I don't think so. I think Dota is just managed more intelligently. Riot seems to have a vision for League, and are dedicated to making that vision come true. Everything from the monetization systems, to the game balance, to the comp scene, is carefully cut and pruned according to some master plan.
DotA and DOTA2, on the other hand, are a series of accidents and bandages. Someone discovers denying, Icefrog keeps it in, then takes it out, then puts it back in again at community request. Some items aren't seeing much use, so he overpowers them to see what would happen. Item choices are getting predictable, so he introduces new ones to shake things up. Metagame is getting too stale, so Icefrog puts wards on cooldown and makes the Smoke item. Bottle crowing is making mid, the "BIG PLAYS" lane, passive, so he nerfs it. Buyback is leading to endless games, so Icefrog puts Buyback on a timer. People start camping Roshan, so he adds variance to the spawn time. He never seems to impose his idea of what the game should be onto the players, only stepping in to fix things that get broken. Otherwise, he leaves figuring out the game to the players, letting them find new ways to destroy it, before stepping in to patch it up again newer and better than before.
Valve is taking the same approach on the out-of-game experience. Empowering the community with content creation tools, as well as a pipeline for getting that content into the game, means they can let the game run itself. The competitive scene? They set an example with the International, and then let fans do the rest. Dreamhack, Starleague, ESL, many other major and minor leagues, all funded and organized by fans and entrepreneurs. Valve only holds a world championship once every year as a showcase of the game to the world. The International was never about the creation of a competitive community (since one already existed), but as a proof-of-concept on what is possible for DOTA2.