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osed125 said:

1) Can't deny kills: very important aspect of Dota because you prevent someone from getting money, which leads to a big strategy of screwing the enemy player early in the game.

2) You can get money waaay to fast: this makes gathering items way more easy and fast, in my few matches of Lol I already had very good items relatively early in the game , in Dota getting the items you want will require more time and imo more skills (see the next point).

3) Last hitting is very easy: this is maybe because there are more creeps (that's the name of the little guys in Dota, don't know their names in Lol), but getting kills on the little guys is very simplified in Lol, very rarely I missed a last hit which didn't prevent me from getting money, by the second match I just simple auto attacked and got the gold anyway.

4) Escaping: in the matches I noticed that escaping from battles is really easy, unless you had a 4 vs 1 battle, escaping was extremely easy, you could have less than half your HP and still manage to escape successfully. Mind you, can also escape in Dota, but I noticed that unless you are an asshole who lets your whole team die, escaping is difficult and the other team can very easily kill you while you escape (unless you have a teleport scroll which won't warranty an escape).

Granted, there are some heroes in Dota (like Riki for example) that let you escape very easily, but I'm talking about normal heroes that can't disappear.

5) NO COURIER OR STASH!!!!: don't pay too much attention to this point because is a personal opinion, but in Dota you have an animal that can bring you items during a fight, very important because you may want an item but don't want to get all the way back to base (in Lol this is not the biggest issue because the maps are very small). The stash basically let's put items your items on a different place on your inventory until you go back to base or the courier bring it to you, this is particular is extremely useful.

I hear you - I had some similar complaints when I originally switched from DOTA(Not DOTA 2) to LoL. But it is, by design a very different game - here's what to note:

1) Denying kills I missed a LOT in the beginning, but it's a broken mechanic. It was only included in the original dota because the WC3 engine allowed killing your own units, and people got used to it. If you actually think about it, killing your allies/teammates to prevent your opponent from doing so doesn't belong in any game, ever. Also, it severely punishes new players who essentially need to try to last hit every creep, not just their own, and aren't accustomed to such an illogical mechanic.

2) Matches of LoL went through a period of always being around an hour - and it wasn't good for the game. Things were retuned to ensure games take less time - and that includes getting money a bit faster. The feeling that it's 'too fast' is because earning money in DOTA is just slow - this turns out to be good for the game overall, as faster earning flattens out "snowballing" a bit.

3) You apparently used heroes with decent damage. Heroes with lower attack damage it's a little harder - though still not had. But League of Legends is a PvP game, it's your opponent's harassment that's supposed to limit your ability to last hit, not the creeps themselves. Being new to the game, your competition likely isn't up to the challenge.

4) Bear in mind, there are 2 sides to every coin. It's easy to escape? Doesn't that also mean it's harder to kill someone? There are summonder spells that can be used offensively or defensively - it requires a little more skill to kill a wiley opponent. Play more games, and when you encounter people better than you/teams with decent CC, you'll feel like you can never get away.

5) Even in original DOTA days, i felt this was a design problem. DOTA penalizing you for dying was something that you had to account for early on - an interesting aspect of play. But then you just needed to remember to snag stuff back at base when you could afford it and the penalty was essentially negated. It was kind of nessecary, due to death being so costly, it caused 1 or 2 early kills in a  lane to snowball a team to victory...  Also, the base seems so far away, but it has more to do with the relative speed of the champions than the actual map size. LoL is a little more tuned to force trips to the base without dying - in fact a big part of the laning phase is forcing your opponent to go heal if you can't finish them off.