Why Dota2 Is a More Entertaining ESports
As a league only player I must say that pro Dota is more entertaining than Lol by a landslide. At the moment LCS is pretty fucking boring. First 20 min are a complete borefest that always follow the same scheme: laneswap, trade towers, ARAM mid. This is because teams have 0 incentive to play aggro in the early game. Just watch the UOL vs VIT game: VIT gets the first 2 dragons and it doesn't matter. You know that you have a problem when trading a kill for a dragon is bad. Another problem: kills hardly matter. Kills got nerfed in the pre-season by increasing the ambient gold. Now is easier and safer just get towers and farm while trying to avoid the enemy team. So we get 20 min of rotation and 2 teams running away from each other untill they get some items and start the stupid ARAM mid.
Compare this with Dota 2:
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Limited vision: wards works with a stack sistem. This means that if the enemy clear all your wards you have to play in the dark for several minutes. This make the wards an objective in itself ythat need to be protected. Less wards also mean an easier ganks and skirmishes pre-teamfight time.
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The carry actually carry: hypercarries in Dota are a win condition in itself. Even if your team is losing but your Anti-mage/Medusa/Spectre is farmed you still have a chance. See this game https://www.youtube.com/watch?v=40S9V4difWg where EternalEnvy pretty much carry 1v5 with Ember Spirit.
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Buybacks: buybacks let you buy back from death for an increasing cost. This avoid the get 1 pick at 30 min take 2 turrets and an inib we are currently seeing because the death timers are stupid long.
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Kill Bounty actually matters: in League you get a shutdown on the fed carry and the bounty get split between all of your member. Lucky us now our tank/support can get that cloth armor 1 min earlier said no one ever. In Dota a kill on the fed carry has 2 effects: 1) the enemy carry lose gold, thus delaying his next powerspike 2) the kill is worth up to 800 gold, that means your carry can rech a critical item and potentially get you back in the game. This means kill are an objective in itself.
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Glyphs: they make your turrets invulnerable for a short time avoiding the retarded turrets trade we see in the pro scene.
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Powerful engages: powerful skills/items let you engage easier and items like smoke let you bypass wards for easy flank. You can run a disengage eavy comp but if a stealthed Earthshaker blink in the middle of your team you are going to fight.
Combine all of this and you get this scenario: early game is actually played by the 2 teams, no retarded 3/4 vs turret in the first 5 min, ganks are easier to pull off, if the midlaner is fed out of his mind you can buy a smoke, engage on him, chain cc and now your Anti-mage can afford his Battle fury and try to carry the game, avoiding the slow and painful choking we see in the pro games.
), but nothing that counters entire teams build to go against it.