Originally Posted by Clorox
Actually, it's a great mechanic. I should be able to easily influence my opponents farm without the need of constant ganking. It also raises the attention of the other team, making the game more fun. They'll be more inclined to stop me as I'm denying their carries farm, while ours continues to farm. League of Legends has a higher playerbase simply because it's a simplier game. There's not much to the game as there is in Dota, which allows more people to watch it because they have less to watch, and enjoy it more. Dota's skill ceiling is very high and unforgiving, League of Legends is not. It's just the way games are evolving. People want instant gratification, and they can't find that immediatley in Dota, so they take the simpler less skilled game. That's why League of Legends was made, the creator was trash at balancing Dota during the time he controlled it, so he went off to make League of Legends.
And that's exactly why it's a bad mechanic. One player is able to sink/carry your team extremely hard, infuriating the average player. In actual competitive play, once this happens and the outcome of the game is decided, people go do something else and stop watching. Once people stop watching, the stream makes less money, less money is put into the tourney pots, less high profile players join the tourneys, because there are less high profile players, people don't watch the stream and the circle continues. In LoL, a 10k gold deficit at 45m isn't a death sentence if you can get the right engage. In DOTA, you can end up with a 5.5 vs 4.5 because of the denial mechanic and you just can't recover from that without bad plays that just don't happen at the professional levels.
Additionally, in LoL, professional level play looks
like the play you see starting in silver tier. This creates a placebo effect of "I could get there" in the playerbase that encourages them to try to get there. I stressed that it only looks
like that level of play because the major differences are in what you don't
see on the pro level. The communication, the foresight, the reactive builds, the micro, the APM, the map awareness. Some of the plays on the pro level even happen at the silver level in LoL, however the difference is that at the silver level neither side knew what was going to happen and it was mostly accidental, while on the pro side one team knew almost exactly what was going to happen.
A great mechanic for competition does not make it a great mechanic for an E-sport.