Tell me about dota/hon/lol
Blogs > Dante08 |
Dante08
Singapore4119 Posts
| ||
FreshNoThyme
United States356 Posts
Popularity- DotA has the most players (primarily due to the Chinese population of players) LoL is second HoN is last Differences- Very few. Mechanics are the same for each. LoL has the Summoner system which gives you default skills to choose from (crippling an opposing player, self heal, etc.). It also has Runes and Masteries. The two don't affect the core gameplay, but rather, how your character fairs (and allows for customization). The maps are a bit different in each, with HoN and LoL (only those two, AFAIK) having unique map layouts that don't match DotA's (but the standard for each looks like DotA's). Challenge- Mechanic challenge... I don't know. I've never played at the very top level, and below that, none of the games are too mechanically challenging (besides a few heroes per game). As for actual challenge (not mechanical-based), that is considered subjective by many but the speed of each game definitely lends an objective hand in determining this. LoL is slower than the other two. | ||
Dante08
Singapore4119 Posts
| ||
JBright
Vancouver14381 Posts
As for the most popular? I think LoL has the biggest Western casual fanbase of the three, but DotA(2) is larger in Asia. | ||
Dice17
United States520 Posts
| ||
itachisan
Canada109 Posts
| ||
FoeHamr
United States489 Posts
While this is kinda outdated, this can also explain some of the major differences. | ||
Conversion
United States3308 Posts
On August 19 2011 01:15 Dice17 wrote: I think LoL might of passed up dota in the amount of players and fans. I know that in the season one finals of LoL they broke the viewership record and while I cannot find their link I know its on the main LoL site Your thought is wrong. DotA's gaming population can't really be measured because of the so many different platforms it is played on. I played at lower (maybe middle, who knows) ends of DotA and League competitively and I'd say DotA is slightly harder mechanically. Both play generally the same in core aspects (warding, counter warding, laning, control over certain areas, positioning) | ||
Enderbantoo
United States465 Posts
Denying- last hitting means that much more (also means you dont get free creeps under tower like below) Creep Pulling- You dont necessarily get free creeps under tower when getting outlaned you lose money when you die- this means it is much harder to come back, getting killed is so much worse Towers are weaker- less safety when you are behind No flash- overextension can not be rectified as easily, and is punished much harder That being said, lol is still a fun casual game, but because of the reasons above, it is hard to take it as seriously as a game (difficulty wise) | ||
Southlight
United States11746 Posts
The main "play" difference is that dota/hon revolve around a hard carry - heroes that farm up and are expected to be able to 1v5. This is because most heroes don't scale well into the late game (due to lack of spell damage improvement), and so you end up with 2-3 heroes that "support" by the end of the game and are worth primarily based on their disables (and how well they knock out other supports), at least one initiator that forces a fight, and then one guy that does basically 99% of the damage. On the flip side in LoL due to spelldamage increasing via a stat, most damage-dealing heroes (spell or physical) are capable of "carrying," and the flip side is that it makes it harder for any one person to win a game by themself. Not surprisingly, the end result is a game that's far more based on "one big teamfight" and revolves around multiple teamfights throughout the game. This may or may not be boring to you, although realistically most players are not good enough to really feel the "boring" playstyle at the top-most level of play. A popular strategy for instance is to take two spell-damage carries, to top and to mid, and a physical-damage carry bottom, get some sort of tank in the jungle, and support the physical at bot so they can farm unimpeded. This results in a hefty three-mega-damage compo. Current running problems that stagnate play are known balance issues that're slowly being touched/reworked. Defensive play is prevalent primarily because wards are too strong, and so it's far too easy to shut down gank paths, relegating junglers to more of a support role than an offensive one. They've been attempting to find a way to prevent wards from being so dominating and preventing the boring oracle sweep style of play (Gem of Truesight -> go clear wards, for dota players). Also due to a misunderstand of what made junglers jungle, in an effort to reduce jungling SPEED they buffed jungle creep, which simply resulted in jungle heroes requiring tremendous innate sustainability to be able to do it. Months later people discovered that this sustainability is even more effective in solo lanes... and so currently there's a bit of an awkward balance issue of hyper sustain heroes sitting in lanes forever and being unable to be pushed off. This along with the inordinate strength of wards leads to the "less punishable lane." Sadly the final issue for sustain is that the LoL equivalent of branches give way too much HP. Not sure they'll change that though. Also currently support heroes are way the fuck too strong and keep bottom lane really stagnant; they're patching that either in the upcoming patch or very soon after, as nerfs to support heroes have been publicly discussed by the dev staff. Hope that gives you a slightly less biased view ;p But yeah if you want mechanically demanding, HoN/DotA2 is probably better for you. LoL is much more a positioning/mind-games sort of game IMO. I like them both, I just prefer LoL because I dislike hard carries. | ||
Enderbantoo
United States465 Posts
On August 20 2011 17:52 Southlight wrote: The lack of deny is often brought up as a "LoL takes less skill" argument but to me they're both still the act of last hitting so that's a paper-thin argument. As for less punishability, I'll get into that later.. the reason i feel denying makes such a big difference, is you are no longer competing for last hits, or rather the only way to compete for last hits is to deny. In dota, you and your enemy are trying to kill every creep, so more than just the creeps are hititng what you are. thats why i feel it makes such a big difference (although lol spammability early game harass kind of makes up for it) | ||
Zurles
United Kingdom1659 Posts
dota and hon are more similar, if u a noob play hon/dota, if ur actually skilled it will annoy you how easy and pathetic it is in comparison to dota. | ||
firehand101
Australia3152 Posts
I think lol is a bit easier than hon, and there is no deny's in lol. | ||
Kipsate
Netherlands45349 Posts
Wards are expensive in Dota, you have runes to support ganking(Although their random factor is a little stupid sometimes) and you have smoke of deceit to bypass wards even if they do, increases ms for quicker team-based ganks. Not to mention that it is indeed unforgiving to die in Dota, meaning ganking is encouraged Also the towers in Dota hit like trucks. The towers in LoL hit like freight trains.(Therefore discouraging diving and gank based play, also LoL towers AI is more refined at autotargetting heroes whenever an allied hero near it gets attacked) Also, if you die and then the ganking hero dies, you gain experience from that hero in LoL, you don't in Dota. I still like to play both alot though, its alot less frustrating to play LoL :>. I skip the first 10-15min of LoL usually in terms of spectacting, after that it usually gets good. | ||
| ||