LoL's F2P/hero rotation model is a great way to attract newcomers. However that's all it's good for -- newcomers. In general, DotA is a much more skillful (and unforgiving) game. It's because of this that you cannot have your hero selection pool cut down, especially when each hero requires a different level of difficulty to play. It's a damn good thing they're including a coaching system, otherwise most people who are new to DotA would opt to play a more casual and newb-friendly game in LoL.
I could go into other stuff, but I'll use this to defend how "unbalanced" DotA is. First off, I've played DotA ever since it was made in War3 RoC, so I do understand how retardedly unbalanced it was. When IceFrog inheritted the game, it was an awful mess. Games took 60+ mins, heroes were ridiculously braindead, and some were just downright broken (i.e. Gambler). The game now is vastly different now, so I have no idea why you brought up how unbalanced it was back then. Now, what actually makes DotA unbalanced so much more than LoL? In any game, when you re-work or introduce new things (in this case heroes) there are bound to be balance issues. If you're talking about how people getting fed can end the game fairly quickly, that's mainly a player issue -- not something to do with the game itself. If it's something else (or if you disagree with what I said) just respond. Typing on my iPod is messy lolHeroes have high HP and spammable low CD spells, which means you can go into a group of enemies like a retard and still survive. And if you miss an attack it's not a problem, you still have 4 other spells to spam and that one is gonna get off CD soon anyway.
That also means that you can have reflexes of a dead horse and get to a fairly high level very easy. That doesn't happen in dota. If you fuck up against a good player in a pub you will either die or escape with very little HP, and fights are over in seconds usually.
There is no creep denying which is one of the most fun and challenging aspects of dota, even if it doesn't make any sense at first glance. It was removed cause devs thought it would be too hard for some players.
Game is not balanced at all, devs said they favor making new heroes instead of making older balanced.
Skillful was actually a terrible choice of words, though I do standby the fact that DotA has a higher learning curve. LoL is indeed a more casual game, and I'll quote something I read earlier that pretty much sums up what I think:
I could go into other stuff, but I'll use this to defend how "unbalanced" DotA is. First off, I've played DotA ever since it was made in War3 RoC, so I do understand how retardedly unbalanced it was. When IceFrog inheritted the game, it was an awful mess. Games took 60+ mins, heroes were ridiculously braindead, and some were just downright broken (i.e. Gambler). The game now is vastly different now, so I have no idea why you brought up how unbalanced it was back then. Now, what actually makes DotA unbalanced so much more than LoL? In any game, when you re-work or introduce new things (in this case heroes) there are bound to be balance issues. If you're talking about how people getting fed can end the game fairly quickly, that's mainly a player issue -- not something to do with the game itself. If it's something else (or if you disagree with what I said) just respond. Typing on my iPod is messy lol
compared to DotA/HoN, LoL is "casualized"; tons of elements removed or reduced in importance and the game is much less punishing.In the history of multiplayer video games, there are so few that can qualify as "more skillful", and anyone who says otherwise doesn't understand the metagame concept. Putting LoL down as a casual game is snobbish and incorrect. DotA is vastly unbalanced compared to other MOBA games and that's why you snowball, not because it is more skillful (and of course it is vastly unbalanced, it was the first and it was made as a mod). Mark my words, if Dota 2 changes anything under Valve it will not be as "unforgiving" as you praise DotA to be.
seriously though I’m glad I got to try League of Bads, now all my arguments vs LoL will be valid. Well made casual game, donkeyshit competitive game. There is only one way this game can be played at top level and that is passive farm-lane-entire-game, with its metagame heavily reliant on a stupid free blink that probably plagued that game since the beginning of time.
Even well into Icefrogs tenure it was horribly balanced.
One word: Omniknight.
P.s. your ability to charge enemies like a retard is the same in either game really, basically if you do it you will die.
idiotic troll comments elsewhere pleaseSo you're saying the mark of a balanced and competitive game is the one where opening gambits quickly end encounters? Well in that case go play competitive rock paper scissors.
Yes, fights are decided faster in DotA/HoN. There's more emphasis on vision, positioning and initiating on your opponents rather than being initiated upon, which is a pretty significant strategic element. Attacking and using your skills at the right times and on the right targets is still very important; arguably more so because fights are decided faster.In a genre where .1 seconds is a considerable amount of time, it's pretty ridiculous to have high cooldowns and low HP. Longer fights (and by longer I mean 5-10 seconds) aren't less skillful they are more fun because you have to be more skillful longer. As I've said before, a game with good players lasts longer and is close. The holy grail of multiplayer game design is the game where players of equal skill level finish the game astoundingly close. In many video games players of equal skill exploit early upper hands to end games in landslides. In a balanced game this exploitation is referred to as scrub tactics and against good players will be beaten by more reliable tactics. This is the case in LoL. In less balanced games, "easy victory" tactics are the best tactics, which lead to landslide victories rather than close ones. This is not more skillful. The idea that this is more skillful is an oddity fairly unique to DotA and if I had to guess I would say it's hubris ("I won a shutout game against pubs so I am a good player"). I win shutout victories from time to time in LoL too. They are not fun. They are not good competitive practice.
Denial started out as a quirk of the WCIII engine but it could've been removed easily at any time, yet neither Icefrog nor S2 games have done so (though the exp gain was modified for balance reasons).Denial is a holdover from the WC3 engine. I am willing to concede that some players just have fun with it but its a metagame concept that only exists due to mod constraints. It is weird, and as hard as it may to grasp nothing should be carried over from DotA just because it was part of the WC3 engine. Finally, denial as a tactic once again is one that does not promote the close game. It promotes absolute dominance due to a skill that is astoundingly simple to master.
No, there isn't. I can say all these things are important in LoL too and not be wrong. The team that coordinates and initiates better wins. In fact, this is what everything comes down to in LoL. Even in LoL it is very rare that you can farm so much as to play stupid in teamfights and still win. I know that all too well, the games I lose with pubs are the ones where they do nothing but farm and don't function as a team. And I'm not saying this isn't all equally important in DotA, it's just the only people I see simplifying LoL are its detractors.There's more emphasis on vision, positioning and initiating on your opponents rather than being initiated upon
I'm not sure what you mean by "encouraging shutout play"; obviously if you want to win you're going to take the most effective path to that. Can't really comment on the balance of 3v3 since I haven't played it myself but it seems like it'd snowball more than 5v5 since one hero getting more powerful from a kill or weaker from a death affects the game more since there are less heroes total, so games would be decided quicker. I'm betting it would be the same way in DotA/HoN.You can make shorter Moba games without encouraging shutout play. You could get rid of the elements that encourage massive leads while also reducing the number of levels in a game and the gold prices for items. I would have no problems with that, I play a great deal of 3v3 in LoL and those games can be close at 30 minutes. The new gametype dominion is supposed to take 20 minutes and looks right up your alley but we'll both have to wait and see if it has shutout gameplay.
No, there isn't. I can say all these things are important in LoL too and not be wrong. The team that coordinates and initiates better wins. In fact, this is what everything comes down to in LoL. Even in LoL it is very rare that you can farm so much as to play stupid in teamfights and still win. I know that all too well, the games I lose with pubs are the ones where they do nothing but farm and don't function as a team. And I'm not saying this isn't all equally important in DotA, it's just the only people I see simplifying LoL are its detractors.
EDIT: And actually, you might have been marginally correct before Dreamhack but since then the metagame has changed drastically and initiation is no longer a "role" but something done as a team.
How does zoning out hurt someone less than denying? If they're past the experience range they're getting zero experience/gold, whereas even if you deny every creep in a wave the hero is still getting some experience from the denies. Also, forcing an opponent out of lane is something you can do only when you have a significant advantage of some sort (as well as the correct positioning) instead of a major part of the laning phase like denying.Finally, harass is a huge part of laning and it's only a snooze against very bad players. With DotA you have one more groups of minions to click on, that's great for people who like that. I prefer viciously harassing CPU opponents. Instead of denial, LoL has zoning out. I always try to zone opponents away from experience, and I've had much more fun doing that than I ever did last hitting my own minions in DotA. My skype friends can attest to my evil villain laugh when I lane exceptionally well. But you know what? Zoning people out still doesn't shutout the game, not unless my whole team does it. It's just a bonus that will help once team fighting starts.
Though denial isn't going to be a deciding factor in if I get Dota 2. I just want it to move the genre forward in any way.
I'm not sure what you mean by "encouraging shutout play"; obviously if you want to win you're going to take the most effective path to that. Can't really comment on the balance of 3v3 since I haven't played it myself but it seems like it'd snowball more than 5v5 since one hero getting more powerful from a kill or weaker from a death affects the game more since there are less heroes total, so games would be decided quicker. I'm betting it would be the same way in DotA/HoN.
I mostly gotta stop you here because this is very much incorrect. It's extremely hard to place characters in LoL without CC on competitive teams. This is why you have characters like Mordekaiser new players have huge trouble with but aren't seen as much in competitive play, no CC. LoL is very much a CC metagame, to the point where CC reduction boots are almost the only ones used.but in DotA/HoN crowd control is much more prevalent, making the initiation matter much more.
Isn't this a little like when competitive players complain about items in Smash Brothers (or summoner spells in LoL)? Runes still exist in LoL and they are still important team objectives, but their effects are less game breaking so personal skill matters more.-Runes. Early/mid game both the effects of runes and the fact that they refill bottles for free gives an advantage to the team that gets them.
Zoning is a part of harassing which is a major part of laning. Less minions to click on means you get to put more of your effort into interacting with human opponents. Zoning isn't a core part of winning like last hitting, but an occasional reward for harassing very well. Unless your whole team does it, you aren't shutting out the opponent.How does zoning out hurt someone less than denying? If they're past the experience range they're getting zero experience/gold, whereas even if you deny every creep in a wave the hero is still getting some experience from the denies. Also, forcing an opponent out of lane is something you can do only when you have a significant advantage of some sort (as well as the correct positioning) instead of a major part of the laning phase like denying.
Not to mention that you can do it in DotA/HoN as well.