Van wrote:
Tiley wrote:
Van wrote:
Games are also longer than league but its less snowbally.
I agree with the length, however the snowball point not so much. It entirely depends on your team composition and how you play. Your team for example can have such a huge gold and/or experience disparity that the other team is starved to the point that snowballing is team-wide. In League catching up is infinitely easier because of the level cap being 18 and not losing gold when you die. Dota can set the pace for an hour long game within the first few minutes if people do not react accordingly.
"The team that takes as little as a 10% gold lead by 12 minutes wins over 90% of the time." Gold loss on death isn't as much a contributing factor as that items in LoL get more efficient in terms of stats as they get more expensive, while the most efficient item in dota are GG branches. A big item in league is a massive advantage compared to a big item in Dota.
I think Dota stomps hurt more though because in general the game is slower, and good snowball heroes don't often also take quick rax (Timbersaw for example can't do **** when taking high ground). They'll farm heroes until the carry that can break the base comes online with all the space they made.
I can't comment on the items in League in the current season, whatever that may be. Dota items can be outright gamebreaking not so much in terms of stat gain, depending on the item, but more so on how a lot of items, including late game items, are utility-heavy. Dota, in comparison to League (as I remember it), is utility heavy as opposed to the focus on damage gain. The same goes for abilities. Iron Branch is an item that is efficient, but is never a staple, and affects only the carrying unit. Most efficient utility and team-wide beneficial item would probably be Drums; that is great to get almost always regardless of the situation or item holder. Utility again is emphasized here. To compare the two games in terms of item set and item progression is rather difficult.
Getting a Satanic on an otherwise squishy hard carry hero like Gyrocopter is gamebreaking. That is not only an expensive item at 6150 gold, but it requires the Secret Shop to be built (as compared to LoL's I think the highest costing item is 3800g where all its component is purchasable in the one main shop). If you are starved for gold and experience most likely your team has also lost map control. Losing map control means next to no farm and good luck completing a late game item without safe access to the shop. ie. The gold loss mechanic is extremely detrimental as it stacks with other mechanics that deter stability climb, depending on who is starved. Gold loss on a support hero in Dota is negligible; many pro games have their supports starved outright - some have basic boots even to end game for example. Gold loss on a hard carry like Gyrocopter is felt by the entire team and to make the climb to rival the enemy team's strategy and hard carry can be impossible. Depending on the heroes you are going against, if they have a gank heavy line-up, large number of them being item independent, map control heavy team with globals, etc. that gold loss will hit you in the face like a brick.