So I just realized the main difference between League and Dota

Kingsgrave··32 votes·4,913 views

the former is an Action game that is slowly removing all Strategy and the latter is a Strategy game that is slowly removing all Action

League vs DotA Unreliability vs Reliability Mechanics vs Knowledge Action vs Timing and Precision Dynamic and Unpredictable vs Stable and Rigid How to kill the dude vs When to kill the dude

You can see this in the item system. League gives you items to promote playstyle and gameplay choices and preferences even when buying reactively. DotA just straight up gives you the tools to patch your weaknesses and deal with anything that could become problematic. The only league item that seems DotA like in style and in use is Hourglass.

the former lacks most if not all strategy to make room for Action and the latter lacks Action in almost all forms to make room for strategy

**Basically, the game is decided by your actions not the actions of your opponent in a game like League. In a game like Dota the game is decided by the actions of your opponent almost always from what I can tell. I just wish there was a game that was a happy medium of these 2 concepts instead of being so dichotomous. **

Knowing how to use something rather than when to use it and what it does

When do I use the instant Veigar stun cage and where do I have to be to not be in range of it vs removing the ability to use it instantly forcing the Veigar player to do more to make up for it in terms of gameplay and interaction

Compare someone like Chogath to Reksai. The former has a set combo with little to no variation and either your opponent dodges it and you are useless or they don't and you destroy them. Reksai is a lot more sustained and give or take, reliably unreliable essentially, so the majority of doing well as her is in the players hands.

Im not claiming league has no strategy or is outright removing all strategy, but they are honing that strategy into more proactive and action focused things like the baron changes making it a drastically different buff than Roshan. Team wide pushing objective rather than a straight up power buff to one character. Same goes for the buffs and scuttle crab as a whole.

I personally don't know how I feel about this. I dislike one dimensional gameplay like Veigar's stun cage being instant or old Sion's Q, but I also don't really know how to feel about literally everything getting massive mobility. If everyone has it I suppose its fine, if the only alternative is instant CC you have to memorize and can't dodge.

55 Comments

SmokingPuffin25 votes

The core difference between League and DotA is reliability.

In DotA, your buttons always work. Even skillshots, which are quite infrequent, are pretty easy to land because turn rates and hit boxes. DotA is about figuring out how to setup fights and sequence your buttons so that you win the fight.

In League, your buttons aren't reliable. This makes the game more twitchy and more reliant on micro. If DotA teamfights are choreographed, League teamfights are improvised -- everyone is reacting to whether or not each button worked. Like jazz versus classical, or football versus basketball.

Basically, the game is decided by your actions not the actions of your opponent in a game like League. In a game like Dota the game is decided by the actions of your opponent almost always from what I can tell.

I can't agree. In both games, both teams have something to say about the result, just in a different way. It's unfair on DotA to say that the opponent decides the game any more than it does in League; if you feel that way, it's probably because you made a strategic blunder.

Kingsgrave4 votes

{quoted}

The core difference between League and DotA is reliability.

In DotA, your buttons always work. Even skillshots, which are quite infrequent, are pretty easy to land because turn rates and hit boxes. DotA is about figuring out how to setup fights and sequence your buttons so that you win the fight.

In League, your buttons aren't reliable. This makes the game more twitchy and more reliant on micro. If DotA teamfights are choreographed, League teamfights are improvised -- everyone is reacting to whether or not each button worked. Like jazz versus classical, or football versus basketball.

I can't agree. In both games, both teams have something to say about the result, just in a different way. It's unfair on DotA to say that the opponent decides the game any more than it does in League; if you feel that way, it's probably because you made a strategic blunder.

You make really fair points, but I partly disagree mainly because we are making practically the same point.

In Action games all of your buttons are not reliable and in Strategy games the buttons are reliable, just the timing is usually more important than anything else. How you did your combo vs When you used your combo.

When you take away reliability in buttons you take away a lot of "strategy" since its not all important anymore to use things at a specific time or position in a specific place because you won't always get the same result. You have to be more on the go with your approach.

Often times when I play Dota or against an old league champion it feels like I didn't really have much say in what happened. It always felt like I shouldn't have been there, wrong place at the wrong time sort of thing rather than something I can directly trace back and improve from. I don't feel like I really learned how to play better, I just absorbed knowledge about what not to do. Like, it felt like learning a strict subject like Math rather than learning something like Martial Arts if that makes any sense.

It almost feels like playing old versions of Fire Emblem where you had to know exactly what to do and what to place where otherwise you got royally fucked. The newer Fire Emblems are more about HOW you approach a challenge rather than KNOWING how to approach the challenge. The latter is mostly the impression I got from Dota especially since the game is balanced by specifics. Certain things dont work against certain things because it would be broken, but they still let the thing exist in general. It would be like if League decided Deathfire Grasp can only be bought by Veigar and Mordekaiser.

SmokingPuffin9 votes

In Action games all of your buttons are not reliable and in Strategy games the buttons are reliable, just the timing is usually more important than anything else. How you did your combo vs When you used your combo.

Seems broadly true in mobaland. There are counterexamples. Over in the fighting game genre, you generally have super reliable buttons. The action of the game usually turns into playing rock paper scissors really fast. In proper RTS, you often have unreliable buttons (e.g. Infestor goop, reaver scarab), but games still are dominated by strategic decision making rather than action in fights.

When you take away reliability in buttons you take away a lot of "strategy" since its not all important anymore to use things at a specific time or position in a specific place because you won't always get the same result. You have to be more on the go with your approach.

I think there is still strategy in League, but obviously not as much as there is in DotA. Team DotA, being the elitist snobs they are, like to say that League is checkers to DotA's chess. Anyway, the strategic level in League is about power spikes, rotations, and positioning. In solo queue, I would say almost all of the strategic thinking is asked of the junglers, and the support picks up the leftovers.

It's certainly true that "strategy" involving landing a skillshot, like say a Blitz hook, isn't really possible to build a plan around. It's like the war saying: no battle plan survives contact with the enemy.

Often times when I play Dota or against an old league champion it feels like I didn't really have much say in what happened. It always felt like I shouldn't have been there, wrong place at the wrong time sort of thing rather than something I can directly trace back and improve from. I don't feel like I really learned how to play better, I just absorbed knowledge about what not to do. Like, it felt like learning a strict subject like Math rather than learning something like Martial Arts if that makes any sense.

Right. Not much you can actually do once the fight starts. Usually the counterplay for dying in DotA involves going back 15 seconds and making a different decision. Sometimes it goes back to items, or even to hero select. Needless to say, for most people this is hella frustrating.

It almost feels like playing old versions of Fire Emblem where you had to know exactly what to do and what to place where otherwise you got royally fucked. The newer Fire Emblems are more about HOW you approach a challenge rather than KNOWING how to approach the challenge. The latter is mostly the impression I got from Dota especially since the game is balanced by specifics. Certain things dont work against certain things because it would be broken, but they still let the thing exist in general. It would be like if League decided Deathfire Grasp can only be bought by Veigar and Mordekaiser.

DotA does indeed have a gigantic burden of knowledge problem. No mechanic really does what it says on the tin anymore. Even the exceptions have exceptions. I'm pretty sure this is why DotA remains the Mac to League's PC.

Kingsgrave1 votes

{quoted}

Seems broadly true in mobaland. There are counterexamples. **Over in the fighting game genre, you generally have super reliable buttons. The action of the game usually turns into playing rock paper scissors really fast. ** In proper RTS, you often have unreliable buttons (e.g. Infestor goop, reaver scarab), but games still are dominated by strategic decision making rather than action in fights.

I think there is still strategy in League, but obviously not as much as there is in DotA. Team DotA, being the elitist snobs they are, like to say that League is checkers to DotA's chess. Anyway, the strategic level in League is about power spikes, rotations, and positioning. In solo queue, I would say almost all of the strategic thinking is asked of the junglers, and the support picks up the leftovers.

It's certainly true that "strategy" involving landing a skillshot, like say a Blitz hook, isn't really possible to build a plan around. It's like the war saying: no battle plan survives contact with the enemy.

Right. Not much you can actually do once the fight starts. Usually the counterplay for dying in DotA involves going back 15 seconds and making a different decision. Sometimes it goes back to items, or even to hero select. Needless to say, for most people this is hella frustrating.

DotA does indeed have a gigantic burden of knowledge problem. No mechanic really does what it says on the tin anymore. Even the exceptions have exceptions. I'm pretty sure this is why DotA remains the Mac to League's PC.

Mostly why I prefer Soul Calibur to Street Fighter. SF is mostly referred to as "toesies the game" nowadays.

Yeah there is still strategy in League, its just a lot more proactive than the strategy in Dota.

One thing I really like that League does that Dota most certainly does not is that they focus on the player only really playing the game and nothing else for the most part. Everything that would get in the way of you just playing the game and making decisions thru gameplay interaction is removed or optimized to the point that you don't need to remember it like timers and ranges and AoE indicators.

I understand why this would anger most of the Dota people, especially since a lot of them are from the old dice throwing days of DnD and various other tabletops that were super unforgiving until you learned everything there is to know about it.

Skencer8 votes

Wait a minute, no cussing or freaking out.... reasonable discussions with valid points.... When the hell did I leave the internet? I like the points made in this discussion, it's fun to look at the differences between league and Dota for me.

Grouchy Poro2 votes

I enjoyed that discussion too...

What they're saying makes sense, and I realize now why I like Jungling and Support as my mains. Everything else is just 'kill things' but as a jungler you need to think 'can I kill the thing' and as support you need to consider 'will someone help me kill the thing?'. It's still a lot of killing things but you need to think about it rather than just spamming harass.

Samflash35 votes
  • Grabs popcorn

  • prepares for rage

Dafaq? No one is raging?

JayVi1 votes

I won't deny Jungle and Support to me as well have to think more then the other lanes, but the other lanes aren't just kill things either. In fact Top usually isn't kill at all it's more like : Defend the fuck out of these people because I'm a tank. Hue

Kingsgrave2 votes

[{quoted}](name=SD Xonix Fate,realm=NA,application-id=3ErqAdtq,discussion-id=uapcMInl,comment-id=0001000000000000000000000001,timestamp=2015-02-24T03:35:36.891+0000)

I won't deny Jungle and Support to me as well have to think more then the other lanes, but the other lanes aren't just kill things either. In fact Top usually isn't kill at all it's more like : Defend the fuck out of these people because I'm a tank. Hue

Top and mid are mostly farm lanes and are relatively mindless compared to jungle and support.

BluePolarizer5 votes

getting more and more true.

Kingsgrave5 votes

{quoted}

getting more and more true.

I really can't blame Riot tho

The game is generally a lot more fun for a larger group of people if everything that happens to your character is entirely up to you. Waiting around to see if someone can be hit by your full instant kill CC combo is not nearly as fun as just being able to run up and punch the guy, especially if you have to aim it slightly (mainly because it feels far more rewarding even if it isn't technically)

Dingding1231 votes

But Dota has characters that actually punch in League no one punches, not even Garen anymore what is this madness

Kingsgrave12 votes

{quoted}

But Dota has characters that actually punch in League no one punches, not even Garen anymore what is this madness

ViLeeSin Blitzcrank Galio

junglerboy163 votes

And Alistar Amumu Braum Malphite Maokai Nautilus Nunu Udyr Zac to add a few more.

Rinky Dinky2 votes

Dont forget Sion and Gragas

Kitten of Evil5 votes

Blitz doesn't punch. He fists.

BetaDude405 votes

Oh...

Now the "Grab Dat Ashe" jokes are even more inappropriate.

Letsgetcooking2 votes

{quoted}

But Dota has characters that actually punch in League no one punches, not even Garen anymore what is this madness

Sion has a massive axe but still punches people.

terkmc1 votes

He kicks people for more damage than swining his axe on their head

blueberrypancake1 votes

#LOGIC

BluePolarizer4 votes

the strategy part is not teamfighting or not getting caught.

Bane has 9 seconds of CC, 2 high damage nukes (1 of them is Malzahar ult) and an exhaust on a regular spell. A gank with him in it is almost guarenteed to succeed.

Totally balanced because you beat him with ganks since he's squishy and immobile, or by avoiding his ganks and he'll fall off due to high mana costs and poor farming. If you get ganked by him, you've already been outplayed. You should've outplayed him by warding.

Queen of Pain has Kassadin ult on a regular spell, along with 2 massive AOE nukes and a slow/nuke. Totally balanced because she's extremely squishy and mana hungry, so you beat her with a burst assassin that has a gapcloser and stun or silence.

Old league champs are awesome in this respect - they promote strategy. Don't wanna get fked up by Veigar? NP play Xerath and Veigar can't even touch you without getting 100-0'ed.

Kingsgrave6 votes

{quoted}

the strategy part is not teamfighting or not getting caught.

Bane has 9 seconds of CC, 2 high damage nukes (1 of them is Malzahar ult) and an exhaust on a regular spell. A gank with him in it is almost guarenteed to succeed.

Totally balanced because you beat him with ganks since he's squishy and immobile, or by avoiding his ganks and he'll fall off due to high mana costs and poor farming. If you get ganked by him, you've already been outplayed. You should've outplayed him by warding.

Queen of Pain has Kassadin ult on a regular spell, along with 2 massive AOE nukes and a slow/nuke. Totally balanced because she's extremely squishy and mana hungry, so you beat her with a burst assassin that has a gapcloser and stun or silence.

Old league champs are awesome in this respect - they promote strategy. Don't wanna get fked up by Veigar? NP play Xerath and Veigar can't even touch you without getting 100-0'ed.

Balance shouldn't be defined by champ select.

SLangedEdge5 votes

{quoted}

Balance shouldn't be defined by champ select.

Balance is defined in both game by champ select (to some extent). Its just easier to champ select in LoL when you have the same lane meta since season 1. If you just pick some APC to go mid, you are sure to face off against another APC. Who wins is generally defined by who's more of FOTM champ and who has the right rune set up (of course considering matchmaking did its job and you are of similar skill lvl). Imagine you draft 4 ADC and a jungler, you will more than likely ge crushed and lose from the jump.

Dota is the same way, except there is more freedom and strategy involved in picks. If you pick 4 carries and a tank you deserve to lose. You have to pick in with the overall strategy in mind and who your possible lane match ups are. There are heroes that counter pretty hard, but there are also items to fix it and u can always change lanes at a moments notice.

RoyaiChaos1 votes

This is why I don't really miss the "loss of strategy" A lot of strategy that we're losing is from team select, and games shouldn't be decided by who has the better team. That should be part of it, but LoL is focused on the causal, meaning usually solo que and playing alone. If it was made to be competitive, then champ select might be fine cause you can coordinate with your teammates but in solo que, that's not going to happen.

chumbler3 votes

{quoted}

This is why I don't really miss the "loss of strategy" A lot of strategy that we're losing is from team select, and games shouldn't be decided by who has the better team. That should be part of it, but LoL is focused on the causal, meaning usually solo que and playing alone. If it was made to be competitive, then champ select might be fine cause you can coordinate with your teammates but in solo que, that's not going to happen.

No dota game is decided at team selection unless you choose a completely incoherent team. Lol games are much more often decided at team selection because one team might not pick Riot's favored champions. That's what happens when your game lacks any strategy or depth.

RoyaiChaos3 votes

Wait what? When did I say anything about Dota? And no, it's not. For example, I recently lost a game because last pick jungler decided to pick Lee Sin when we desperately needed a tank. Anyways, Riot's "favored champions" don't really have a higher win rate than any other champions.

Narasimha1 votes

I'm not sure you've played a lot of Dota mate. A lot of games are decided at hero selection because in Dota, hard counters DO exist. It is entirely possible to shut down an enemy team simply by picking the heroes that destory them. That, or just go for the classic push/aoe comp of Warlock, DP, Lycan, BB, and Jugg.

Raptamei2 votes

{quoted}

Balance shouldn't be defined by champ select.

What's the point of champ select if it doesn't give you an advantage depending on what you pick?

Kingsgrave1 votes

{quoted}

What's the point of champ select if it doesn't give you an advantage depending on what you pick?

Advantages in champ select are 100% fine

Straight up auto winning because of champ select and forcing the opponent to have to work 200% harder to deal with that inherent disadvantage is 100% not fine

Raptamei2 votes

{quoted}

Advantages in champ select are 100% fine

Straight up auto winning because of champ select and forcing the opponent to have to work 200% harder to deal with that inherent disadvantage is 100% not fine

If the other team wins in champ select, you sucked at picking and deserve to lose.

That's like saying you scouted the opponent going mass mutas, doubling down on zealot production and whining that you can't outplay him because you can't hit air.

Knight SoIaire 1 votes

especialy when you have such an insane champion pool

Learnding1 votes

{quoted}

Balance shouldn't be defined by champ select.

Which has been League's status pro quo since season 2.

Teridax685 votes

{quoted}

the former is an Action game that is slowly removing all Strategy

I disagree with this. RekSai is a champion designed with strategic play in mind, along with your average moment-to-moment action (her tunnels are all about setting up her territory and establishing footholds, for example). Azir is another champion who brings unique strategy elements to the game due to his turret-building passive. A lot of Season 5's new items, like item 3512 , item 3800, the new Elixirs and item 1039's upgrades, were designed to promote strategic diversity and new strategies, even if the results are currently mixed. In fact, pretty much all of Season 5's changes to the jungle have added strategic elements to the game (which monster do I summoner 11 ? Is the vision given by the Scuttle Crab worth the time spent killing it? How much will my team benefit if we rush Dragon or Baron, versus the time, resource commitment and risk involved?), so if anything the game's been adding strategy, not removing it.

{quoted}

Basically, the game is decided by your actions not the actions of your opponent in a game like League.

I also completely disagree. If anything, I'd say League pays more attention to the actions of your opponents than Dota, at least when it comes to how fights break down. On one hand, poor strategic decisions are more harshly punished in Dota than they are in League, but on the other there's a lot more room for moment-to-moment outplays in League than there is in Dota. Sure, mobility creep is still an issue in League that hasn't yet been fully addressed, but the core idea of placing the reliability of abilities on the skill of both parties (i.e. play and counterplay), rather than just one or the other, is a good one. Dota does have counterplay, but it's frequently detached from moment-to-moment gameplay and, more often than not, relies more on awareness of what's going on and who's doing what in a more general sense, than it is about actually reacting to any single ability (reaction is often not even a factor).

Call me a League fanboy, but in the end, despite the recurring statement that Dota is a more cerebral or skill-based game, I feel League of Legends is actually far subtler in many ways. Play and counterplay in League is a lot more granular, and tends to offer a wider (and more meaningful) range of options than Dota's gameplay, which too often relies on hard counters, unstoppable moves and mechanics more dependent on rote memorization than actual reaction. From the looks of it, Dota's actually moving a bit more towards League's philosophy of clearer kits and less steep abilities (at least judging by the Shifting Snows update, which is its latest major balance patch), but ultimately I feel League has set a framework that allows for both interesting strategic and mechanical play, even if the implementation still has a lot of flaws (that's applicable to Dota 2 as well, though, and to a much larger extent due to it still being in the middle of adding the champions from the original Dota, so just focusing on League's mistakes here is a case of the grass looking greener on the other side).

chumbler5 votes

Just because Veigar's stun was instant or old (and better) Sion's Q was targeted didn't mean they took less skill to use. Unlike mobile champions, Veigar and Sion paid hard for those advantages. Veigar has zero mobility, is squishy as hell, heavily mana constrained, basically doesn't have a W without the stun, and his damage otherwise is short ranged and single target. He has a huge pile of disadvantages to make up for the power of his stun. Effectively removing his stun doesn't add to his gameplay or make him more strategic, it just makes him worse. Likewise Sion was slow, had high mana costs, couldn't really stick to a target well, and didn't have a lot of burst unless he sacrificed sustained damage. New Sion is a flat out worse design with less reliability and power and is only being barely carried by the fact that his E is way undercosted.

Also the OP misunderstands the difference between dota and lol. The biggest difference is that in dota counterplay means more than "dodge the skillshot" and hero kits are much more focused on doing the thing they do really well but having weaknesses that are exploitable, while lol is land of the safe generalists with no weaknesses.

Kingsgrave3 votes

{quoted}

Just because Veigar's stun was instant or old (and better) Sion's Q was targeted didn't mean they took less skill to use. Unlike mobile champions, Veigar and Sion paid hard for those advantages. Veigar has zero mobility, is squishy as hell, heavily mana constrained, basically doesn't have a W without the stun, and his damage otherwise is short ranged and single target. He has a huge pile of disadvantages to make up for the power of his stun. Effectively removing his stun doesn't add to his gameplay or make him more strategic, it just makes him worse. Likewise Sion was slow, had high mana costs, couldn't really stick to a target well, and didn't have a lot of burst unless he sacrificed sustained damage. New Sion is a flat out worse design with less reliability and power and is only being barely carried by the fact that his E is way undercosted.

Also the OP misunderstands the difference between dota and lol. The biggest difference is that in dota counterplay means more than "dodge the skillshot" and hero kits are much more focused on doing the thing they do really well but having weaknesses that are exploitable, while lol is land of the safe generalists with no weaknesses.

Yes but those weaknesses feel like punishments rather than real weaknesses

Veigar has this massive stun that takes a lot of skill to time and position, but if you don't land it or use it at the exact moment you are fucked and you probably won't be able to do anything. If you can't kill Veigar before he caged you or gets to the point that it doesn't even matter anymore, it's essentially an auto lose. That style of feast or famine has no place in league and after a few patches I honestly feel like Veigar will be fine.

SLangedEdge4 votes

I feel we are both in agreement with the severe lack of strategy LoL compared to dota tho this might be a positive for lots of ppl. You dont' wanna spend time outside of the game understanding strategies and meta game, you just wanna pick ur role and run it in the same lane and face the same ppl and strategies.

With that said, i don't agree with your take on dota. The game may not be as spammy, but has definite need for skill and mechanics. it is a real wall that is keeping me in my mmr bracket. There are a multitude of skill shots (even outside of the classic miriana arrow, pudge hook, etc) that deal with timing, pathing, and position. Execution is just has hard unless all you play is SK/WK.

windwolf7772 votes

SK/WK

Random question, do you mean Skeleton King/Wraith King or Sand King/Wraith King? Because if the latter, Sand king is actually kinda difficult in not getting caught for the perfect 5 man Epi, Blink, Borrow combo. If you meant the latter, it's still difficult because I mean, come on man, 1 active and 3 PASSIVES, Like holy shit. It was so difficult they removed an active from his crit. That's how intense he is. Harder than Invoker. (That last part was just a bit of a joke)

Kingsgrave1 votes

{quoted}

I feel we are both in agreement with the severe lack of strategy LoL compared to dota tho this might be a positive for lots of ppl. You dont' wanna spend time outside of the game understanding strategies and meta game, you just wanna pick ur role and run it in the same lane and face the same ppl and strategies.

With that said, i don't agree with your take on dota. The game may not be as spammy, but has definite need for skill and mechanics. it is a real wall that is keeping me in my mmr bracket. There are a multitude of skill shots (even outside of the classic miriana arrow, pudge hook, etc) that deal with timing, pathing, and position. Execution is just has hard unless all you play is SK/WK.

In dota It almost feels like it's only important because your costs are so high and cool downs so long that if you don't land certain things it makes you literally useless. It also feels like if you don't dodge something you get totally fucked, which is not very intuitive but it's strategical in the 2004 grand strategy sort of way.

If u dont dodge blitz hook you pretty much get destroyed but have a way to possibly survive and escape. According to friends of mine that play dota, if you get hit by pudge hook you basically cease to exist. This is exactly why blitz has no real burst and why Veigar had his stun changed.

4262874 votes

Dota is dota. Lol is lol. That is the difference between them methinks.

Solidair33 votes

The correct answer is turning animations

Kingsgrave1 votes

{quoted}

The correct answer is turning animations

A lot more is different than turn speeds, but that is a microcosm of the balance philosophy in DotA.

Ligerzz2 votes

Never thought i would see the word dichotomous in my life.

Kingsgrave1 votes

{quoted}

Never thought i would see the word dichotomous in my life.

Dictionaries are splendiferous

DXDMordred2 votes

DotA = Higher skill cap LoL = Lower skill cap

Kingsgrave2 votes

{quoted}

DotA = Higher skill cap LoL = Lower skill cap

I think you are confusing skill floors and ceilings

I also honestly think that the majority of the difficulty in DotA is arbitrary like massive animation delays and turn speeds and denying. Sure they add complexity, any mechanic will do this, but at what cost? Making the game slower and more clunky feeling usually.

DXDMordred2 votes

Yet.

DotA world championship is estimated at $10,000,000, while LoL world championship is estimated at $1,000,000.

Somebody, somewhere, disagrees, Sir.

I'm not really confusing myself. I'm a DotA veteran of 7 years. I know how complex the game is. The fact that a single player can make a single mistake, which throws the balance completely out of control is frustrating enough as it is.

I don't like how DotA games can take as long as 10 minutes to find a ranked game, and that isn't even the longest it could take, since a player could not connect to the game, and the queue restarts over again.

Llanite2 votes

Dota is a more stable kind of game. You build up your advantage, and when you win, you win, there's nothing they can do to turn the table.

LoL is more dynamic, people will catch up if you're not paying attention. Hard stats like defense and attack are weaker, making skills relevant every stage of the game.

Awoof2 votes

Ok, I am totally a dota noob that quitted after like a few days, but from what I saw and have been told it's much easier to turn a, say, 10 to 40 game in Dota than in LoL.

Llanite1 votes

If one side has a lot of casters (who has little scaling), it can happen. But definitely no majority of games. "Much easier" is an overstatement.

Borbland2 votes

Dota has another way to balance. Anything can 2-shot you in DotA, so anything is balanced there.

First when I started, I got oneshotted by nearly anything (Espacially a hero called Lion that can oneshot with his ult pretty easily) and thought everything was OP in that game.

Fact is, all heroes are balanced, noobs are getting crushed in DotA, because the clunky movement (Turn animation when.. turning around), clunky cast times (Most of them like 0.3 sec before casting a spell), so you have to get used to it, and poor newbies stand no chance vs veteran players.

And in DotA, a fed hero can REALLY 1 vs 5 and towerdiving at the same time.

LoL is more casual, and alot less frustrating, I sometimes play DotA, but it gets annoying fast to be unable to deal with the fed 14/2 enemy...

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