Why Dota2 Is a More Entertaining ESports

A Chaotic Mind·2/6/2016, 12:21:46 PM·3 votes·1,257 views

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:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Glyphs: they make your turrets invulnerable for a short time avoiding the retarded turrets trade we see in the pro scene.

  6. 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.

5 Comments

TurquoiseYoshi2/6/2016, 5:56:11 PM4 votes

1: Is that not how League works? You have yellow trinket, you have Sightstone on a stack system, and you can have one pink ward on the map at a time. The only ward type that is unlimited is blue, and those have a smaller radius and can be taken out easily.

2: There are hypercarries in League. They just aren't that absolutely disgusting. Vayne, Cassio, Ryze, GP, Jinx, etc can carry a team by themselves, but they actually need the team to help them. That's how a team game works, everyone has their own jobs. If you watch the LIquid vs. Echo Fox game or the Fnatic vs. Roccat one, you can see that a team with a hypercarry can come back from an enormous deficit, just not auto-win the game when they hit a certain point.

3: Taking out a carry or winning a fight should mean something. I mean, the concept isn't horrible, but if you get a crucial kill, you should be rewarded.

4: I'd rather get my team back in the game. My tank needs to get tankier. My support needs to support us better. Overall, everyone needs to get back in the game. What I think you don't realize is that League is more team-oriented, where Dota 2 is focused on one hypercarry destroying everything.

5: This seems really freaking annoying as a mechanic. "Oh, you're taking our turret? LOLOLOLOL NOPE LEAVE AND GET PUSHED BACK FOR THE NEXT 10 MINUTES LOLOLOLOL."

6: So you can run an entire comp to counter something and still get beaten by it? What the hell? I mean, League has reliable engage (item 3800 Amumu Hecarim JarvanIV Lissandra Nautilus Zac), but nothing that counters entire teams build to go against it.

I feel like you just don't understand that League and Dota 2 are different and need to have different things to fit the different games. In my opinion, Dota 2 looks super unbalanced (people just standing under turret, 1v5s existing, etc.), but there's probably some balance in there if I actually wanted to try it out.

Ichinose2/6/2016, 1:13:46 PM2 votes

But you know , DotA needs LOTS OF SKILL against League. League made all of those more easier. That's why it's boring ._.

daboswinney2/6/2016, 5:27:25 PM2 votes

ERRRMYGUD THIS IS LEAGUE OF LEGOS NOT DOTA ERRRMGUD

no just kidding but this is a really good point, ill have to get into dota esports :D

Croanin2/6/2016, 11:01:40 PM1 votes

Every time i try to watch Dota2 I just get bored. I can believe there is more strategy but LoL is just far more flashy. Do well..."Flash" as well as mobility.

If anything LoL is trying to be like Dota2 with the vision changes. No one protects pink wards though, it's just annoying. I feel like Rift Herald was the only change Riot had to make to address the over importance of bot lane. Also I've never been a huge fan of the dragon change, I think it was better when it gave gold.