(Reposted from my other blog)
Here's a list
in no particular order of reasons why I don't like DotA 2. In some
places, I'll say "DSCGP", for "Doesn't Support Core Game Play". To me,
the core gameplay is "I work with my team to destroy towers to access
their base so we can destroy their nexus." Pieces of the design that
don't support this are extraneous. LoL has some, but not as many.
The camera is too close to the ground. Hard to see what's happening.
Map
is illegible. There are gaps in the scenery that don't look like gaps.
This requires a lot of memorization to know where you can go and where
you can't. LoL has some of this, since some heroes have gap-skipping
abilities, and you need to know where they apply. At the very least, you
can tell how wide the obstacles are by looking at the map.
"Secret
Shop" Why is the shop split into different parts of the map? So you
have to risk your life to buy an item? (DSCGP) Requires excessive
memorization to know what you can buy where.
Balance
point in games is narrower. This is because death is more punishing. In
DotA, you lose gold when you die. On top of this, they make going back
to base more expensive. You have to buy a scroll to warp back to base.
In LoL, this is free (though it takes 8 seconds). This results in higher
risk/higher loss for staying at the front and getting killed.
Once
a game is off-balance, it's harder for the losing team to restore that
balance. It takes longer to reach max level in DotA, and longer to reach
a point where there's nothing more to build for your character. In LoL
it's easier to make a comeback from a losing position. To clarify this,
let's suppose you're in a game of LoL where your opponents are ahead.
Why are they ahead? They've gotten more gold and levelled higher than
you, so you're having a hard time defeating them in battle. This leads
to them taking more objectives.
In
either game, if you can defend long enough, eventually everyone on both
teams will be max level, and have no more room to buy better items. At
this point, neither team has an advantage due to gold or xp. One team
will have a tactical advantage due to remaining turrets, but the teams
themselves will only be unbalanced by A) team composition B) player
skill C) teamwork. Ultimately, if a game is decided by these three
things, not by who got ahead first, then the game is functioning
according to its core game play: "I work with my team to destroy towers
to access their base so we can destroy their nexus." The core gameplay
is not "I get ahead of my opponents in gold and xp so I can win fights."
That is a sub-objective in the game. Selfish players who value
individual accomplishment over teamwork focus on this part of the game,
and can lose you the match if your opponents are sharper on the
teamwork.
DotA
has courier animals so you can buy stuff and have it delivered to you
at the front. (DSCGP) This was added to give more options to get items
without going through the punishing walk-back or pay-to-teleport
mechanic. Get rid of that mechanic... problem solved. Don't add a new
mechanic to fix it.
Default
map shows COLORS on the map, not faces. I have to memorize which player
is which color to see at a glance which hero abilities are where on the
map. I've been told there's a setting to change this, but I don't know
for sure. The colors are shitty, too. These are holdovers from Warcraft
III's color system.
Creep
denial. (DSCGP) In DotA, you can last hit your own minions to deny your
opponents getting XP/gold for them. This is also a leftover from the
mod, as in W3 you could attack anything, allied or not. Last-hitting
minions to get gold is an annoying mechanic in both games, having to
worry about last hitting to deny makes it even worse. In LoL, you deny
XP/gold by zoning your opponents and keeping them too far from the
minions to get the xp or gold. This is enough of a denial mechanic, in
my opinion.
This
is open to debate, but I think DotA's "All heroes unlocked" is not a
good thing. Your first choice in the game is "which hero do I play" and
you have to pick from over 100. LoL's free champ rotation (10 a week)
makes this more managable. This could be argued to be a greed play by
Riot, but I've never found LoL's monetization to be evil. I find that
with regular play I earn new champs about as fast as I can digest how to
play them reasonably well.
The
summoner levelling in LoL is something I didn't like at first, but it's
used mainly as a mechanism to limit the complexity new players see. To
play ranked games, you have to reach level 30, so everyone you play with
at that point has access to the same stuff you do.
The
announcer in DotA makes me feel like they think I'm 3 years old. This
is a holdover from the old mod, which ripped the announcer from Unreal
Tournament. The calm, slightly British accent announcer in LoL is far
superior.
The
heroes throwing verbal taunts at you in DotA when they kill you is
annoying at best, and just adds to the general noise in the game.
Shop interface in LoL is far better. (Maybe the DotA one has improved since I last played)
Well, that's it. There might be some other small things hanging around, I think I got the big ones.