League vs Dota: Counterplay
League vs Dota: Counterplay
This thread is designed to communicate how Leage and Riot provide counterplay compared to Dota 2 and Valve. Each game has different design and balance philosophies.
LEAGUE OF LEGENDS League is well known for it's use of skill shots, AoE delayed nukes, and other factors that require human skill to play properly.
Skill shots show that you must lead your target, position yourself relative to your surroundings, and your opponent. This is a great way to express skill on the parts of both players. You end up having both players trying to anticipate what the opponent is going to do next, based on what their actions are; how they move, how they manage their skills and cooldowns, and a host of other things.
AoE Delayed skillshots require anticipation of the opponent's movements and generally have rewards for hitting sweet spots, or are telegraphed to help allow counterplay by allowing the opponent to dodge out of the way. These also require prediction and a knowledge of what exactly the enemy player has built, how mobile they are, whether you have CC in your kit to help land the AoE ability.
However, there are issues with this type of gameplay and game design. Skill shots and AoE delayed skills are only able to be retaliated by MOVEMENT. This means that in order for opponents to truly counterplay opponent abilities, they most be MOBILE. This has lead to an increase of mobility based champs because in order for them to be effective, they must be able to DODGE the opponents abilities and then retaliate. HOWEVER, the COUNTER to mobility is POINT AND CLICK.
Point and click as a design is actually a healthy addition to the game, by providing garanteed damage and reliability against mobility which has become common place in League because the focus on Skillshots for the Design Philosophy.
Champs with Point and click should be weaker in terms of damage than their skill shot based companions, but that is because their damage is reliable. However, this does not mean that point and click champions should be so weak they're not played at all. Point and Click champions need tools in their kit to counter the high mobility/high potential damage champions that are so prevalent.
Veigar's rework is meant to increase counterplay by turning his kit into more delays, and to skill shots (with the exception of his ult), however Veigar lacks the ability to counterplay his opponents because he lacks the reliable CC and mobility that is needed to counter them. By removing this reliability, and making his damage skill shot based, Riot has removed any and ALL reasons to pick Veigar over another more mobile mid that does the same amount of damage, and doesn't take as long to build up to max power.
a Lack of Counterplay is good, and healthy, if the power of the ability is roughly equivalent or only slightly weaker than a skill shot equivalent. Otherwise, you end up with a clash of, one is obviously better.
TL; DR In league of legends, Mobility is the counter to Skill shots, and thus since Riot has chosen mobility and skill shots for their balance design, point and click skills will inevitably get reworked into skill shots, because if they're too strong, there is no reason to pick the skill shot.
DOTA 2
Dota 2 is known for it's game changing ultimates, it's powerful point and click abilities, and for the lack of scaling in the game for it's abilities. This design philosophy is not "Bad" or "Broken" simply different.
In Dota 2, point and click abilities are very strong and powerful, because there are many many many ways to counter point and click abilities. Stealth breaks targeting for skill shots and auto attacks, Blinks often do the same and even certain types of CC render targets untargetable. Each of these provides a different form of counterplay.
Dota 2 in order to provide counterplay to the point and click abilities and reliability of these skills, provide either actives in the kit, (Puck's W and Outworld's W) Items (Eul's Sceptor) or outright immunity (BKB, Omniknight's Magic Immunity). These are also reliant on player skill since they usually require specific timing on one person's part, this type of counterplay is more like Sivir's spell shield. Where the skill and counterplay comes from the power of human reaction.
However, because of how powerful BKB and Magic immunity would be if there weren't some way to counter them, there is still counterplay in the form of Magic Piercing spells, usually long cooldown ultimates. Therefore, there is a host of counterplay in Dota 2, but the design behind the counterplay is fundamentally different than in League.
TL; DR: Dota 2 is different in that it provides unique active abilities for players to use to counter it's myriad of point and click abilities. Doing this means that counterplay is still dependant on human reaction, but in a different manner.
CONCLUSION All of the reworks in League of Legends in the name of "Providing counterplay" are actually true. League doesn't have the tools to really deal with strong point and click abilities, with the exceptions of Zhonya's, Elise Rappel, Vlad W, Fizz E. Since there is so little way for League to balance around Point and click abilities, you have a slow creep in the NECESSITY for mobility. Point and click counters mobility, so when point and click is too strong, it get's nerfed, because Riot favors Mobility based counterplay rather than item/ability activated counterplay. So, this is why champs like Zilean get nerfed repeatedly, why Veigar is never allowed to be strong, and why Sona has gotten nerfed over and over and over again. Because they lack the types of counterplay that Riot prefers for the game of League of Legends.
So when you look at reworks or champion kits, don't instantly complain about the fact that the champion will (almost certainly) contain some form of mobility, think about the fact that Riot NEEDS Mobility in League in order to provide the counterplay they've designed the game around. Immobile champs are inherently weak because they don't have the tools to counter the skill shot based gameplay that League is so dependant on. If you gave the common immobile champs some form of mobility, they'd instantly be top tier picks because often times they have the power and damage to out DPS the common picks, but because they don't have the mobility that has become so necessary, they aren't picked.
for AD champs) to avoid being bursted down and react