League of Legends

Have you played DotA before?


  • Total voters
    321
**** why did i do this where is the undo button help

2mIDwI2.png


they got me
 
**** why did i do this where is the undo button help

2mIDwI2.png


they got me

You could always refund it if you don't want it in the future ;p you get 3 refunds.. I actually refunded that skin back in 2012 after I quit teemo. It was pretty badass though.
 
You could always refund it if you don't want it in the future ;p you get 3 refunds.. I actually refunded that skin back in 2012 after I quit teemo. It was pretty badass though.

I think he's talking about buying RP, not buying the Teemo skin haha. :p
 
I think he's talking about buying RP, not buying the Teemo skin haha. :p

Oh whoops ;p I always tend to tell people that, because I have some friends that have been playing the game for months and STILL didn't know that you could refund skins ;p
 
Meanwhile in Dota, REAL WOMEN

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Dota armor looks so much better than league armor ;p

We just have big breasted nearly naked women shooting arrows and spells and such..

Not that I mind the nearly naked part big breasted part.. ... at all.

It's wonderful.
 
Dota armor looks so much better than league armor ;p

We just have big breasted nearly naked women shooting arrows and spells and such..

Not that I mind the nearly naked part big breasted part.. ... at all.

It's wonderful.

I agree with this.
 
There's a fundamental difference in game design theory between DotA and LoL, DotA has always been about "is that concept awesome?" before even thinking about "what is balance, what is hero role, what is skill level, etc." wheras LoL puts those things in the forefront of hero design.

There's something called radical dynamic asymmetry, one of the fundamental design differences between DotA and LoL. It is precisely due to the fact that "spells scale" that LoL is unable to create heroes that vary vastly at different points in the game. Due to the scaling on casters, it becomes far more difficult to create heroes that vary in power at differing stages in the game. As such, hero design becomes somewhat stagnant as both overall power levels and game scaling need to be comparable for heroes of similar roles.

The direct result of this, along with the lack of creativity in map design, is the constant mirroring of lane setups with match-ups between similar heroes in similar roles arrayed against each other in set lanes. This, by itself, along with the need for heroes to remain constantly similarly powered, leads to what is seen as a very stale and boring metagame of essentially the same laning phase and team composition.

While this has the advantage of making the game far simpler to understand and observe as you can quickly judge out very predictable lanes and matchups, with the game state being extremely easy to comprehend as you can directly compare heroes in the lanes or simply glance at the gold counter to see which team is ahead, this also leads to stagnation in the meta and the exacerbation of the snowball effect. If the lanes all involve similar heroes scaling in the same way lined up against a mirrored lineup that performs essentially the same way, then any advantage a team gets is transformed into a direct advantage in both laning and combat and thus can be extended to further your advantage. With such linear and consistent scaling, you are ahead once you gain an advantage with which you can very easily become further ahead.
Thoughts?
 
I was wondering if anybody wanted to get together for some league this Saturday?
 
Does LoL always take forever to scan files? I haven't even played it yet because it's taking a little while to scan all the files.
 
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