Author Topic: League of Legends - "The Enemies Inhibitor is respawning soon!"  (Read 195712 times)

Your destiny was to be put with and against weaker players because of the effective cause of you losing the previous game.
It's not karma, it's how the system works.

Karma would be doing very nice things such as helping players and such then being awarded with easy wins from lovable opponents who only want to learn more from you. Or, yelling and screaming and telling people to uninstall the game then being continuously stomped by merciless opponents.

Actually I get where I was wrong there, I have to be the one doing the cause.

Met a really fun guy who mains singed. Laughed a lot tonight, was fun.

But I do play a ton of normal games.
I think I'm just stuck in a rut, I need to learn new champions and learn to tank and all that stuff.

I find it funny how people say "GG" at the end of every game no matter what.

The game was not loving good when it's 0-500 kills

I find it funny how people say "GG" at the end of every game no matter what.

The game was not loving good when it's 0-500 kills
They don't always say that.
I've had many games in which the other team/my team got owned and members of the team said "BG".

But I do play a ton of normal games.
I think I'm just stuck in a rut, I need to learn new champions and learn to tank and all that stuff.
You need to find a playstyle that works best for you, and then use the general skills you learn from that style and apply them to all styles.

The game was not loving good when it's 0-500 kills
As long as the game was fun to play, I consider it good. Other people might have different definitions though.

You need to find a playstyle that works best for you, and then use the general skills you learn from that style and apply them to all styles.
Huh.
I work best when I can stun people and nuke them and then get out of there. That doesn't have too many applications.

Mid Fizz == BG
I remember one game where I saw Fizz loading and almost just gave up. However, mid was taken by someone else! I was so shocked that I nearly died the first time I went out. We went on to win, if I remember correctly.

Instead of GG, I say HH, which is huehue.

Huh.
I work best when I can stun people and nuke them and then get out of there. That doesn't have too many applications.
But the general things you learn from playing any champion, like whether or not defensive items will be important, and which ones. Or judging your ability to kill an enemy champion. Or laning strategies such as ward placement, ganking, farming, and zoning.

You can find mistakes in general play while using any style of champion. When you correct these mistakes you make, they will apply to all champions you play.

I think comparing any moba to LoL is a little unfair just because no moba has been much of anything like LoL. It's a little like having a genre of "counter strike clones" and then RIOT games inc. coming out with perfect dark, HALO, or TRIBES 2 (assume for the sake of relevant release dates that TRIBES 2 was the first in the series). Now if there were no shooters other than games that play like counter-strike and then one of those came out, it's really hard to compare them.

My example was not accidental: counter-strike requires the same types of skills as all MOBAs except for LoL, namely they emphasize fragility, high consequences for missing an attack, and an emphasis on manual dexterity and reflex/reaction times over pre-emptive planning and strategy. (Fun activity: tell a counter-strike player that their game is not very strategic. They rage hard and defend their game with stuff that is very shallow-end strategy.) It's really apples to oranges. You can't even say that one game is "harder" than the other because it takes a lot of time and practice to learn a strategic game, and it also takes a lot of time and practice to learn the proper reactions for a knee-jerk game, and then hone those reflexes and aim accurately instead of just spazzing and blowing your load. Personally I'm very very clever but I have a tendency to over-think things and hesitate, so I'm naturally drawn to more strategic games with a more deliberate pace.

As it stands, League of Legends has expanded these games from "DotA clones" to an actual genre, by making something that actually plays sort-of differently in tone, unlike all the dota-clones out there. Plus there's dominion. For my part, I think all MOBAs except for LoL are absolutely awful, I've always hated all of them, and it's only by a complete stroke of luck that I was convinced to try LoL and got hooked in 15 minutes, even though I was prejudicially convinced I was going to hate it. That kind of upset does not happen over minor cosmetic differences.

Once again, wow.
Mr. Wallet, I want to see one of your essays.

Once again, wow.
Mr. Wallet, I want to see one of your essays.

:(

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):

Forgot about that.
Yours is more detailed, but I still like Wallet's better.

Can anyone give me some tips on playing Warwick?

instead of just spazzing and blowing your load.

hehehehehe.. hehe.. heh..