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On October 11 2014 00:36 TheYango wrote:Show nested quote +On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true.
You're nuts.
In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League.
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On October 11 2014 00:46 Ketara wrote:Show nested quote +On October 11 2014 00:36 TheYango wrote:On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true. You're nuts. In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League.
w-wat
this is a really bad joke right
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Bearded Elder29903 Posts
Also such a massive gameplay change is going to be frustrating for casual players like me. Playing like a single game daily or one game per 2 days will make me need like a whole week or even more to get used to those new changes..
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I actually started with dota in wc3, then I played league because my friends did, then I tried dota2 when it came out and was like "this is a convoluted whirlwind of bullshit" and went back to league.
I've tried watching pro games of dota2 and I seriously can't tell what the fuck is going on.
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On October 11 2014 00:50 Klonere wrote:Show nested quote +On October 11 2014 00:46 Ketara wrote:On October 11 2014 00:36 TheYango wrote:On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true. You're nuts. In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League. w-wat this is a really bad joke right
No, just one of the many examples where Dota is harder to understand (yes, you can change it in the menu.) If i recall correctly, it is still the standard setup with x in different colours for players so you have to learn which x is which champion, which x is on your team, etc...
Not even mentioning stuff like utterly insane (tower) aggro mechanics (Seriously, i can not understand how anyone can argue that those make sense), rules constantly not applying or having exceptions for something because x was coded in y way in WC3. (Magic immunity only makes you immune to non-ultis, except for some ultis, against which it still makes you immune, and other ultis, against which it makes you partially immune); heroes changing the way they work during the game because every item has some really weird and powerful active like blink, blink other guy, stuns, invisibility, clones, ...; one mistake usually meaning that you die without ever being able to use one ability and with no feedback telling you what just happened and what mistake lead to you being silenced for 5 seconds and 100-0 in that time; Some spells working on turrets despite it never saying anywhere that they do because they modify auto attacks, except that they really don't in any practical sense, you use them exactly like any other spell; weird spawn mechanics where camps can spawn while the previous camp is still alive if it walked away at the right time, or can't spawn because there is a ward there, or whatever weird stuff is going on. And who knows how much different just weird stuff.
Anyone arguing that LoL has that amount of obscure knowledge required to understand the game has simply forgotten just how much absurdly weird stuff there is in Dota.
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United Kingdom50293 Posts
On October 11 2014 00:52 Osmoses wrote: I actually started with dota in wc3, then I played league because my friends did, then I tried dota2 when it came out and was like "this is a convoluted whirlwind of bullshit" and went back to league.
I've tried watching pro games of dota2 and I seriously can't tell what the fuck is going on. Shit happens then a Chinese team somehow wins, except when rats are involved. That's the rough jist I got of it
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Bearded Elder29903 Posts
Also as an ex-DotA2 player and LoL nowadays player I can admit that DotA2 is harder to understand and is harder to learn. Not only because of the lasthitting / denying but also with disabling, blinking and other crazy stuff that you can do. Like juking, because of the pathing / shadows and other stuff that is not available in LoL (if you don't count bushes of course).
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On October 11 2014 01:00 Simberto wrote:Show nested quote +On October 11 2014 00:50 Klonere wrote:On October 11 2014 00:46 Ketara wrote:On October 11 2014 00:36 TheYango wrote:On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true. You're nuts. In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League. w-wat this is a really bad joke right No, just one of the many examples where Dota is harder to understand (yes, you can change it in the menu.) If i recall correctly, it is still the standard setup with x in different colours for players so you have to learn which x is which champion, which x is on your team, etc... Not even mentioning stuff like utterly insane (tower) aggro mechanics (Seriously, i can not understand how anyone can argue that those make sense), rules constantly not applying or having exceptions for something because x was coded in y way in WC3. (Magic immunity only makes you immune to non-ultis, except for some ultis, against which it still makes you immune, and other ultis, against which it makes you partially immune); heroes changing the way they work during the game because every item has some really weird and powerful active like blink, blink other guy, stuns, invisibility, clones, ...; one mistake usually meaning that you die without ever being able to use one ability and with no feedback telling you what just happened and what mistake lead to you being silenced for 5 seconds and 100-0 in that time; Some spells working on turrets despite it never saying anywhere that they do because they modify auto attacks, except that they really don't in any practical sense, you use them exactly like any other spell; weird spawn mechanics where camps can spawn while the previous camp is still alive if it walked away at the right time, or can't spawn because there is a ward there, or whatever weird stuff is going on. And who knows how much different just weird stuff. Anyone arguing that LoL has that amount of obscure knowledge required to understand the game has simply forgotten just how much absurdly weird stuff there is in Dota.
And to top it all off you can't see anything in a DotA game because everything is the same size and the same muted pastel colors. When I watch DotA games I sometimes literally cannot tell if something is a hero or a jungle creep.
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DotA vs League in terms of clarity is like US dollars vs. the Euro.
Americans think US money is easy to understand and looks better than Euros, and don't understand why European currencies are different colors and sizes. They make jokes about Euros looking like monopoly money.
Europeans hear that and then giggle about how retarded the Americans are.
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On October 11 2014 01:07 Ketara wrote:Show nested quote +On October 11 2014 01:00 Simberto wrote:On October 11 2014 00:50 Klonere wrote:On October 11 2014 00:46 Ketara wrote:On October 11 2014 00:36 TheYango wrote:On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true. You're nuts. In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League. w-wat this is a really bad joke right No, just one of the many examples where Dota is harder to understand (yes, you can change it in the menu.) If i recall correctly, it is still the standard setup with x in different colours for players so you have to learn which x is which champion, which x is on your team, etc... Not even mentioning stuff like utterly insane (tower) aggro mechanics (Seriously, i can not understand how anyone can argue that those make sense), rules constantly not applying or having exceptions for something because x was coded in y way in WC3. (Magic immunity only makes you immune to non-ultis, except for some ultis, against which it still makes you immune, and other ultis, against which it makes you partially immune); heroes changing the way they work during the game because every item has some really weird and powerful active like blink, blink other guy, stuns, invisibility, clones, ...; one mistake usually meaning that you die without ever being able to use one ability and with no feedback telling you what just happened and what mistake lead to you being silenced for 5 seconds and 100-0 in that time; Some spells working on turrets despite it never saying anywhere that they do because they modify auto attacks, except that they really don't in any practical sense, you use them exactly like any other spell; weird spawn mechanics where camps can spawn while the previous camp is still alive if it walked away at the right time, or can't spawn because there is a ward there, or whatever weird stuff is going on. And who knows how much different just weird stuff. Anyone arguing that LoL has that amount of obscure knowledge required to understand the game has simply forgotten just how much absurdly weird stuff there is in Dota. And to top it all off you can't see anything in a DotA game because everything is the same size and the same muted pastel colors. When I watch DotA games I sometimes literally cannot tell if something is a hero or a jungle creep. That is because you haven't played it much.That is how league looks to anyone who doesn't play it...
I haven't played dota 2 much and I have no issues understanding what is going on clearly it is easy to understand.
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On October 11 2014 01:00 Simberto wrote:Show nested quote +On October 11 2014 00:50 Klonere wrote:On October 11 2014 00:46 Ketara wrote:On October 11 2014 00:36 TheYango wrote:On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true. You're nuts. In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League. w-wat this is a really bad joke right No, just one of the many examples where Dota is harder to understand (yes, you can change it in the menu.) If i recall correctly, it is still the standard setup with x in different colours for players so you have to learn which x is which champion, which x is on your team, etc... Not even mentioning stuff like utterly insane (tower) aggro mechanics (Seriously, i can not understand how anyone can argue that those make sense), rules constantly not applying or having exceptions for something because x was coded in y way in WC3. (Magic immunity only makes you immune to non-ultis, except for some ultis, against which it still makes you immune, and other ultis, against which it makes you partially immune); heroes changing the way they work during the game because every item has some really weird and powerful active like blink, blink other guy, stuns, invisibility, clones, ...; one mistake usually meaning that you die without ever being able to use one ability and with no feedback telling you what just happened and what mistake lead to you being silenced for 5 seconds and 100-0 in that time; Some spells working on turrets despite it never saying anywhere that they do because they modify auto attacks, except that they really don't in any practical sense, you use them exactly like any other spell; weird spawn mechanics where camps can spawn while the previous camp is still alive if it walked away at the right time, or can't spawn because there is a ward there, or whatever weird stuff is going on. And who knows how much different just weird stuff. Anyone arguing that LoL has that amount of obscure knowledge required to understand the game has simply forgotten just how much absurdly weird stuff there is in Dota.
You seem to have this fetish around tower aggro. It's actually pretty simple, the only confusing part is the attacking allies to deaggro. Spawn mechanics are also really simple, if nothing is there creeps spawn, if something is there creeps down spawn. People tend to die a lot faster in league and mistakes are punished just as hard if not harder.
Seems like some of you basically made up your mind of how things are and just regurgitate that information
On October 11 2014 01:11 nafta wrote:Show nested quote +On October 11 2014 01:07 Ketara wrote:On October 11 2014 01:00 Simberto wrote:On October 11 2014 00:50 Klonere wrote:On October 11 2014 00:46 Ketara wrote:On October 11 2014 00:36 TheYango wrote:On October 10 2014 23:55 Ketara wrote: That really is the main difference between LoL and DotA. LoL is easy to understand, DotA is not. That's barely true anymore. I'd say if all of these changes go through its definitely not true. You're nuts. In DotA the 10 players names are still all different colors. That's just one of dozens of visual examples of why DotA is a harder to understand game than League. w-wat this is a really bad joke right No, just one of the many examples where Dota is harder to understand (yes, you can change it in the menu.) If i recall correctly, it is still the standard setup with x in different colours for players so you have to learn which x is which champion, which x is on your team, etc... Not even mentioning stuff like utterly insane (tower) aggro mechanics (Seriously, i can not understand how anyone can argue that those make sense), rules constantly not applying or having exceptions for something because x was coded in y way in WC3. (Magic immunity only makes you immune to non-ultis, except for some ultis, against which it still makes you immune, and other ultis, against which it makes you partially immune); heroes changing the way they work during the game because every item has some really weird and powerful active like blink, blink other guy, stuns, invisibility, clones, ...; one mistake usually meaning that you die without ever being able to use one ability and with no feedback telling you what just happened and what mistake lead to you being silenced for 5 seconds and 100-0 in that time; Some spells working on turrets despite it never saying anywhere that they do because they modify auto attacks, except that they really don't in any practical sense, you use them exactly like any other spell; weird spawn mechanics where camps can spawn while the previous camp is still alive if it walked away at the right time, or can't spawn because there is a ward there, or whatever weird stuff is going on. And who knows how much different just weird stuff. Anyone arguing that LoL has that amount of obscure knowledge required to understand the game has simply forgotten just how much absurdly weird stuff there is in Dota. And to top it all off you can't see anything in a DotA game because everything is the same size and the same muted pastel colors. When I watch DotA games I sometimes literally cannot tell if something is a hero or a jungle creep. That is because you haven't played it much.That is how league looks to anyone who doesn't play it....
I watched a heroes of the storm game and had no idea what was going on but everyone says how simple it is? The league map is also being changed to the same dull style.
Don't get how anyone can say either game is "simple" and "easy to understand" when they both confusing and complex.
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11589 Posts
Burden of knowledge is the concept you guys should be complaining about.
GD get your stuff straight.
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On October 11 2014 00:44 phyvo wrote: Also, to the complaints about who to pass dragon too, the dragon buff is team-wide. Doesn't matter who gets the kill. Doesn't make the whole concept less stupid, though. "Hey guys, stats sticks are bad, right?"
Bam.
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In a way I really hope that, even though you can actually clear jungle now and have downtime, multiple people on a team will take smite. Some of the large camp buffs just seem so good it's possible. Wraith camps basically give oracles (except slightly better), golem execution damage on AAs is really good I think, and river crab is a free invincible ward in one of the most important parts of the map (although I guess you don't 100% need smite for it).
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Welp, before I started playing league I watched a live game at dreamhack. I thought it looked cartoony, I thought it was celshaded, but it was obvious from the get go what was a champion, what they did that hurt or healed and who was strong.
I watch dota2 now, with all my experience, and I have no idea who casted that spell, why that guy just died or who is winning. It's just a mess. But, as others obviously feel differently maybe I'm just colorblind AND stupid.
J/k I'm right and everyone else is wrong.
Edit: I'm actually worried the SR rework and all these texture updates are gonna make league look as messy as dota. I really hope not.
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Another point that annoys me a bit is that it adds clutter to the fights too. In the sense that you'll get the situation with the team wanting to siege and your jungler initiator going all "Wait, they have a fed Tristana, wait 10s for the Toad to spawn so I get an additional thornmail" or something.
Obviously it's more situational (and you don't care about the "no counterjungling" one—even if it doesn't show much, I still think the concept in itself is dumb, it's more "oppressive" than a ward if you get your wolves stolen, and doesn't seem to do that much if you kill yours), but since this same kind of thing can happen (say you just got nash, you've got a big wave mid, you wanna siege, but they have good clear and there's a huge wave top, you'll have to clear it not to lose your t2 and delay your siege; or you need to wait for blue buff and pass to your own Ziggs so he can poke the enemy team as you siege) then it's just more of it, and if post-early game this bonus are still interesting then it may disrupt the flow/dynamic of the games more. Also more complexity/complicated stuff (complexity in itself isn't bad, but I'll still argue that this change is clutter in a way).
Obviously the idea itself isn't necessarily bad for the laning and roaming phase. I'm just more concerned about later.
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The SR rework looks even clearer than the current SR does, I don't know why people would be worried.
They straight up said that clarity was their #1 goal for the rework.
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On October 11 2014 01:27 Ketara wrote: The SR rework looks even clearer than the current SR does, I don't know why people would be worried.
They straight up said that clarity was their #1 goal for the rework. riot says a lot of things.
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11589 Posts
I almost guarantee that league will be a better game if these changes go through. Maybe not all of them in their exact current iteration, but some of them at least.
Visual clarity will still exist. The game is not going to suddenly become harder to understand in a sight sense.
There will be a higher burden of knowledge but it comes as a tradeoff for more actual options with item choices and tactical decisions.
There is nothing wrong with the game taking some ideas from DotA. You all might hate that game on principle but it is successful for a reason.
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The SR map rework is 100% an improvement. I see things better and even get a better framerate on it. The thing is that old SR is very bright and saturated and until you play on the new SR you don't realize how much easier it is to see your champions against a more muted and less noisy background. At least, that's my experience.
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