Amusing.
Plankton is dota, who will eventually get the krabby patty secret formula and become a bigger success than the krusty krab.
LoL is LoL due to taking DotA in a significantly different design direction that was only possible with a complete overhaul of the core game mechanics.
The biggest reason DotA seems like it's balance is "nothing is OP if everything is OP" is because ability power doesn't exist in the game at all (neither does %CDR). No ability ratios exist, outside of a few very unique cases.
Which means abilities need to be powerful with no ratios to speak of.
It also means the only mage stats in mana and MP/5 need to feel good to purchase on ability-reliant champions, so most characters in DotA have a mana cost in their QWER that exceeds their base mana. WIth massive mana costs on powerful skills, it also makes MP/5 a very appealing stat, as it changes the dynamic from 1 skill every 3 waves to being able to use a skill when needed.
But ultimatly - DotA cannot have the same level of counter-play and ability interaction as LoL with how powerful and stand-alone the abilities need to be in DotA. LoL can do the push-pull tug-of-war game with abilities because LoL can afford to have mana and MP/5 as fairly underwhelming junk stats. DotA cannot, mana and MP/5 must be very powerful, and thus abilities in DotA must be pretty dramatic.
As it currently stands, fights in LoL are kind of like a sword-fight in a movie. You can parry a few "blows", drag a fight out a little bit, and have a good tussle with a lot of champions. Sometimes you just run a guy through without warning, but LoLs overall design philosophy is more the cinimatic fights.
DotA is more like a western duel. Whoever draws first tends to win, whoever got shot in the face is 100% screwed. Sometimes you don't die instantly and get perma-CCed until your ultimate demise, but fights are usually pretty 1-sided.
Because of how powerful abilities are in both games.