In every ranked game that I've played with you that we've been even remotely losing you've tried to force the surrender. Oddly enough, you've never said "don't worry guys, the enemy team might forget to ward baron and 5 man farm bot lane". Capitalizing on an enemies "mistake" doesn't put you in the lead unless the enemies team "mistake" was so ridiculously substantial that they have no hope of recovering.
If I could, I would do that in Dota but amazingly, Valve was too fail to put in a forfeit feature.
|There are no "comeback" mechanics in LOL aside from baron steals (which require certain niche champions to pull off) and stalling the game for 45 minutes until everyone on your team has 6 items.|
But that's an ancillary argument at best.
The core argument is, Dota 2 is way WAY more snowbally than LoL... which it is.
Citing prior thread;
- The trickle gold in LoL is roughly twice as high as Dota
- Last hitting gives 18-24 gold per unit in LoL, whereas it gives 40+ in Dota.
- Death does not apply gold loss in LoL, it does in Dota.
There are many more features that widen the gap, but let's focus on those three.
A losing team in Dota is way, WAY further behind in terms of gold an experience than a losing team in LoL.
THIS ISN'T EVEN AN ARGUMENT, LOL.
It's too obvious.