The Wykydtron said:
WOPR said:
Viable Characters (LoL - 92% vs Dota2 - 14% in champion use in tournament play)
Resource Types (LoL - Mana/Energy/Fury/Rage/Shield/Heat/Cooldown vs Dota2 - Mana)
Character Customization (LoL - 13 adjustable stats vs Dota2 - 3)
Innovation (LoL - Original characters and new ones every 3-4 weeks vs Dota2 - Copy/paste WC3)
...every aspect
WOPR's points were, at best, idiotic. For a start, DotA 2 has less heroes than League of Legends. League and DotA allstars are about the same, however not all of the heroes in allstars have been transferred over.
Next, DotA tournaments have a different pick/ban system. In DotA tournaments, there are 5 bans, then each team picks 5 heroes, then 5 more heroes are banned. In league, all of the champions are banned before the game starts. Even then League only has 6 bans with a much bigger champion pool.
Not only this, but DotA 2 is MUCH bigger in counter picking and team comp. Some heroes have lane partners who they do terrible with, some heroes have lane partners who they synchronize really well with, but might break against a certain team comp etc. This means that comp is a LOT more important which can pigeonhole tournaments quite a bit. In League the comps hardly matter because all of the champs are pretty much independent from each other.
Even then, how many players compete in tournaments? I can guarantee that neither you, me nor WOPR compete in any major recorded tournaments.
In the point about resources, DotA heroes all stick to one resource because of balance. If a hero is able to spam a powerful spell too much? raise the mana costs, if a spell is too weak but is spammable? lower the mana costs. In League the variance in resources cause imbalance and make it hard for Riot to balance. Just look at Katarina, they had to rework her because they couldn't buff her without bouncing blades becoming too powerful. Even after her rework she was unbalanced. Same with champions like Tryndamere and Morde. Different resources don't even add more depth to the game, they definitely don't make it more complex.
With character customization he's also wrong. DotA has pretty much the same amount of stats, however the stats can be built independently with some items, or they can be built in a group by using strength, agility and intelligence. You don't have to build agility to get more attack speed and you don't need to build strength to get health and health regen. The only stat which is missing is magic resistance, and that's because spells don't scale in damage. Even then you can buy items that increase the spell damage taken by the target, or give you % resistance to spell damage.
In addition to that, there are also A LOT more items with special abilities, you have items like Refresher Orb, Orchid Malevolence and Diffusal blade, which do things like burn mana, remove buffs, refresh cooldowns and silence. This adds a lot more complexity to building items and stats.
Finally, in terms of Innovation, DotA heroes are still more innovative than League. DotA 2 is being developed by Icefrog, it's not like he's going to move onto another MOBA game and abandon all of the heroes of his DotA. Also, a lot of League champion ideas are taken from DotA, if you paid attention to the employees of Riot you might see that a few of them used to help with the original DotA, hell Guinsoo even had his own item in DotA called 'Guinsoo's Sheepstick'.
And even if League releases a champion every 2-4 weeks, they're generally rehashed. You do get some new and fun champs like Syndra and Elise, however they
usually follow the same pattern of Q = main attack W = movement ability and E = CC/AoE, with only a few minor differences between each champion.