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Deny still sort of exists in LOL, it's just more of a zoning issue and a sustain issue. Deny isn't fun and creative, if you are ranged you just watch a low health minion on your own team, just like you would the opponent, you just click it and it isn't hard. It doesn't feel deep to me to have 8 minions to watch instead of 4... I don't know how anyone would find that complex. And I was fine at deny, thanks for asking.
One of the major problems to a deny mechanic (beside it just being a weird hold over from the WC3 engine that only continues to exist because it existed in WC3. True they could have eventually taken it out, but by that time people were use to it and built strats around it. There is a pretty good thread about it here http://na.leagueoflegends.com/board/...1244690&page=3 ) is that it imbalances things towards ranged, either melee type classes get destroyed because to deny they have to get into shooting range, or they just have to buff the melee champs so that they don't actually get punished by denying.
IDK, I'm sure it's debatable, but I never miss deny while playing LOL.
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Actually, melee has a huge last hitting advantage. They can buy a Stout Shield to negate a portion of the ranged damage (and upgrade to Vanguard or Poor Man's Shield to help more if so desired), a Quelling Blade for more last hit damage, their animations are faster (ranged attacks have travel time), and they lose less EXP from being denied than ranged. While they take more harass, that's really the only downside to being a melee against a ranged. And if they have a lane partner, that lane partner can harass the enemy right back. And really, the melee carries SHOULD be harassable in lane given that an easy laning phase for them can win the game for their team. They need a downside. So, in the end ranged gets safer last hitting and harassing, melee gets better last hitting.
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I've experienced secret shop ganks, but mostly it's "put some **** around the secret shop (mines whatever) and then inconvenience someone". It isn't like the secret shop is deep in enemy territory, and it's weird because some items are just suddenly secret shop dependent in a recipe, but then other items aren't, so if you want the secret shop item first you
1. Go back to base,
2. then to secret shop
3.then back to base
4.then back to lane
Also, courier ponies wouldn't need to exist if that mechanic wasn't flopping around getting in everyone's way. And they(the mechanics and the ponies) are not intuitive for new players.
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Why not just buy the items you need at base, then hit the shop and then go straight to the lane? I don't see why you go back to base in your example. If you meant to buy the recipe, you buy that while in base and then combine them at the secret shop when you buy the last component. Or you go to the secret shop while you are still out, then go back to base to finish the shopping, then buy a TP Scroll and go back to the lane from base. That's assuming you just don't use the courier of course. How is the courier unintuitive, anyway? You use it once and you know what it is and how it works. Everything is hoykeyed, it requires minimal input or micro. It's not just for the secret shop. You can bring important items to you in lane without spending a ton of time walking back and forth. I love bringing myself health potions and the like, allowing myself to stay in lane longer. Nothing hard or unintuitive about the courier.
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Oh right, and denying towers is game cancer. The fact that a tower can get brought super low, then I have to bring a creep wave up to it to two shot it is anti-strategy. There is no choice there, if the enemy team lucks out and the creep dies before the tower is dead and it's low enough they just deny the tower and Bob's your uncle.
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Then last hit it yourself. Problem solved. Don't rely on the creeps to do it for you. Put up more pressure on a low health tower and you stop them from denying it. Denying towers is a good way to punish teams playing too passive and not committing. It's also a counter to pushing teams. You lose the tower, but push teams are usually very reliant on that early tower gold for the advantage, since they aren't farming and ganking as much. Remove that and they lose one of their advantages. You want that tower gold, you have to work for it.
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Next is, I don't believe harder = better, I very strongly believe in the "easy to pickup, difficult to master" mind set that some major game developers have. I don't believe in keeping game pointlessly difficult in certain ways just because that is the way it has always been.
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Nothing is pointlessly difficult in Dota. Everything has a purpose in the game that has been refined for years. There is not a single feature in the game that does not serve a purpose in the gameplay and would have a huge negative impact if removed. And really, the hardest part of the game is the burden on knowledge in regards to items and heroes. The mechanics themselves take a little bit of getting used to but are not that hard. Once you know them, you don't even have to think about it.
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About abilities affecting towers, if Death Prophet can send a Harem of little dead girls at a tower and beat it up, then everyone's ulti should be able to bring down towers right? That is the kind of thing I am talking about. Just make it auto attacks only, I don't see any benefit to randomly giving certain champs the ability to bring a tower down faster than others. I say that knowing full well that Wukong can Q towers and I don't understand why that is the case either.
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It's not random. Krobelus is an amazing pusher. It's a big reason you pick her. Giving her the ability to murder towers with her ult (Leshrac can do it too with Edict) gives her a reason to be picked. God forbid there's some hero DIVERSITY. Not every hero needs to do the same thing. How is giving some champs the ability to push harder bad? The heroes having their quirks is what makes the game fun and the heroes so well designed and diverse.
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I have played with the high ground/low ground mechanic and it's just another way to be a bush, except with auto-attack immunity. When you run by high ground, you just check it, or give it wide berth. If you are constantly skipping past high ground while the Tusken Raiders are taking pot shots at you, you are doing it wrong. I could not care less about high ground and low ground, it exists to a very minor degree in LOL and it neither thrills me nor bothers me.
Really the un-intuitive comment was just show me what is passable terrain, I don't think it's unreasonable to just want to know where I can and can not run. I don't believe it's a good game design if a new user is constantly surprised that they can go into certain parts of the woods, and then they have difficult navigating it.
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The paths are usually visible if you look. There are small gaps in the trees. You can also create your own paths with tangos, quelling blade, and certain abilities. And while it's not immediately apparent for new players, there is nothing wrong with having things come with practice. It's a lot more depth and benefits in exchange for a learning curve. It's not a bad thing, and again, much like with other mechanics once you have done it, it's like riding a bike and you don't even have to think about it. A good juke is a joy to watch. You can also find resources online that show you the juke paths, so you can just look it up.
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Wards being a limited commodity does not find it's excuse in the fear that someone would "spam it all over the map" if people spent that much money on wards, then that would be gold out of their equipment and they would have to convert that extra intel into enough of an advantage that it makes up for their gear deficit. Players don't need baby sat to prevent them from spending all their gold in the wrong place.
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Except with unlimited wards you get what you do in LoL. Passively farming for half an hour because there's no point in ganking if they know you are coming. Wards limits promote tactical use of wards, prevent you from having total vision all over the map, and allows for more aggressive gameplay. Roaming is HUGE in Dota, with characters constantly ganking, and with unlimited wards the game would revert back to the way it used to be, which was hard carries farming all game. It's at a good balance now. You get enough wards to see what you want, but can't cover everything so both teams can maneuver around and play aggressive.
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I played mid, because that was what I was primarily playing in LOL. It was not particularly thrilling, I ran up the river and such to make sure to keep grabbing and bottling sigils and that was a bit of a change of pace, but it wasn't high stakes or exciting, it was just something I did. If I saw an enemy I just ditched into woods or back into mid . If I cared an extra large amount I would ward Sigil or someone else would.
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In Dota the character who goes mid should be the roaming ganker who can use the fast levels to dominate. If you are too passive, that's your own fault. I relish mid, as it means I can make the lives of the side lanes miserable. That's the general trend in pubs though. Some people like to play passive and just farm. That's fine, but don't complain about the game being boring if that's what you do. If you are not a hard carry, you have no reason to glue yourself to a lane. Branch out and kill some *****es.
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And regardless of whether or not someone who is losing has the ability to win, please explain to me why not having a surrender option makes sense. People surrender because a majority chooses to, I like to assume that the end user-gamer either isn't an idiot or will learn from their mistakes. I also like to assume that they value their time. If it is obvious that you are losing, you should be able to save yourself 5-10 minutes and get out of an unpleasant situation.
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Well, it's beta, it can still be added. However, the comeback potential is much higher in Dota than LoL. All it takes is the enemy to screw up one teamfight and you can recover a huge gold and EXP deficit, and push a lane down. Just last night my team was nearly 20 kills behind with a leaver as well, and we still managed to win because we had better initiation (I was playing a good Axe) and we had better late game. So we went from being destroyed in the first half hour thanks to my feeder team mates (1/7, 1/6, and a leaver), to an even game for the next 15 minutes, to winning. With the ability to make comebacks being what they are, I don't mind lack of concede too much. I like that people don't give up.
Basically, most of your complaints seem silly to me. They don't make the game much harder, they add to the game, and become easy with a bit of practice or online research. It's like a real sport. It takes practice. I like that your hand isn't held, and that the balance is done for people who know how to play, not inconsistent pubs who don't know what they are talking about. I hate that games like LoL become popular because it dumbed so much down and made it easy that anything more complicated is bad and not fun simply by virtue of taking a bit of practice. Dota is not insurmountable. There are so many resources online, and the game so streamlined compared to the WC3 version, that there's no reason one can't learn if they are willing to put a bit into it. I was 16 and taught myself to play WC3 Dota without any help. If I can do it like that, there's no reason people can't do it now.