Originally Posted by SpartanVXL
I've seen a few people post this point up, and quite frankly do not understand how it is a hard concept to understand? The meaning of the word Deny effectively explains this to you
You last hit your own allied forces which denies the enemy exp and/or gold if they were to last hit it themselves. This applies to Towers, your own teammates and even yourself if you have certain abilities.
If theres one thing I hate about LoL is that you cannot shut someone down effectively. Sure you can stop them from farming and try to not let them get kills but since you cannot lose gold in LoL
you can't stop them from coming back later in the game.
And for the love of god, the times I wish I had a BKB in LoL against certain team comps.... Tenacity does no justice to heroes that cannot stack it
Perhaps I didn't use the proper words.
I mean it's difficult to master (considering the other factors you have to take into consideration - farming, looking at the map, et cetera) and it can be a nice mind game with the opponent. The concept itself is pretty simple.
The thing you hate in LoL regarding shutting somebody down - it is exactly what I like. In DotA when you dominate somebody, you not only feed yourself but break his game FAR
more than what I consider appropriate. Because:
- It often happens so that even if the other teams totally dominate one lane and slightly overwhelm another lane, they can still lose in mid/late game in team fights depending on the setups and overall team play;
- The suppressed player can get back in the game if he manages to switch the lane for a couple of minutes, shows up for a gank, clears the jungle, etc. - albeit being highly dependent on other circumstances, these are plausible scenarios and I have seen them.
Originally Posted by OGkrook
oMG imagine if tinker scaled into late game lol . but yeah as far as equal hero balance goes the gAme is broken ,but most people dont understand that its supposed to be that way. Dota is not a game of consistently playing your favorite hero with your favorite item build and comparing them to other heroes , if you do so your not playing it right. Dota at its core is all about that counter plays from counter picking the opposing team to counter building certain hero's with your items. Oh and another thing if hero's scaling to hard early game is a problem for you then you need to rethink. A farmed up huskar that's been snowballing all game is still gonna lose to a decent anti mage at the 45 min mark. I think a lot ofthe discouragement with dota2 comes from the fact that you don't really start knowing how to properly play dota2 until u have learned the ins and outs of every hero and every item it even comes down to knowing exactly when u have to try and win the game and when you have to turtle based on the teams hero comp. I have played both data and lol and while the learning curve for dota is steep and takes a while to truly get down I find i like it more over lol simply because of the little attention to details in the game mechanics that make the game more fun strategically and more refined and well polished. And in all honesty dota2 is one of those games that start off frustrating but ends up become ahuge payoff once you get everything down , the only way for a lol player to truly fall for dota is for them to play consistently for at least 100-200 hours (if experienced with mobas) if not 300-400.
This is entirely true to both games.
In DotA counter picking is a bit more explicit indeed. And I can define LoL as quite unpolished in terms of mechanics. There are just glitches (ones that can be recreated easily if needed).
Don't consider me a defender of League of Legends - I stopped playing it seriously almost an year ago - it still hasn't changed a lot. Those are just the mechanics from it that I embrace.Edited by fragamemnon - 6/19/13 at 1:40am