Author Topic: League of Legends - "The Enemies Inhibitor is respawning soon!"  (Read 195090 times)

DotA 2 and LoL are completely different games and should not be directly compared.
Theyre similar enough to be compared

Theyre similar enough to be compared
they're both mobas, so it's like comparing call of duty to battlefield. they have the same basic mechanics, but each game has its unique and big differences.

i just saw some gameplay of DoTa 2 today. someone was playing Spectre, and apparently they were very tanky and could kill a tower without losing much hp. however in league, it seems near impossible to be tanky enough to destroy a turret without losing much health. even 250 hp regen irelia can't really do it. DoTa 2's map also looked a bit bigger, and was a lot darker, and it looked like you could shop from places other than base.

they're both mobas, so it's like comparing call of duty to battlefield. they have the same basic mechanics, but each game has its unique and big differences.

i just saw some gameplay of DoTa 2 today. someone was playing Spectre, and apparently they were very tanky and could kill a tower without losing much hp. however in league, it seems near impossible to be tanky enough to destroy a turret without losing much health. even 250 hp regen irelia can't really do it. DoTa 2's map also looked a bit bigger, and was a lot darker, and it looked like you could shop from places other than base.
cause in LoL turrets gain AD every time they hit a champion, resets when they leave after a certain amount of time, and reduces (a certain amount of the increase) when it switches to a different champion

they're both mobas, so it's like comparing call of duty to battlefield. they have the same basic mechanics, but each game has its unique and big differences.

i just saw some gameplay of DoTa 2 today. someone was playing Spectre, and apparently they were very tanky and could kill a tower without losing much hp. however in league, it seems near impossible to be tanky enough to destroy a turret without losing much health. even 250 hp regen irelia can't really do it. DoTa 2's map also looked a bit bigger, and was a lot darker, and it looked like you could shop from places other than base.
Call of Duty is comparable to Battlefield though

So I didn't check this thread for a while (been on a break from LoL) and now it has 17 more pages. TIME TO WRITE AN ESSAY  :nes:

Anyone can add me, I'm MrWallet and you can also add my smurf, sparten666
If your summoner's under 21 then my main account is only for communication purposes so you can ask me to get on my smurf. That said, I no longer have a "pros only" rule on my main account.

There still seems to be a lot of misunderstanding of how skill-based matchmaking works. I won't bother to cite specific examples but I think you guys need to take more math and statistics classes to exercise your brain for this kind of concept.

Attack speed on lulu seems like a complete waste of time since her only AS synergy can be applied to any one nearby friendly champion of her choice, e.g. one that's already building AS anyway. A nashor's tooth could be pretty great on her but otherwise AS would be better spent on other things, it seems. I have pretty amazing first impressions about these things but to be fair I have never even seen her so I could be wrong.

Guides tend to recommend magic pen because they're written for good players, fighting good players, and good players tend to put on a little MR, often in the form of flat runes. I try to get about 100 (if not more) armor and MR on 90% of champions because if they get pen, then it's basically a neutralization in terms of people spending on stuff, but if they don't, they have loads and loads of trouble hurting me. This is a win-tie situation, and as a result, any skilled player who plans on ever being in damage/CC range of the enemy team while they pose any significant threat is going to get those resists on. Similarly if I expect to be dealing a lot of the team's damage I usually have a last whisper, black cleaver, or void staff (although sometimes I make do with lesser entry) because it's almost guaranteed those resists will be on my targets who are worried about me. I keep an eye on their stats and items and I might get my pen very early or I might get it last, but it's exceedingly rare that I never get it on my main account, as people are generally just not dumb enough to skip having any MR.

Some people get soulstealer because [Soraka can assist steal across the map]. Although I don't think she benefits enough from it anyways.
Trust me, she does. :cookieMonster: One of my only champs with a soul item.

I always love going on these topics of games I've never played because everything people say makes no sense.
It's better in games like this where there's loads of items and characters. I once watched some street fighter in-depth discussion and was like :cookieMonster: so I guess they're explaining how to get a field goal in the 5th inning with chun li as your point guard

Solo queue ranked is nothing but starfishs. I keep trying to warn people and they don't believe me until they go themselves and they they're always like ;-; why didn't I listen to you
Rumor has it if you claw your way to like 1700 by winning 51% of games then people stop being richards, not gonna test it personally, though

Smite's cooldown is really great for laning, because you can hit every tank minion, and it does 70-80% on it. Soften a bit, POW, dead tank. I have the Utility cooldown mastery but I have *plenty* of time so it probably works on default cooldown too.

the noct sold his stuff and spammed BTs at the end, the Sion went hybrid because he's a dumbass

dunno about the rest
I play hybrid sion :(

My blitzcrank is an all-rounder with no extreme strengths or glaring weaknesses, letting him labor stalwartly however he's needed. The only extreme on him is maximum mana, which lets him do troll initiations where he's "accidentally" out of position and people Self Delete dive trying to kill him because they think he has 10% hp when really he has 40% of his effective hp. This doesn't work nearly as well since they added visible shield strength to health bars, but it still works better than it should because people tend to forget about the shield entirely, or underestimate how big it will be when it pops up, burning a lot of good moves in the initiation. The high resists from banshee/heart go very well with the big mana, because resists magnify the shield strength. This build is also nice because it has built-in room for expansion if the game runs extremely long by letting you up your sheen to a trinity. I play smite/avarice farm, so I just generally ignore enemy champions until I have my building items (rod/manamune) and then get the sheen once those are charging. Then I'm free to up mana, armor, and MR however I deem necessary depending on the situation. However if this is starving your own playstyle too much, then it's fine to go for sheen earlier, preferably no sooner than catalyst.

Tryn is pretty well-balanced I think. There's some issues when he's controlled by a superior player when he performs even more better than that player should given his skill advantage, because he snowballs really hard, especially if he's allowed to freefarm the whole map's jungle the entire mid-to-late game because the other team is not picking up any camps. He doesn't really have balance issues in general as far as I can see, though. His ultimate turns into a contest of which side has the best predictive model of what would happen if he were to activate it at any given moment - whoever predicts better how things would go will put themselves in a smarter position and either get a free kill or bait an ult wasting, respectively. A lot of newbies argue that he has a "no skill ultimate" when really it's a direct tug-of-war of skill, requiring a lot of skill to counter and requiring just as much skill to counter-counter and be useful again.

That video of beyblade was AWESOME.

50 wards might be acceptable for an entire team in a long game. One player cannot efficiently walk around that much to where they would need be, however, particularly in the early game, so it's definitely too many for one player.

anyway, why are they adding so many characters so fast? are the now depending on microtransactions due to some market crash or something?
Their rate of adding characters has plummeted. For most of the game's lifetime they've added a champion every 2-2.5 weeks. Recently they slowed down to go back and fix some problems that were piling up, like removing dodge, adding charge counters and timers to a bunch of old champions' passives, and reworking some shop items like stark's fervor and hexdrinker. The only reason they've been so slow this winter is because of their commitment to keep the game fun so that when they do add champions, people will still be around to buy them.

Many champions in LoL can bring down turrets by themselves pretty easily, but only in the late game, when it's a massive risk to hang out on the enemy's side of the map while visible and by yourself. If the enemy team is paying attention at all, it's just going to feed them a kill unless you coordinate a distraction with your team.
« Last Edit: March 28, 2012, 02:25:43 AM by Mr. Wallet »

I play hybrid sion :(

nonono not that hybrid sion.

I'm talking double dorans ring, berserkers greaves, PD, leave-your-E-off-the-whole-game sion. he went that sion.

I'm waiting for them to make version of infinity edge for hybrids similar to the lich bane version of sheen, e.g. "Your critical strikes do an additional X% of your AP as total damage*

Theyre similar enough to be compared

They are both MOBAs, so in that sense, yes. However, their play-styles differ greatly. It would be like comparing a Monster Truck to a Ferrari because they are motorized vehicles.

DotA 2 is all about consequences. If you die, not only does the enemy get bonus gold, but you also lose gold. You can't just teleport back to base whenever you want, you have to buy a teleport scroll that also takes up an item slot. People will sell a 3k item late game just to make room for one of these scrolls.
League of Legends isn't so harsh. If you die, the enemy gains gold, but it's not as big of a loss. You are also able to roam around the map and extend further because you are always able to teleport back to your base for free whenever you want.
While both games are item-centric, DotA 2 puts a greater emphasis on this aspect by having you risk your gold by staying in lane. This adds an additional element to the game by making you figure out what time is good for you to leave (and possibly give up control) of your lane to purchase items. The longer you stay in lane, the greater the chance that you'll get ganked, meaning that all the extra farming you did actually benefits the enemy instead of you.

The difference in these mechanics put a giant emphasis on gold and, in turn, lane control in DotA 2. Lane control is found in both games and revolves around a few things; not overextending, ganking, pushing towers, and denying.

If you push your lane too hard, you leave yourself open to getting ganked from behind, meaning you're trapped between two enemy champions. The biggest difference between the two games is that you aren't punished quite as hard in LoL. If you think someone might be coming to gank you, you can hid in the brush (something DotA 2 doesn't have) and then teleport back to base. In DotA 2, if you're caught overextending, you either have to hope you can out run or dodge the gank, or use your hard earned gold to buy a teleport scroll.

Ganking means that you are the one to spot when an enemy over extends and use that window of opportunity. Again, LoL is less punishing in this area. If you set up a gank and it fails (assuming nobody at all died), you can simply get back into your lane and pick up where you left off with little to no loss. In DotA 2, if your gank fails, you just wasted a lot of farming time and possibly control of your lane.

Pushing towers means you are able to safely push your minions to their tower and deal damage to it, ultimately destroying it, without allowing them to do the same to you. Because you have to extend (and possibly overextend) to push the towers, it presents similar risks to overextending, therefore meaning that LoL is a lot less punishing in this respect.

Denying means that you are able to prevent enemy champions from gaining experience and gold while in lane. This is the biggest of the differences between the two games and effects gameplay the most. In LoL, denying means that you are able to harass the enemy to keep them from last-hitting (which would get them additional gold though they still gain the normal amount of exp) or by pushing the minion wave to the tower while they're out of lane (this results in the deaths of your minions without the enemy champion getting gold OR experience). In DotA 2, you are able to attack your own minions, meaning that you can last-hit them to stop the enemy champion from gaining experience or gold, even though they are in lane. This is a major difference because you not only have to watch to see when enemy minions are low on health, but when your own are also, so that you can maximize your control of the lane. By killing your own minions in this way, you allow the enemy to get closer to your own tower, creating ganking opportunities for your teammates.

These are fundamental differences in the core of each game, resulting in completely different play-styles. LoL focuses more on the aspect of "team fights", resulting in fast gameplay with multiple power shifts during the course of a single match. Careful timing, positioning and targeting can allow an underdog team the time to push entire lanes, shifting the balance of the game completely. DotA 2 focus more on the laning aspect of the game, punishing those who die by essentially giving hard earned gold to the enemy team. This results in a much slower, "snowball" type game that will generally only have 1 or 2 shifts in power during the game, tilting the losers into a difficult position to win from.


Final thing, I myself don't play DotA 2, so it might have some inaccuracies in regards to that specific game. However, I got all my information from my brother who does play (and prefers) DotA 2. Keep in mind that the reason he prefers it is simply because he enjoys that style of slower, building gameplay and considers both games to be good in their own rights. Here is a quote by him explaining the concept of denying (he does a better job than I do):
Quote
Oh and so like a major difference between LoL and DotA is the punishment. Im not gunna say anything about gameplay or style here. DotA will punish you for everything you make a mistake on. When you die not only do the enemy get gold but you lose gold. You can't just b back to base, you have to purchase the 135 tp scroll which also takes up an item slot. Infact some people will sell 3000 gold items just to make room for a tp scroll late game. But as i was saying, you cant just tp when ever you want cause your losing gold.

Also its easy to lose a lane and if your not on top of it you can be punished for that. Denying creeps makes it unable for the enemy team to get the last hit, but not only that it denys exp. Plus it pushes your lane back to your tower. making laning safer and ganks easier.

Denying works by allowing you to target your own creeps if they have 50% or lower health. You cant right click your own either, you have to a-click the individual unit to do so. Towers are the same but can only be denyed if they are under 180 hp. when you kill a tower normally the whole team gets 200 gold, and if some one last hits i think thats person gets an added 200 making 400 gold. If you deny it only gives the enemy 100 gold each. Thats a big difference cause instead of giveing the enemy 1000 or more gold your reduce it to only 500 so its pretty important to deny.

http://www.youtube.com/watch?v=5Z5vhf6wrOs&feature=related

Blatant copy of 'Pro as heck guide to Master Yi' but I think he did it right. Made me lol

>lose first 10 mins of game
>gg surrender at 20

Seriously i lose games to this mind set so much. Always get voted 4 against the one me.

http://www.youtube.com/watch?v=5Z5vhf6wrOs&feature=related

Blatant copy of 'Pro as heck guide to Master Yi' but I think he did it right. Made me lol

The shop part and gang wars part were funny.

I think it'd good to get the smite mastery just for that extra 10 gold.

I think game karma is actually true o.O Lost a game to pre-mature surrender then won a game to pre-mature surrender

I think you got the wrong definition of karma.

I think you got the wrong definition of karma.

kar·ma/ˈkärmə/
Noun:   
1. (in Hinduism and Buddhism) The sum of a person's actions in this and previous states of existence, viewed as deciding their fate in...
2. Destiny or fate, following as effect from cause.

What happened to me happened to the enemy team in my next game