, just like my friends, and we all hate DotA because it's boring as hell. I was a little bit affraid before trying LoL out, but hell yea, it definitely worth that try. It's just amazing and a real new generation of AoS style things.
Opinions, I find DotA much more interesting than LoL personally, although I haven't played a whole lot yet. I'm hoping things get a little better once I get into ranked games.
They play a huge role. Dragon and Baron are common cliffs to use as escapes, as well as top left jungle and, middle cliffs. I don't know DotA well enough, so perhaps there are more unique and interesting ways to juke, but you're argument that LoL doesn't have it (or "it doesn't play a big role) is garbage. People juke a lot.
It's not as many possibilities to juke in LoL as there is in DotA. And because of quite similar MS for every hero, as well as an abundance of blink-like spells, it is nigh impossible to make good use of it. Jukeing is an essential part of the gameplay in DotA, in LoL it's just a little bonus that gets you a bit of a head start. Also, I've yet to see anyone using a juke to get back on top of a fight (well, besides me) so far, as there's not a whole lot you can do in those few seconds the enemy are re-orienting. Also, another great use of juking in DotA is for getting your bleeding ass into a location where it'll likely take enough time for the enemy to find you so you can TP out. Which brings me to whining about the lack of a TP scroll in LoL.. the spell that everyone has, recall or whatever, takes 8 seconds to cast, and stops channelling if attacked. It's impossible to use in a heated situation unless you completely brainfucked the enemy, and that requires some serious luck.
I honestly have no idea what the average age of players is for either game. I would assume if you play low levels or low elo, yes, but lvl 30 and especially high elo games are probably at least 16+.
I don't know what "low elo" means, but so far, I'd measure the average LoL player to 10 years old. That's low level, though, so I guess you got a point still. I don't play a single game where the winner doesn't flame the shit out of the enemy upon realizing their victory. I've never seen anything of the likes in DotA. Not in low level SAFELOW league, not in SAFEHIGH, not in LEAGUE, not in In-House Leagues, not on DotA-League, not even in random public games. I've seen it on Garena, though. Which is like the slum.
The three main reasons I never enjoyed DotA are; the lack of intelligence adding to someones magic damage, so mages spells suck latter, except to support; I hated some of the heroes (most notably the girl that shot small versions of herself and the hydralisk); and the large learning curve for gameplay and items.
It's your opinion, and I respect that, but in my opinion, this feature adds to the depth of hero selection and team drafting in DotA. Due to the static damage of most abilities, especially for mages, this makes them exceptionally strong early in the game, and also mid-game if they keep their game up early and, as such, are ahead. Mages mainly transition into support late game, with sheepsticks and the likes, but they still do a major role in disabling enemies and are not rendered useless, they're just not doing the primary DPS any more. As for Vengeful Spirit and Venomancer, two of my favourite heroes, I can't see why you dislike them so much more than other heroes. Sure, VS has targeted stun and targeted ultimate (Swap), and as such isn't quite as challenging to play, but the Howl can easily be called a skillshot when you compare to LoL champions, and it's not easy to make perfect swaps. Vengeful is a fun ganking hero that transitions into good DPS buff later, and also a bit of map awareness due to Howl. Venomancer is my number one favourite hero, his first spell is a relatively easy skillshot, but it is possible to dodge and it can be hard to land on enemies that try to avoid it as much as they can (escpeically multiple enemies). His second spell makes for excellent chase if you use it right, and an excellent anti-chase by kiting. His third spell, the wards, are awesome for pushing lanes, map control, blocking tight passages, stomping enemy pushes and even farming. His ultimate is an AoE/Dot orgasm that can be so incredibly powerful against the right enemy, while it is also fairly easy to counter with Pipe of Insight (but it's still useful simply because it does trigger that Pipe which lets other spells damage to their full potential). Venomancer stays strong in all phases of the game, and as such could easily be compared to a LoL hero. You can play him as a mage of sorts, or you can play him as support, or the usual route as a pusher. He also does a decent half-carry.
all that blah blah blah you said about Dota being better than LoL is your opinion...
Recall ability on LoL is really good(IMO), i played Dota one time and it was sooooooooooooo boring to walk all the way back to the base....
plus in case you didn't knew...LoL is focused on hero fights, that's the reason it doesn't have op creeps like Dota...
You ever heard of a TP Scroll? You don't walk back to base in DotA just because you don't have recall. Besides, due to the TP Scroll having a cooldown, and being able to go both back to base, to a different lane (if you have the towers) or from base and forward, it's much more versatile, yet challenging to use, than recall. Oh, and it has 3 seconds casting time instead of 8 seconds. On Twisted Treeline, you only really need Recall if you've pushed all the way into enemy territory, as walking back from lane takes less than 8 seconds.
-First and foremost, a lack of denies puts greater emphasis on ganks, because it becomes the surefire way to deny your enemy of XP and gold. Fully aware that ganks occur in dota, perhaps just more common in LoL.
I don't know about ranked games, but ganging is far less common in LoL as far as I've seen. Besides, ganging doesn't really hurt the victim enough (due to no loss of gold) and doesn't benefit the gangers as much (because the rewards for killing are fairly cheap compared to what you can earn by farming) as it needs to in order to really compete with DotA. A gang in DotA is devastating to the unprepared carry, who risk to lose up to 2K gold (which is the equivalent to somewhere around 4-5K gold in LoL) if he's farming for a high tier item. Ganging also properly rewards the ganging heroes, and by using TP Scrolls, the heroes can return to their lanes immediately (unless they choose to push the tower, which can be risky due to the other team defending with TP Scrolls) and thus not lose much XP and farm from leaving their lane. As far as denying goes, it's more than preventing the enemy from earning XP and gold. It's also about forcing the enemy into a position where he either has to stay back and not earn XP and gold as much as he'd like to or risk getting ganged because he has to leave his tower. It also makes you safer from gangs by controlling the creep waves to fight outside your tower and not the enemies tower.
-Juking is just as possible, albeit in fewer locations. Personally, I prefer being able to secure a kill which I deserve due to an enemy being absurdly overextended, but if you like escaping due to having tango's and higher MS, coolbeans. Personally, I think War3's line of sight system is the worst thing ever, because 1 tree blocking a 160 degree view makes so much sense.
It makes sense to have less opportunity to escape in LoL seeing as dying doesn't really hurt you unless it's late game and you need every man to defend base. As I explained earlier, dying is much more damaging to you and your team in DotA, and thus it makes sense that there are ways to escape for the skilled player. This also results in a lot of new players crying about luckers and cheaters. Although I'll admit that the line of sight system makes little sense, it does act a lot of depth to the gameplay, more so than bushes do in LoL (which I frankly believe are quite annoying, there's invisibility runes around every corner - hiding in fog is easier to counter than hiding in bush).
-Mages are just as balanced as physicals. I can't imagine this point was made with sufficient experience on the matter.
yes, they sure are as balanced as carries, but that's exactly the problem. Physical carries should be stronger late, while mages should be stronger early. That's how we're used to it being and that's how we like it. It's all opinion of course.
-Champion sex and ability graphics are irrelevant. Their effects are important. I like that LoL has more unique spells than 'The single target single duration left click stun'. You enjoy your Leoric stun, now.
There is too much spectacular effects and too little descriptive effects. Most of the time, I have no idea who's doing what because there's so much flashing and burning in a 5v5 in LoL. Whereas DotA is clean and undisturbed - it still has enough effects in my opinion.
-Untrue, but there is a blink summoner spell (which anybody can use, for reference). Which is being removed in an upcoming patch.
There are 3 heroes (Anti-mage, Akasha and Mirana) with blink and 11 pseudo blinks (Clock, Phoenix, Magnataur, Crixalis, Morph, Rikimaru, Warden, Slark, Void, Puck, Storm) in DotA (I might be inaccurate, just pulling this out of my arse, but it's coming from 7 years of experience, so I guess it counts for something).. out of 104 heroes. Oh, and I guess you could call Weaver's ultimate a blink, but as it targets 5 seconds back in time, it's more the return of HP and Mana than the blink itself that allows you to escape - besides, you usually use it to get back in the fight with full HP and Mana rather than escaping.
-If the XP, Gold and outnumbering your opponents for a time aren't big enough advantages, you're a bit of a twit, aren't you?
Not when considering how much damage the towers deal while protected by turtling allies. It's harder to make advantage of a gang into a push in LoL than in DotA. But yeah, bit of nitpicking. Besides, that farm must've been pretty crucial if he went far enough to risk getting ganged to get it. And considering he keeps everything he farmed upon dying, his farming was not in vain. Gang a farmer in DotA nad his farm is gone unless he managed to buy what he needed with a carrier/from base.
-No Roshan. But there is a Baron, a Dragon, two lizards and two golems. All of which can be (and frequently are) stolen, and all of which are always warded in high end games. And same as dota, if you've got bad map awareness, you're getting 3v1 ganked. Good try, though.
I've only killed Baron once, and I didn't even notice the benefit than (besides 200 gold or so for the entire team), so I won't comment on him, but Dragon spawns fairly often and is fairly easy to kill, and yields 190 gold for the entire team - fair enough, I understand why you want to ward him, but comparing it to Roshan is quite a far-fetch. The blue buff from golem is much more useful than killing Dragon, at least to a caster, and the red buff equally useful for a melee assassin. They are incredibly easy to kill, and even if you do ward them, you won't be able to get there before the golem/lizard is killed. Sure, you'll attempt a gang on the buff holder, but as you're leaving lanes, the allies of the buff holder will realize what's going on and manage to protect him, or counter-gang. In that sense, it's similar to Roshan, but it's not as huge an advantage as killing Roshan is. Having a carry with two lives is amazingly advantageous in a push, seeing as a carry can take on the remainder of the enemy team easily upon revival while his team is dead, and then proceed to push down rax in at least one lane should he perform a genocide. Also, last note, you need an exceptional amount of wards in LoL to compare your map awareness to that of a well-warding DotA team (who are limited to four wards at all times, by the way - alternatively, you can stack up and be without map awareness for one period and have greater map awareness later).
-True. Though they're adding an item with the same effect next (or in a coming) patch, though it will be a proper item, and not a consumable.
That won't be the same, an item with an active hiding the entire team? So once you've bought it, you'll always have it whenever CD is down. Well, we'll see how it works out, but that seems a tad imba even for a support item, I hope it is a weak item otherwise, but looking at LoL, there's hardly any items that are weak but necessary (like TP Scrolls, Dust and Smoke in DotA).
-Less walking, more action. I like that, feel free to not like that.
It's the same amount of walking in both games, if not less walking in DotA. You can TP both ways, although with CD, in DotA, and the casting time is much shorter and harder to interrupt. Moreover, you don't need to put off a slot in your inventory to keep a scroll (or purchase Boots of Travel, at the expense of lacking AS, Mana or Phase - which are all useful). Also, I reckon consumables as a whole was a different item set in the LoL Beta, or maybe that was HoN.. just food for thought.
-There are more stats in League of Legends, so it is more reasonable for there to be more stats on more items. The question is; what two or more stats do YOU need in this SPECIFIC situation? Items are sometimes less unique, but fill a better niche role, which I like. Tanking, I never get the same build, because enemy teams always have different damage types and ratios of magic to physical.
This is one of the things I do like in LoL - that tanking is more versatile. In DotA, you pretty much have no choice but to get Heart of Terrasque for the HP and Regen, Vanguard for more of that plus physical damage reduction and/or Hood of Defiance (Pipe of Insight) for magical damage reduction. Then there's Assault Cuirass for armour and potentially Blade Mail for damage return (magical and physical, ranged as well as melee, but
activated). Your sixth item (if you use all of the above) will be some kind of boots depending on your hero. Then again, this is enough, and covers all aspects of tanking, there's no real need for more, but the fact that there is more options make it a little more interesting to tank, too bad tanks don't really last long in LoL.
I'm going to try Dota 2, for sure. But chances are, the community (which tends to be more braise, in my experience) and the copy+paste of previous, bad mechanics (no differentiation between spells, the str/agi/int system) will probably lead me back to LoL.
Also, enjoy your qwop hands =)
Elaborate on bad mechanics? Or are you just saying again that you want all types of heroes to carry? In whcih case, I only ahve to say that it's not a bad mechanic, it's just a mechanic you and some others don't like. Just as I don't like LoL's take on the same mechanics.
QWOP hands? That's a term I'm unfamiliar with, if you're referring to hotkeys QWOP opposed to QWER, then I have to say it's still preference, though I don't think there's any hotkeys that extreme in DotA, and if there were, there's enough third-party tools to fix that.
On the topic of juking, I'm extremely biased due to my delay. I consistantly get 250 ms, up to 800, and it sounds silly, but I find juking to be extremely OVERPOWERED when I've got that kind of delay, because it is physically impossible for me to rectify my mistakes in following as people with better internet might.
I just want to say you can't judge a game by your experience if your experience is not how it is meant to be experienced. It's like judging the colours of a painting with no colour vision. Though I do see your frustration with it. I think 250 ms is quite annoying in any game, and I wouldn't kill anything in DotA nor LoL with such a huge delay, seeing as I'm used to 5-20MS in DotA, and 40-80MS in LoL.
On the subject of rupture, well...
In terms of lose/lose situations, it is hard to go past. Don't run, and you're 'overextended'. Run and take an absurdly high amount of damage. I'm against rupture like spells, which have multiple functions but require absolutely no skill to use. A spell with rupture's effect, but only applied with a skillshot? I'd get on board with that.
Rupture is a disable where you can still fight, or choose to take damage while trying to run out. That's how I see it anyway, it's sad that most players in public DotA use Rupture in combination with Force Staff (which literally pushes you in one direction, thus hurting you for moving). It's better for a tank to be ruptured than stunned, because a tank can in most cases endure the damage, and as such run away (though nobody would use Rupture on a tank anyway, unless the tank is the only thing left to fight). But if you compare it to a stun, and consider that it's an ultimate, it's not overpowered the slightest. I love Rupture and similar abilities (KotL's Mana Leak, for instance, is quite similar).
There, I'm done. I just want to add a last remark that I'm generally satisfied with playing League of Legends at the moment, there are a few things I dislike when I compare it to DotA, but it's not meant to be DotA. I'm glad it's not entirely the same, I only wish it was a bit higher paced, and more skill-demanding, but then again, as soon as DOTA2 is released, I'll have my high paced, competitive skill fest in that, and a relaxed and funny game to play with friends of different skill level in LoL. They are two different worlds of the same basis, and it's a good thing they're different, because we already have DotA, and soon DOTA2, we don't need a copy, we need more variation. Although I did enjoy HoN when I played the BETA simply for the graphics and new heroes, it's too much of the same, and lately, it seems to go in the direction of being a blend of LoL and DOTA, and by the player bases, I think it's clear where that's going. :/
Pardon the wall of text, it's kind of a habit.
