Foremost of all claims made by
proponents of DOTA 2 is that their game has a higher skill-ceiling
than League of Legends. I believe that one of the primary reasons
for this claim lies in the fact that DOTA 2 champions scale more
extremely and thus end up dishing out more damage -- meaning that one
false step, or a champion with a slightly better combo, is more
likely to instantly kill you (or your entire team). But this doesn't
make the game more skillful, it makes the game less fun. Yes,
mistakes are punished more harshly, but this is because the champions
in DOTA 2 are generally much more powerful and it is easier for a
champion to snowball and nuke an opponent down more quickly. This
makes comebacks less likely and that, also, makes the DOTA 2 less fun
to watch and play.
The next most common argument regarding
skill is that creep denying is more difficult and thus more
attractive to more capable players. But really... creep denying is
just glorified farming -- and it's hardly the most intriguing part of
any game in this genre. Not only that, but creep denying delays
interaction between opponents in a lane. This is because players can
stick closer to their towers to farm. But, at the same time, if they
are both competently denied, it delays interaction because leveling
becomes more difficult and items take longer to acquire. And then,
both the champions of a heavily denied lane probably won't be able to
contribute very much to team fights in the mid-game. Because of the
need to stay in lane and farm, most DOTA 2 players admit that the
first 20 minutes of their game is much slower paced than a League of
Legends match (which often has a level one team fight at the red or
blue buff camps).
Speaking of the buffs... this is
another factor which requires a higher level of play in League of
Legends. You can't just randomly run out into the river every couple
minutes and pick up a rune like you can in DOTA 2. Instead,
throughout the game, you have to keep track of the respawn timers for
all four buffs and you have to be prepared to secure them. And you
don't just run by and pick up the buffs -- you have to take some time
destroying the creeps who provide them. This requires skill, team
coordination, and knowledge of who should get the buffs at various
points in the game. This is especially true when you are invading
the enemy jungle. And, at the same time, the buffs (along with
Dragon & Nashor) provide another objective on the map to fight
over. This lessens the amount of time that you can sit in your lane
farming and it drives the action.
Another aspect which drives action in
League of Legends is map size. Because the map size of Summoner's
Rift is smaller than the standard DOTA 2 map, it takes less time (for
a character with average move speed) to move from one lane to
another. Consequently, more unexpected confrontations can occur more
frequently in LoL. While it's true that DOTA 2 utilizes "Town
Portal Scrolls" to allow players to quickly traverse the large
map of that game, it takes up an item slot (making it harder to have
in longer games) and only allows teleportation to friendly buildings.
LoL, on the other hand, does have the "Teleport" Summoner
Spell which any player can take and subsequently utilize every few
minutes to move to an allied structure OR unit. Other differences
include the Boots of Travel (in DOTA 2 which could also possibly be
implemented in LoL), and champions such as Shen who can teleport.
Also, in League of Legends, all champions can teleport back to the
shop at any point from any location (unless they are interrupted, of
course). But the primary issue is the map size -- which encourages
people to stay in their lanes in DOTA 2 while conversely facilitating
roaming ganks in LoL.
The next aspect is something which I
must admit probably does require more skill in DOTA2. That skill
which must be mastered is shopping -- and it's an essential skill if
you want to survive in a game of DOTA 2. Because the map is so large,
and because players in DOTA 2 can't always teleport back to the shop
at the spawning pool, the game additionally utilizes a secret shop
near the middle of the map (with unique items), two side shops (with
basic items), and couriers to retrieve purchased items. The thing
is... unless you know exactly what you want and can secure those
items quickly from the additional shops, and/or unless you are very
good at controlling your courier, you risk being ganked while you're
trying to acquire gear from those locations. If you need to get some
uncommon item to counter an opponent, and if that item requires
components from the secret shop... you better know exactly where that
item is at in the list and you better be able to secure it quickly --
because you are right out in the open and often very far from any
teammates. However, while I must admit that shopping in DOTA 2
requires more skill and efficiency than shopping in LoL, I don't feel
that these enhanced shopping aspects add very much to the game. I'm
more interested in combat micro and coordinated team attacks rather
than seeing if someone can get an item without being ganked while
they are in the shop menu. If you think shopping for items is a fun
and exciting aspect of the game... then maybe you will like DOTA 2
more in this regard. I believe it was a conscious choice to leave
side shops, secret shops, and couriers out of League of Legends --
and I don't believe these things were left out because of a technical
inability to implement them.
Getting back to the more interesting
and exciting aspects of play... I've already mentioned that DOTA 2
champions snowball harder (in regard to getting increasingly stronger
because they get an early advantage). I don't believe many people
are denying that. Because of this, team play is less important.
This is another thing which I have yet to see anyone deny. But I
believe team coordination is a very important and interesting skill.
Rather than having a DOTA 2 hard carry come in and single-handedly
melt the enemy team, in League of Legends it's much more important to
work together with your team, understand your teammate's champion
abilities, and coordinate a plan of attack accordingly. Yes, there
are hard carries capable of dishing out lots of damage in LoL, but
fights throughout that game generally require more of a dance with
opponents -- poking, feinting, baiting, and working with your
teammates to get a kill. In DOTA 2 the champions generally dish out
more damage throughout the game and one "slam, bam, thank you
ma'am" encounter can often decide even early confrontations
(which then lead to snowballing). The bottom line is that
coordinated team play in League of Legends requires more knowledge
and skill about the game, is more interesting to watch (with dozens
of spells suddenly lighting up the screen), and makes it more
rewarding when a rare penta-kill is achieved.
One final aspect which should be
mentioned, regarding skill, has to do with the universal summoner
spells which are available in LoL. Players can pick 2 of these
spells at the start of each match, in addition to the innate skills
of their champions, and these can be very important in high-level
play. This is because you may find your team's skill-set lacking in
some regard and/or you may need to pick certain spells to counter
enemy champions. This requires you to understand your own team's
composition as well as the attributes of your enemies. And it's also
fairly important that you get some diversity in your team's summoner
spells so that everyone doesn't take heal while no one takes ignite,
for example. But, more importantly, these summoner spells require
each player to keep track of the cool-downs of two extra spells --
which they must know how to effectively use and which they must also
be mindful to counter. I believe the selection and coordinated use
of these spells adds another aspect of meaningful skill to the game.
While it's true that Flash (a short distance teleport spell used to
escape) is the most widely used... that makes it important to notice
which enemies have flash on cool-down (or if they have it at all) and
it also requires you to gank them in a way which negates its utility
(possibly with an earlier feint to get them to waste the spell). But
again... there are many summoner spell combinations which I feel add
another skillful element to the game.
Other differences between the games may
be more opinion-based than the things I've mentioned thus far. The
champion roster, for example. LoL currently has more champions and
they all have fairly unique skills and skill-sets. But the champions
in DOTA 2 are also interesting and unique -- even if there are less of
them at this point. Items may be a more contentious subject, but
again I feel that that there is ample diversity of items in both
games. Skillful players in both games will continue to experiment
with varying item builds to counter their opponents. And more items
can still be added to each game.
The last notable difference between the
games is... art and appearance. This, I feel, is largely a matter of
preference and not very important to the gameplay or skill cap.
However... personally, I like the diverse champion splash screens in
League of Legends. I believe the simpler style lends itself well to
the variety of champion skins and I believe the varying skins add a
big element of fun. And this isn't just in the splash screens -- the
in-game champion models also, of course, use these skins. I'm not
certain that DOTA 2 champions would be able to wear the skins as well
as the champions in LoL and I feel the skins (like Corporate Mundo or
Brolaf) are much more amusing than any hat system that DOTA 2 may
implement. Again... it's a matter of choice. And if you like the
CGI animation of a Jar Jar Binks more than the art of Princess
Mononoke, or if you think the former is more mature and profound,
it's your right to have that opinion. I, however, believe there is
more to gameplay than the latest graphics and simpler art is
sometimes better. Frankly... I think League of Legends is a more
aesthetically pleasing game.
Now I'd like to point out some things
which I feel would improve League of Legends. Fortunately, I don't
think most of these suggestions would be too difficult to implement.
First of all... Riot should introduce
an in-game method to customize the recommended items for each
champion instead of relying on third party software like the LoL Item
Changer. In a similar vein, I think each champ should have it's own
pre-game settings for which hotkeys the player wants to use for them
(this could be featured alongside rune & mastery pages in each
players profile). At the very least, a way to change hotkeys in the
champion selection screen would be an improvement. These
improvements would help drive the action at the earliest parts of the
game and wouldn't hinder some players in this regard (while others
don't need to set their hotkeys and have the items they want featured
on the screen and ready to be purchased).
Next... I'd try to speed up the loading
screens so that players can get into the game more quickly. This may
be technically difficult to change, and I think the wait is worth
being able to play what I see as a superior game, but I hope
improvements can be made in this regard.
And my last suggestion for improvement
will likely be the most controversial... I think the Summoner's
Tribunal has not proven its worth. It has not prevented trolls and
belligerent players from ruining the game experience for many players
(especially for new players dealing with trolls who have recently
been banned and are also playing on new accounts). Further, I think
it encourages a petty culture of tattle-tales who constantly threaten
to report other players. And finally... I don't think the standards
for punishment have been established. I think the Tribunal needs a
complete rework. I've already been working on a comprehensive
article about how to fix the Summoner's Tribunal which I plan to put
post soon.
In closing, I'd like to speculate about
why I think League of Legends was inevitably destined to become a
better game than DOTA 2. While both games are reworks of the original
Defense of the Ancients, it's notable that Riot's Steve "Guinsoo"
Feak was the person who introduced the innovations into that game
which made it so successful (in the DOTA All-Stars map). For
example, he is the one who introduced the recipe system for weapons
and the objective of Roshan to drive the action. As he became a game
designer of League of Legends, I believe his innovation has carried
over and shines through. He understands the MOBA genre, what makes
it fun, and how to improve upon it. His innovations and his success
speak for themselves.
But DOTA 2 is almost a complete clone of
of the original DOTA Allstars (which Steve Feak created). The map is
the same, no second thought was given to things like the side shops
or Roshan, and the game is essentially a copy-and-paste job onto a
more modern engine. In video game terms it's like taking Pac-Man and
making the ghosts look spookier and the fruits look fresher, but it's
still the same old game. No real innovations have been made in DOTA 2
beyond superficial changes and almost nothing was reconsidered or
deemed worthy of removal or a major rework.
Don't get me wrong, I loved the
original DOTA All-Stars map! And I think DOTA 2 looks pretty good and
would be worth playing... if League of Legends hadn't been introduced
with so many brilliant innovations. But those innovations have been
made, Steve "Guinsoo" Feak and Ryan "Morello"
Scott have brought their creativity and experience from the original
DOTA and have made a superior game.
I think the important thing now, as
League of Legends players, is to not just accept everyone doting on
the latest thing in regard to DOTA 2. Yes, it is newer. Yes, it has
the original title in its name. Yes, the graphics are good. But the
idea that it is a fundamentally better game for these reasons, that
it requires more skill, or that it's more fun to play... is just
ridiculous.
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