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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 8:36 pm 
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LOL

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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 9:22 pm 
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on the topic of league versus dota, The vocal majority of either playerbase will usually point to the other as more snowbally, especially if they've only dabbled in the other game. I don't know which snowballs harder statistically but the arguments I've heard from both sides sound reasonable.

Dota has harder rubberbanding mechanics (loss of gold on death + increased bounty) than league does. I don't actually know what league has to prevent snowballing now that I think about it so i guess there goes my argument. I would guess that league is more snowbally than dota.

Most mobas snowball naturally in two ways. The first is that they're tug-of-war based. In a simplified single-lane moba, if the enemy is pushed to your core and you haven't taken their first tower you'll need to win several fights in a row without losing one to win the game. The second is that they are often resource based, and that resources are awarded based on performance. This leads to a feedback loop where winning teams have more opportunities to make plays and get further ahead than losing teams have to catch up.

Adventure time battle party was the best moba I've played for tackling this problem. They didn't have gold and teams were rarely more than one or two levels apart even in the case of stomps. The dual win condition makes the tug-of-war aspect less apparent. If your enemy is close to winning on one objective, you can push them on another.


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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 9:25 pm 
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LOL makes defensive items cheaper than offensive ones. If you are behind by a little bit, then you build tankier. Combine this with secondary objectives that actually mean something to your entire team, and it's very much possible to come back without your opponents having to make real large mistakes.


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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 9:28 pm 
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If defensive items are cheaper the opponents can just buy the same defensive items plus some offensive ones and have an advantage right?

And how do secondary objectives stop snowballing? Won't losing a fight over dragon or baron just make things worse?


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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 10:21 pm 
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Lilan wrote:
If defensive items are cheaper the opponents can just buy the same defensive items plus some offensive ones and have an advantage right?

And how do secondary objectives stop snowballing? Won't losing a fight over dragon or baron just make things worse?


For the first question:

Spoiler


For the second question:

Spoiler


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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 10:39 pm 
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the main problem with league in terms of snowballing is that expensive items are more cost-effective as well as giving better stats, so if you can get ahead early your items inherently give you a big advantage. as an example, BF sword not only gives more +AD than pickaxe, but it gives more damage per gold than pickaxe does as well. so if you manage to get a kill on the enemy ADC and get a BF sword when they can only get a pickaxe, you'll naturally get a huge advantage.

This isn't the case in dota because more expensive items tend to be less cost-effective than cheaper ones, as a tradeoff for building into bigger items. So for example, if you get behind in gold in dota, it's possible to counteract your gold deficit by building cheaper items to give you a better immediate boost, at the cost of not having as many options lategame.

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 Post subject: Re: Dota 2
PostPosted: Sun Mar 08, 2015 11:57 pm 
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That is a large misrepresentation.
Spoiler


edit: after typing that, I think this is getting off topic enough that we should move threads


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 Post subject: Re: Dota 2
PostPosted: Mon Mar 09, 2015 12:54 am 
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I don't see how defensive items are worse for snowballing. Tank items may not increase your dps, will let you dive further and escape alive, effectively giving you more time to do your damage.

As for the whole "secondary objectives over kills" thing, that works in dota too, it's known as "rat dota".

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 Post subject: Re: Dota 2
PostPosted: Mon Mar 09, 2015 12:57 am 
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Cato wrote:
I don't see how defensive items are worse for snowballing. Tank items may not increase your dps, will let you dive further and escape alive, effectively giving you more time to do your damage.

As for the whole "secondary objectives over kills" thing, that works in dota too, it's known as "rat dota".


Defensive stats give large diminishing returns after the first one in any category.


And no, "rat dota" is not the same. That's split pushing, and much harder for a team that is behind. There's a reason I said the giant neutral minion was the closest you are going to get.


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 Post subject: Re: Dota 2
PostPosted: Mon Mar 09, 2015 5:02 am 
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Defensive stats give diminishing returns, but so do offensive stats, tanky heroes do nothing, but glass cannons also do nothing if they get bursted down. Ideally you want a mix of both.

If you think split pushing doesn't work when you're behind, try watching some of Alliance's games. Split pushing from behind won them 1 million dollars.

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 Post subject: Re: Dota 2
PostPosted: Mon Mar 09, 2015 5:09 am 
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I didn't say it couldn't work when you are behind. I said it's much harder because the tower acts like another hero. This is part of the whole, "your enemy has to start making mistakes" thing.

Offensive stats in LOL do not give diminishing returns in the same way that defensive ones do. It's not like DOTA in this way (which is a point in DOTA's favor). In fact, that's basically the lol meta right now. Pudge cannonballs into the front lines while squishy glass cannon people in back rain hell upon your opponents. OR stupidly snowballed champ can just glasscannon the **** out of 3 people in a 3 v 1 anyways. The main difference is that how many offensive items you have does nothing to affect how useful your next offensive item will be, while how many defensive items you have directly reduces the effectiveness of the next one you build.


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 Post subject: Re: Dota 2
PostPosted: Mon Mar 09, 2015 5:28 am 
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dota has diminishing returns on armor as well. I don't know how spell resist stacks though, or how many sources of it there are.


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 Post subject: Re: Dota 2
PostPosted: Mon Mar 09, 2015 5:37 am 
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^^ It stacks multiplicatively.


Champions in DOTA inherently deal more damage than Champs in LOL. There are balance differences that revolve around this but champions in DOTA are inherently more dangerous at most stages in the game than champions in LOL. A side effect of this is that defensive items are MUCH more important in DOTA if we are talking about "glass cannons". A second side effect of this is that it actually counteracts snowballing a bit in DOTA.

Although if we want to really start discussing thigns I don't like about DOTA and snowball mechanics, I do not like unreliable gold.


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 Post subject: Re: Dota 2
PostPosted: Fri Mar 13, 2015 10:15 am 
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 Post subject: Re: Dota 2
PostPosted: Fri Mar 13, 2015 10:49 am 
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that horse landed his cc on a lot of enemy gamers


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 Post subject: Re: Dota 2
PostPosted: Fri Mar 13, 2015 6:38 pm 
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magnus could have cast his first skewer like 2 seconds earlier if he turned as he cast RP, what a noob

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 Post subject: Re: Dota 2
PostPosted: Sun Mar 15, 2015 8:39 am 
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it took a while but I finally got a win with every hero

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 Post subject: Re: Dota 2
PostPosted: Sun Mar 15, 2015 10:25 am 
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which one took you the most tries?

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 Post subject: Re: Dota 2
PostPosted: Sun Mar 15, 2015 6:21 pm 
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lifestealer took me 8 attempts, and he was the last one I completed. I don't really enjoy playing lifestealer though so it's not like I was actively trying to get a win with him

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 Post subject: Re: Dota 2
PostPosted: Wed Mar 18, 2015 1:21 am 
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He just isn't a very good hero. He has low armor, low strength gain, and no way to kill people unless he can get in range to use his super short range slow.

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