Yeah, its 'neogaf'dragonlife said:I feel pretty confident with my Kayle. Where do I find GAFfers to play with? I'd like to try a real game once. I hope you don't all get mad at me too much.
Wasn't there a chat room or something in-game?
Yeah, its 'neogaf'dragonlife said:I feel pretty confident with my Kayle. Where do I find GAFfers to play with? I'd like to try a real game once. I hope you don't all get mad at me too much.
Wasn't there a chat room or something in-game?
Oh I gotta get Teemo asap!From Tuesday, August 30th, through Friday, September 2nd, the Cottontail Teemo, Barbarian Sion, and Commando Xin Zhao skins will be available for 50% off.
Ark said:So does any LoL GAF actually play EU West or have I cocked up and ended up playing Mr.Lonely?
They aren't, along with Summoner Skills they're the worst part of LoL.markot said:I dont think talent trees and rune kachiggas are a very good idea in a game like this >.<
If he's looking for different gameplay, DotA 2 is practically the same with "better" or worse mechanics that really make no difference in the point of PVP.Archie said:Howso?
Can't wait for DotA2 so you won't be around this thread. =)Ikuu said:They aren't, along with Summoner Skills they're the worst part of LoL.
Ark said:
From Tuesday, August 30th, through Friday, September 2nd, the Cottontail Teemo, Barbarian Sion, and Commando Xin Zhao skins will be available for 50% off.
JWong said:Can't wait for DotA2 so you won't be around this thread. =)
orznge said:I forget if the account names are case-sensitive but maybe that is the issue?
forgeforsaken said:I still like this one
http://www.youtube.com/watch?v=6wHp4VJ47v0&feature=related
Bailed? I went to sleep.orznge said:Just like how you bailed from the Dota 2 beta thread once someone wrote you a reply that was more than one sentence? http://www.neogaf.com/forum/showpost.php?p=30417415&postcount=116
Blackface said:From a musical perspective this is by far the best one.
http://www.youtube.com/watch?v=YlXO7MFasnA
just not a parody.
Archie said:What time is most active for GAF? I want to start playing again, but I don't
want to do pubs (nor do I want to jungle with Amumu iss)
I'm in Canada, didn't get any queues.Ark said:Enjoy your queues!
JWong said:Bailed? I went to sleep.
I'd love to answer that right now, but that's 3 days old. Wanna take his argument in here? At a glance, I'd shoot it all down because his responses are weak and disregarding game design.
Ark said:Would I be wrong or correct in saying that HoN looks more similar to Dota 2 than LoL?
Yep, let's do it. LoL critiques should be on LoL threads. There isn't a garbage DotA2 vs LoL thread yet.Artanisix said:I'd love to take the argument into here if it's appropriate, seeing as you disappeared from the DOTA2 thread. I play some League with my friends since they don't have it in themselves to learn DOTA at this point -- and that isn't a jab at League, by the way -- and I have taken some time to learn about the League metagame. So if you can go in-depth with your response that'd be great. If I'm wrong about some things I'd be happy to admit that.
Two things. If you leave your tower to an obvious backdoor when there's a dozen enemy minions charging down that tower, that's a strategic mistake by the team. That team doesn't deserve a "buy fail-bail" scroll if that happens. It also moves the game forward. Towers should be dying. No need to allow either side to be super defensive.Artanisix said:The free teleports back to base aren't a big deal. But what is a big deal is the complete inability to teleport to any tower on a 30-second cooldown. This encourages sitting in your own lane and makes the laning portion of the game much longer than DotA. It's also one of the most mind-numbing, boring parts of the game. You can't countergank. You can't teleport somewhere to farm. Teleporting out of a tight spot is significantly harder, if not impossible.
I can't say much about this because I've seen a lot of tower diving in games, so I'm not sure what you're talking about. Unless you're talking about early-game tower diving, which does happen and poses huge risk.Artanisix said:All heroes gain considerably more hitpoints and regen in LoL. Ludicrously powerful towers, in combination with this, make it very difficult to gang and towerdive without taking a loss. Considering also that you can't teleport down to help someone immediately, these game design choices slow down the action considerably. It doesn't help that crowd control skills - slows, stuns, fears - are no more powerful or longer than their DotA counterparts, lasting only 2 seconds or slowing for only 30-50%. A lot of heroes can simply walk away to their tower and they're safe.
First, deny unnecessarily draws out the game. A player kills his own minion and reduces the chance for the enemy to get 20 or something gold. Then the enemy does the same, and so on. The game has now been extended for X seconds because X amount of gold and XP had been prevented throughd deny. Artificial extension of the game. And for what? What logic is there where for you to kill your own minions, towers, and teammates? This is a game about PVP. It also imbalances melee vs range.Artanisix said:The inability to deny to prevent enemy xp and lane pushing, along with the fact that you do not lose gold when you die, means that - almost always, given a competent team - every player will be able to afford expensive items. But these items aren't interesting, for the most part. They're almost all passive stat buffs that make you hit harder or cast faster. What's the fun in that?
Wait, ganks are prevented all the time? Summoner skills are a bail out card on long cooldown, so ganks won't be prevented all the time. Not sure what the problem is here. DotA's game length is significantly longer than LoL, so there's no argument there.Artanisix said:The addition of summoner skills makes ganging more difficult and doesn't help ganging as much as it should. Ghost, flash, exhaust, clairvoyance are all incredibly powerful tools that allow you to escape easily or prevent a gank outright. Dota doesn't have this issue. Some heroes have a potent escape mechanism or disable, but most can't just blink away. Vision can also be countered with smoke. Heroes flat out die faster, and the reward for killing someone in Dota far outweighs the reward for killing a hero in League.
Masteries are suppose to be "shallow" in terms of not affecting the game that much. Same with runes. They're suppose to have little affect, but still be a nice bonus that makes a difference. Masteries and runes speed up the game for higher level users by skipping the whole "bracer, band, talisman" time sink (the reason why they get unlocked as you level).Artanisix said:Masteries seem shallow to me. "There are all these different possible trees," you might say, but it appears that there is generally one preferred talent tree spec. per hero that you'll want to take, so why not just add these benefits straight to the hero instead of being superficial and making things appear deep and complex? I am not convinced that masteries are an interesting mechanic at all.
I have no idea what you're talking about trees, but brush is a great mechanic especially for ganking (I thought you liked ganking).Artanisix said:Brush is a poor man's juking and hiding spot. Brush is static. Trees are dynamic. League's map in general lends itself to the very boring laning stage. You HAVE to secure bottom for dragon. You HAVE to have a jungler. You HAVE to solo top and mid because Baron is worthless until late game. Dota is dynamic. 3-1-1? 1-1-3? 2-2-1? 2-1-2? 2-1-1+jungle? 1-1-2+enemy jungle? 3-1+jungle? 4-1? 0-5-0? All are viable given the right hero choices.
So you're saying Lion and Lina are different enough, but two magic nukers like Annie and Ryze are the same? I don't get what you're saying in this section because what you're saying is false.Artanisix said:Speaking of hero choices, what's with League's stale heroes? The majority of them share very, very similar qualities. Take the ever-so-popular tanky dps archetype. Autoattack buff, defensive skill, gap closer. Seriously. Lee Sin, Leona, Trundle, Nasus, Jarvan IV, Renekton, Wukong, Xin, Jax, Yorick, Udyr... Are they really THAT different from oneanother? Is that good game design to you? All the heroes in DOTA are radically different from one another. The closest two I can think of are Sven/Skeleton King and Lion/Lina, and even then they have quite a bit different from each other.
Well, I'm thinking DotA also has scaling skills.... what are you talking about? I mean, I could talk about how +attributes is dumb and LoL removed that, but what is this?Artanisix said:People say scaling skills are super cool in league, but scaling skills are a necessary consequence of the increased HP pool and inability to deny players gold (either by the deny system or by killing them). DotA does not have an issue with non-scaling nukes precisely because of this. Unless your team is completely outplayed, your nukes are going to be useful on someone.
Bring on your analysis too. I'd love to chat.Halycon said:Being more accessible is usually a good thing but there are always tradeoffs. Because of Riot's initial design choices, the current LoL competitive scene is stale and repetitive.
This is a very shallow understanding of how TPs affect the game. Contrary to what you might think, Teleport scrolls actually promote aggressive play. They allow players to leave their lanes to gank and roam without giving the opponent free reign to knock down their tower. People are very reluctant to leave their lanes in LoL unless they're doing a five man push, part of the reason is a single hero can push down a tower if left alone for too long. And there isn't any way to quickly go back to the tower outside of the Teleport Summoner Spell.Two things. If you leave your tower to an obvious backdoor when there's a dozen enemy minions charging down that tower, that's a strategic mistake by the team. That team doesn't deserve a "buy fail-bail" scroll if that happens. It also moves the game forward. Towers should be dying. No need to allow either side to be super defensive.
If you need all 6 item slots in a LoL game then you're doing something wrong. There's nothing like GG branch or Circlets that you buy two/three of for that early game advantage. The Doran items are as close as you'll get to a spammable early game item and even then you won't be using more than 3-4 of your item slots until 30 minutes in.Secondly, free recall and summoner spell teleport is meant to increase item space. No money sink spent on scrolls, and no need to buy Flying Courier for extra space. Also, no need to occupy that 6th slot with scrolls.
How is it overpowered when:Mobility is king. Riot knows that. They don't overpower players' mobility with 30 second teleport scrolls, but they do give an itemless Teleport option to make extremely strategic movements. Teleport has done wonders in my games.
He is, early game diving also poses a risk in DotA but not nearly as large. This makes towers less of a safe zone than they are in LoL.I can't say much about this because I've seen a lot of tower diving in games, so I'm not sure what you're talking about. Unless you're talking about early-game tower diving, which does happen and poses huge risk.
Are you a frequent jungle player? Because if you were you'd understand how much effort any team has to go through to get a successful gank. Unless one side is very stupid and overextends all the way to tower, it is nearly impossible to kill someone early game without an overwhelming damage/cc advantage.I've seen enough early kills happen to say that there's really no concern for this area.
Mathematically that makes sense, but in reality it is not true. When you have control over your opponents' level of growth through denying, this gives you a clear advantage in terms of money and experience that translates to more aggressive play. Even if both sides are evenly matched in terms of gold/exp growth, it doesn't mean the game is slower. On the contrary, if both sides are underleveled then they become attractive targets for a gank. Which can quickly turn around the flow of the game.First, deny unnecessarily draws out the game. A player kills his own minion and reduces the chance for the enemy to get 20 or something gold. Then the enemy does the same, and so on. The game has now been extended for X seconds because X amount of gold and XP had been prevented throughd deny. Artificial extension of the game. And for what? What logic is there where for you to kill your own minions, towers, and teammates? This is a game about PVP.
This is, again, a conclusion you can only reach if you have a rudimentary experience with the game. Hatchet was introduced for this very reason, and many melee champions can survive very well in lane with it. Melee heroes are also often equipped with skills that enable them to lane on equal terms against range. Just taking an example at random, EHOME vs Na'vi game two had Lucifer top against Mirana until the lanes started shifting.It also imbalances melee vs range.
I'm not sure I follow your thought process here. You think Summoner Spells compensate for lack of active abilities, yet you dislike activate items because they're giving a player another spell. So where does that leave Summoner Spells?About passive stat buffs items, I'm not sure if you've seen the items, but there are quite a few activate items. Definitely less than DotA because Riot refocused a lot of them into Summoner Skills and Champion Skills (like stun shouldn't be an item), but a lot of useful activate. I don't really like the idea of activate items anyways since they're essentially giving the player another spell.
Untrue. Definitely. I've played enough games in both Dota, HoN and LoL to judge that they are about even in terms of average game length. Although, you can concede at 15 in HoN so an obvious victory won't be dragged out to 25 minutes.Wait, ganks are prevented all the time? Summoner skills are a bail out card on long cooldown, so ganks won't be prevented all the time. Not sure what the problem is here. DotA's game length is significantly longer than LoL, so there's no argument there.
I'm against free stats. There is no reason player X should have an advantage over player Y simply because player Y played more. This is my main gripe with the rune system. Competitive games should start everyone out on equal terms. The right runes can mean a 400-600 gold advantage, which is nothing to sneeze at.Masteries are suppose to be "shallow" in terms of not affecting the game that much. Same with runes. They're suppose to have little affect, but still be a nice bonus that makes a difference. Masteries and runes speed up the game for higher level users by skipping the whole "bracer, band, talisman" time sink (the reason why they get unlocked as you level)
You feel like you need more health? You put on health runes or health masteries.
You want more damage? You put on those runes and masteries.
Don't need to farm for 10 minutes so you can have your basic support stats from bracers or crap.
No, the lanes are set like that because Baron is useless until 30 minutes in and Dragon is a crucial resource. And because jungling is more or less a staple of most pro strategies. There is little room for variation.Uuuuh, you don't need a jungler. It's not "auto-lose" when you don't have one, as with not having a tank, or a carry. And the lanes are set like that because it gives player's the ability to make choices with the characters they have. LoL doesn't have "scroll of instant switch lane".
What is this I don't even.DotA lanes were all too similar that you are allowed to make up different formations. It doesn't give players any choice, so they can do whatever the hell they want. Btw... 0-5-0? I've seen that in LoL. Huge gamble. Can be easily countered or can be a fast win.
Are you really comparing DotA 2 to Dominion? What?And I watched the DotA2 Finals vs the LoL Dominion employee battle. How boring the DotA2 Finals were with all the running around in the jungle, setting up wards, all that in the first 10 minutes with nothing happening.
Guess you missed all the games that had multiple deaths before the creeps even spawned.JWong said:Bring on your analysis too. I'd love to chat.
And I watched the DotA2 Finals vs the LoL Dominion employee battle. How boring the DotA2 Finals were with all the running around in the jungle, setting up wards, all that in the first 10 minutes with nothing happening..
DotA's game length is significantly longer than LoL, so there's no argument there.
This is, again, a conclusion you can only reach if you have a rudimentary experience with the game. Hatchet was introduced for this very reason, and many melee champions can survive very well in lane with it. Melee heroes are also often equipped with skills that enable them to lane on equal terms against range. Just taking an example at random, EHOME vs Na'vi game two had Lucifer top against Mirana until the lanes started shifting.
playdota.com said:Denies
Whenever a unit owned by the Sentinel or Scourge is killed by an allied player, it counts as a deny, and normal experience is not granted to nearby enemy heroes.
The amount of experience enemy heroes get for a denied unit is determined by the following:
Each melee enemy hero in 1000 range of the killed unit gets 36/n experience, and each ranged enemy hero gets 18/n experience, where n is the total number of enemy heroes within 1000 range.
Example: A Sentinel player denies a Treant, there are 2 Scourge melee heroes and one Scourge ranged hero within 1000 range of the killed unit.
Each melee hero gets 12 (36/3) experience.
The ranged hero gets 6 (18/3) experience.
Boken said:stop naooo.
So basically JWong hasn't played much DotA, Artanisix hasn't played much LoL and Halycon has played a enough of both but is still wrong sometimes.
Oh, and Ikuu is really biased.
Haly's a pretty cool dude.Boken said:stop naooo.
So basically JWong hasn't played much DotA, Artanisix hasn't played much LoL and Halycon has played a enough of both but is still wrong sometimes.
Oh, and Ikuu is really biased.
Boken said:Or you could join the GAF channel and chat.
I don't think it would be game breaking. One of the reasons people don't like to buy wards is because they aren't very strong in LoL compared to DotA. Another reason is because they only last 3 minutes, which forces people to run back and forth from fountain to where they want to ward, or buy ward in bulk (which is typically a bad move).FlightOfHeaven said:What do you think of a separate item slot made SPECIFICALLY for wards? Often I want to get wards, but I can't because I have all a slots full. Would it be game breaking? The only scenario I can think of that's ridiculous are champions running around planting wards all the time and the other team running oracles to destroy the wards.
ultimoo gonna ultimoo basically.so it's time for Ultimoo to chip in amirite?
Only bad players don't buy wards. WARDS FOREVER! WARDS WIN GAMES!Halycon said:I don't think it would be game breaking. One of the reasons people don't like to buy wards is because they aren't very strong in LoL compared to DotA. Another reason is because they only last 3 minutes, which forces people to run back and forth from fountain to where they want to ward, or buy ward in bulk (which is typically a bad move).
Courier would solve this but I don't think the LoL engine can accommodate a separately controlled unit. Hopefully, they're rebuilding the engine from scratch for that rumored Shiny update.
ultimoo gonna ultimoo basically.
Ikuu said:Well it would make up for the lack of a stash/courier, but then it would allow people to just spam wards all over the place without any drawback.
Also LoL players tend to make a much bigger deal over denying than is necessary, at the average skill level they aren't going to come into play all that much outside of denying towers.
I admit I only played DotA for 2 years about 3 years ago. From what I saw in DotA 2, not much has changed.Boken said:stop naooo.
So basically JWong hasn't played much DotA, Artanisix hasn't played much LoL and Halycon has played a enough of both but is still wrong sometimes.
Oh, and Ikuu is really biased.
You said Karma is terrible. You're already wrong. =)Ultimoo said:so it's time for Ultimoo to chip in amirite?
Halycon said:I don't think it would be game breaking. One of the reasons people don't like to buy wards is because they aren't very strong in LoL compared to DotA. Another reason is because they only last 3 minutes, which forces people to run back and forth from fountain to where they want to ward, or buy ward in bulk (which is typically a bad move).
Courier would solve this but I don't think the LoL engine can accommodate a separately controlled unit. Hopefully, they're rebuilding the engine from scratch for that rumored Shiny update.
A slot dedicated to wards might help alleviate the matter somewhat, but the underlying problem is still there.
ultimoo gonna ultimoo basically.
Ikuu said:Yep, you can buy items in the lane and they get put in your stash.
Wards win games, but most people don't know that because the benefits of proper warding are subtle. Compare that to the effort and risk of proper warding and it's no surprise people don't want to.shintoki said:Only bad players don't buy wards. WARDS FOREVER! WARDS WIN GAMES!
Coincidentally enough, my last game was one that was won by wards. We had a worse comp, no jungle, and a pretty bad start. They never bought wards while 4 of us were dropping them down like candy.
That's like saying LoL hasn't changed from beta until now. Of course the game still looks similar but the dominant strategies are completely different.I admit I only played DotA for 2 years about 3 years ago. From what I saw in DotA 2, not much has changed.
I think I stopped playing when Icefrog ditched the scene. Maybe a bit before.Halycon said:That's like saying LoL hasn't changed from beta until now. Of course the game still looks similar but the dominant strategies are completely different.
Unless you really believe the Dota metagame hasn't evolved from since you played?