Aircross said:
Dota 2 actually balances around heroes and team compositions as well. What do you see in LoL games? 1 top, 1 mid, jungler, 2 bot, the usual right? In Dota 2 you have many choices for your team. You can go the "LoL" route of having a short lane solo, jungler, solo mid, and two in the long lane. You can also have three solo, one jungler, one roamer. Then there's three solo and two roamers. Then there's trilanes. That's just laning.
Now you have team compositions. There are three phases in a game: Early, Middle, and Late. Some heroes are stronger early game, some middle, and some late. You can have teams that are strong at phases too. Having a carry that needs farm is not even required. Sometimes it's better to have a hard carry, sometimes it's better not to have a hard carry. It all boils down to choice and counter picking and counter playing. Items help enhance counter playing since you can buy an item like Orchid to stop a hero who really relies on their abilities.
Early push teams are very powerful early game teams that push down towers for early gold advantage. This specific line up hard counters teams that are stronger in the late game since they have to farm up.
You are correct in that generally in LoL, the lanes are pretty consistent. I have seen a few high level DOTA 2 matches, and it seems their lane comps are pretty samey as well. It is possible to run all those lane comps, but it generally isn't as competitive to do that. You can run crazy lane comps in LoL as well, but again, it won't be as competitive so people don't do it as often.
As for the other 2 points, LoL is the same. There are champs that have very strong early games but weak late games. There are champs who need to farm up before they can carry the game; it is very similar.
While I'm not sure if you were really saying this, but I will agree that DOTA 2's item choices do make countering specific strategies after character select a lot more interesting.
Aircross said:
Mechanical skills are also a big barrier too. Last hitting works differently in Dota 2 than LoL. Each hero in Dota has their own attack wind up animation. Some heroes such as Sniper can last hit very easily while supports like Crystal Maiden have a long wind up animation. There's also turning speeds, which a lot of LoL players mistaken as input lag. Turning speed is a balance factor so that range heroes don't get too much of an advantage over melee heroes.
Again, in LoL, each char has their own attack animations. Some casters such as Leblanc have a very fast animation and projectile speed on their auto attacks, while others, such as Annie, have much slower animations and projectile speeds. So, again, no real difference there.
I really do not know much about turning speed. I have never heard of this mechanic before. Still, having each character turn at a difference speed doesn't really require the player to have more skill. It simply means that, again, they need to simply memorize more about the game before being competitive. Once you know everyone's turning speeds you can't really do anything skillful with it.
Aircross said:
Inner workings of the many deeper mechanics. You also lose gold when you die. Losing gold is not a "useless mechanic meant to make the game harder." Losing gold works both ways. YOU and YOUR team can put the enemy carry in a state of no farm. There's also denying. In LoL, you just have to harass and last hit in lane. In Dota 2, you last hit, deny, and harass. Denying allows you control over your CREEP EQUILIBRIUM so that you don't push your lane too far out and expose yourself to ganks.
I again will disagree that losing gold makes the game anymore skillful or harder. It simply makes death a lot more punishing. In LoL, a team can devote a lot of resources to killing the enemy carry a lot to make sure he/she can't carry late game. The only difference is the carry won't be losing gold. He/she won't be able to kill any champs or minions to get money, and won't be able to get experience. So, in the end, the carry is still denied, they simply don't lose any money up front.
Denying I see as a boring mechanic. Yes, the lane feels a lot more hectic with more to watch for as you try and deal with denying your enemy and keeping yourself from being denied, but I personally find it more fun to interact with the enemy characters personally. In LoL you focus on trying to kill them more than killing your own creeps. I guess in this case its more of your personal preference.
Theres also one more thing I'd like to mention that makes LoL skillful. Skill shots. I'm not 100% sure, but doesn't DOTA 2 only have Earth Shaker's fissure, Pudge's hook, and Moon Princess's spear. Probably more than half of LoL's champs have skillshots that you actually have to aim. What exactly is more skillful, clicking on an enemy, or actually having to aim your attacks?