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Behind League of Legends, E-Sports’s Main Attraction

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51–60 of 71 posts

Re: Behind League of Legends, E-Sports’s Main Attraction

#51
post #8

I played long hours of counter strike, warcraft 3, wow, quake, starcraft 2, and I never liked the original dota map nor LoL. I just think it's a bad mix of several games. The level format doesn't make a lot of sense. It has the disadvantages of a RTS while being some sort of a RPG (little or no persistence), doesn't have a solo mode, and doesn't even allow to control more than 1 unit. It's slow and boring. The conten…

One of the reasons people find DOTA-likes so unlikeable is the incredibly steep learning curve. It is often said that you know nothing about LoL or DOTA until you've played 1000 games. At around 45 minutes a pop, that means you've got to commit way more time than most people have available in order to get good. The games are more like basketball than Quake. 5 on 5, and if 1 player on a team is bad, that team will pro…

I prefer the concept "easy to play, hard to master"

Re: Behind League of Legends, E-Sports’s Main Attraction

#52
post #36

Earlier quoted context omitted.

I don't know if you are familiar with DoTA, but can you comment on why DoTA doesn't seem to have the problem with games stalling as players fight for vision control? I believe the DoTA ward model is very similar to the original LoL ward model.

Dota's wards are pretty different from LoL. The reason League of Legends used to devolve into a vision battle was that both teams could just keep placing wards as long as they had gold. So one team's support player would just go around placing wards and removing any wards they found, while the other team's support player would go around re-placing their destroyed wards and destroying the other team's wards that went…

New Vision Wards actually cost 100.

Re: Behind League of Legends, E-Sports’s Main Attraction

#53
post #25

While LoL is by far the more popular game, I find what Valve is doing with Dota to be more interesting. They're heavily investing in the spectator portion of the sport, and it's paying off in spades. They've added in the ability to watch replays, see instant-replays during live games (especially useful when the casters miss a battle off screen), see post-battle stats, and view player analytics all in-client. The arti…

Are there any reliable reports about size of LoL? All I've seen is Riot-made infographics without any backing. On the other hand http://steamcharts.com/app/570 seems trustworthy.

Re: Behind League of Legends, E-Sports’s Main Attraction

#54
post #33

Earlier quoted context omitted.

Which is what I like about Dota, with LoL it's usually blatantly obvious who will win by the 10 minute mark but it's not so much so with Dota. Obviously stomps happen and the team that leads at 10 more often than not wins but it doesn't feel as loop sided as LoL does.

I have heard this view, but is it actually supported by the data? That is, do comebacks happen with any significant frequency in high-level DotA? For example, in all of the finals of the recent International, there was a leader at 10m who won the game. I'm not going to go through all the games and check, but I'd guess we'd find this to be true the vast majority of the time in professional DotA games, as it is in Leag…

The most recent patch introduced a comeback mechanic that was so powerful that it resulted in comebacks becoming the norm. It got toned down within 2 weeks.

Comebacks are fairly frequent in dota.

Re: Behind League of Legends, E-Sports’s Main Attraction

#56
post #8

I played long hours of counter strike, warcraft 3, wow, quake, starcraft 2, and I never liked the original dota map nor LoL. I just think it's a bad mix of several games. The level format doesn't make a lot of sense. It has the disadvantages of a RTS while being some sort of a RPG (little or no persistence), doesn't have a solo mode, and doesn't even allow to control more than 1 unit. It's slow and boring. The conten…

I'd play LoL if one player per team could play as the minions... I love RTSs, was ranked in starcraft (a lifetime ago) and prefer setting up and executing clever strategies to microing an enemy to death. LoL is Starcraft with most of the non-micro elements gone. Nothing wrong with that, just not my thing.

The interesting thing though: Once you reach the highest point in terms of micro ability, THEN macro comes heavily into play. Seeing players at the highest level be creative with strategy is great. But yeah, at lower levels the learning curve/necessary baseline mechanical skill is definitely an impediment to strategical play.

Re: Behind League of Legends, E-Sports’s Main Attraction

#58
post #55

LoL and DotA seem to be the same game except that you can't deny in LoL, making it more casual. Am I wrong?

LoL is most likely more casual but they are definitely not the same game, they are the same genre and have similar maps and rules but they have extremely different mechanics and meta games and saying the only difference is denying shows that you haven't played both. Yes you are wrong.

Re: Behind League of Legends, E-Sports’s Main Attraction

#60
post #8

I played long hours of counter strike, warcraft 3, wow, quake, starcraft 2, and I never liked the original dota map nor LoL. I just think it's a bad mix of several games. The level format doesn't make a lot of sense. It has the disadvantages of a RTS while being some sort of a RPG (little or no persistence), doesn't have a solo mode, and doesn't even allow to control more than 1 unit. It's slow and boring. The conten…

One of the reasons people find DOTA-likes so unlikeable is the incredibly steep learning curve. It is often said that you know nothing about LoL or DOTA until you've played 1000 games. At around 45 minutes a pop, that means you've got to commit way more time than most people have available in order to get good. The games are more like basketball than Quake. 5 on 5, and if 1 player on a team is bad, that team will pro…

I have about 3000 hours in Dota/Dota2 combined, I still refuse to play certain heroes because I don't know how to play them effectively yet(Invoker comes to mind). The learning curve for the base game is very high, then you have to consider that each hero is unique and has their own learning curve and when you have 100+ heroes it's very difficult to master.

The worst part is that even if you only like a few heroes, you at least need to be aware of every heroes capabilities or you will not do very well. If you don't know what every hero does you can't be sure that it's safe to engage in a fight.

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