Omniknight has the highest winrate in pub and he didn't get picked once in the last major tournament.
Was he banned? Also, I'd still think winrate in pub games is more important to the majority of the Dota playerbase.
Omniknight has the highest winrate in pub and he didn't get picked once in the last major tournament.
Was he banned? Also, I'd still think winrate in pub games is more important to the majority of the Dota playerbase.
Was he banned? Also, I'd still think winrate in pub games is more important to the majority of the Dota playerbase.
All you people saying Dota 2 is based around competitive players - this is a problem too.
90% of the playerbase do not care about that. They want have fun and if they can not have fun, because let's say easy to use items get patched out or something like that... that just kills fun for non competitive players.
Was he banned? Also, I'd still think winrate in pub games is more important to the majority of the Dota playerbase.
Nope. The only hero banned from Captain mode is Arc Warden.
Was he banned? Also, I'd still think winrate in pub games is more important to the majority of the Dota playerbase.
Funny, because i think LoL is so superficial and easy that it's basically boring.
Omniknight has the highest winrate in pub and he didn't get picked once in the last major tournament.
Omniknight is garbage and is rendered useless by a midgame item. He only has such a high pub winrate because pubs have the #RefusalToBuyDiffusal. I will buy it on almost any hero to beat him if no one else on my team is.Was he banned? Also, I'd still think winrate in pub games is more important to the majority of the Dota playerbase.
I think he means banned in the last major. No he wasn't banned.
Arc Warden is the only hero in the game that's not available for pro play.
A chinese newb team picked Omniknight mid against Wings' Ember Spirit mid and completely fucking dominated in the laning phase. That wasn't for Manila major though, it was some other tournament - but it was during the same patch as Manila.
Pretty sure the low winrate hero you quote there is Io, who is extremely strong and has been first ban material for years... IF they have a player that is renowned for playing it. It's an extremely difficult hero to play but also requires a team that knows how to play with it.
You will never get that in the majority of pub games and so the hero looks unbalanced the way you have set your comparison up.
This is just one example, there are more all over the roster that further show how pointless that comparison was.
They are only bad or good because the majority of Dota players are fucking awful and will never play them well/buy or pick counters.
All you people saying Dota 2 is based around competitive players - this is a problem too.
90% of the playerbase do not care about that. They want have fun and if they can not have fun, because let's say easy to use items get patched out or something like that... that just kills fun for non competitive players.
Dota's playerbase absolutely does, even if they do not watch pro matches often. Builds often come from pro level, strategies too, and pub players even come up with their own. When you get into those 50+ minute games, everyone is generally playing on a competitive level.All you people saying Dota 2 is based around competitive players - this is a problem too.
90% of the playerbase do not care about that. They want have fun and if they can not have fun, because let's say easy to use items get patched out or something like that... that just kills fun for non competitive players.
Dota forces a burden of knowledge on the player in a way that LoL never will
Pulling, stacking, creep aggro, rune control, denying + last hitting
These are all things that require hundreds of hours to understand
League is way less complicated as a whole, and that counts a lot imo.
Doesn't LoL do last hitting too?
Ya and there are tons of things that are burdens on the player in League too... trying to describe jungle monster buffs or active spell abilities to a brand new player can be a nightmare. It's part of the genre, but undeniably DotA has wayyyyyyy more crap that simply requires out-of-game research like purges/dispels/immunity/damage types/armor types/spell interactions/etc. -- even the list of interactions and exceptions in a single ability's tooltip can be paragraphs long.
League is far less obnoxious in that regard, and it definitely helps for those who don't want to have a wiki front and center in their bookmarks bar
Dota forces a burden of knowledge on the player in a way that LoL never will
Pulling, stacking, creep aggro, rune control, denying + last hitting
These are all things that require hundreds of hours to understand
League is way less complicated as a whole, and that counts a lot imo.
Turn time is artificial difficulty now?
Well I guess Batrider is a hero who put artificial difficulty onto his enemies instead of making it hard for them to retreat of juke.
And games are about about the numbers. Big deal. The difference is Dota 2 gives you way more number to manage, and it's counter system actually requires the player to plan ahead of time during draft and adjust their item build to fit the situation.
Now we are throwing the term "artificial difficulty" around?I feel like anyone who has anything to say about league but either never played it or played it exclusively during season 1 and season 2 bring no relevant view point or opinion to the table regarding league as it is nearly an entirely different game now.
Edit: as to the "mechanically more difficult" argument. This might hold true if you're some bronze shitter in league, but the instant you start playing against people who know the literal numbers craft of their champions, things get insanely mechanically difficult to play against. And this isn't artificial increased difficulty (turn time), it's pure pvp difficulty in decision making and twitch reaction time
League does all of this too, without archaic game mechanics that act as a barrier of entry.
League does all of this too, without archaic game mechanics that act as a barrier of entry.
LOL came before DOTA2 as a properly packaged game to reach the masses
LOL actually has a huge arm in its company that markets the game ( I remember reading that the most of Riot's staff is marketing compared to the small DOTA 2 team at Valve)
Tencent gives them preferential treatment and access in China. Valve tried to rely on word of mouth
Riot marketed the game aggressively in South Korea and South America. Again, Valve fucked up royally in SK. They really should've pushed it harder than just partnering with Nexon.
MOBA's in general are time commitments. The genre just doesn't lend itself to sampling.
Those are the only real reasons. The other stuff (art design, names of characters-wtf... mechanics differences, etc.. etc...) are just fanboy wanking about which game is subjectively better. Personally I'm content with the fact that both games exist and thrive in different ways.
I don't know why I thought on page 1 it would be possible to have this not become the usual DOTA2 versus LOL argument, without the usual blanket statements thrown by each side by people with barely any time spent playing the other game.
I find it kind of funny that you'd single out turn rates as archaic game mechanics when LoL had a very notable time period where melee AD carries were unviable due to how broken kiting was - something that would never happen if league had turn rates.
Most things in DOTA are there for a reason, otherwise they would have been taken out a long time ago.
What is your definition of "anti-fun"? That term has never made and sense. Every single one of those mechanics make perfect sense. Gold loss on death is a negative result of dying, which should have negative results. Denying has been talked to death in this thread, so I don't need to explain it again. Mana burn is a part of a few heroes's skills. It's something you have to learn to counter (hint: none of them go through Spell Immunity).Dota has loads of anti-fun game mechanics in it like mana burn, denying minions, losing gold upon death, etc.
The better game has the bigger playerbase, simple as that.
Jesus let me memeWhat is your definition of "anti-fun"? That term has never made and sense. Every single one of those mechanics make perfect sense. Gold loss on death is a negative result of dying, which should have negative results. Denying has been talked to death in this thread, so I don't need to explain it again. Mana burn is a part of a few heroes's skills. It's something you have to learn to counter (hint: none of them go through Spell Immunity).
Dota has loads of anti-fun game mechanics in it like mana burn, denying minions, losing gold upon death, etc.
The better game has the bigger playerbase, simple as that.
There is no such thing as a melee ad carry. That's more season 1 and preseason 1 talk demonstrating that most people who are posting here in favor of dota have no experience with league in the last 4plus years to actually answer the question of the thread without trying to make themselves feel superior about their [less popular] game of choice.
In reality, riot made changes to the game in very specific ways to not only make melee champions viable, but stronger than most adcs in the early and mid portion of the game as it should be. This was from buffs, champion updates, new items, new in game obtainable buffs, etc. League doesn't need a dumb limiter mechanic when riot decides to actually update the core elements of their game every year.
...I didn't recognize your avatar change and just realized who you are. My bad, lol.Jesus let me meme
The main reason why League is more popular than DOTA 2 (IMO) is:
When they went to make League, they took a look at DoTA (and talked to some of the devs for DoTA Allstars now working for Riot) and took a comprehensive look at the various parts of DoTA. They kept some parts, but threw out other ones that didn't make sense to them, or made had a less efficient complexity / depth ratio. They seemed very aware at the beginning that complexity was a currency you use to 'buy' depth, and wanted to be as efficient as possible.
DOTA 2 just feels like they took DoTA, and copied it wholesale while updating the graphics engine. At no point (that I am aware of) did they ever stop to question, like league did, if a certain part of DoTA made sense or needed updating. Their attitude throughout seemed to be 'if it was in the original DoTA, then it needs to be in DoTA 2'. That's not a bad thing, but anyone who didn't like the original DoTA won't have that many reasons to like DoTA 2, since they feel in many respects like the same game. There are some parts of the original DoTA that I feel have a very low complexity / depth ratio, and other parts that just aren't fun (like denying). Those are my opinions, but I think it's fair to say that I'm not alone in having them either (just look at League vs DOTA 2 playerbase numbers)
League did enough different to where it felt like an evolution to the formula, and because of that attention to the complexity/depth ratio, it didn't seem like such a daunting task for new players to get into the game.
Dota was a mod that required you to both have Warcarft 3, be familiar enough with it to install the mod, and be okay playing a multiplayer only competitive game. the vast majority of WC3 players never touched the mod scene - and WC3 only sold 5 million at the time, so there's absolutely no way it's audience was "super mega massive".
Just being a stand alone game made a huge, huge difference compared to having to use a mod for WC3. That was one of the advantages of Dota 2 - because if you want to hit it big you need a stand alone game. LoL was absolutely the first to the wider market.