how is the scale and snowballing in LOL compared to Dota?
Ive never played LOL, but I think a major flaw in dota is the is the snowballing makes it almost impossible to make a comeback.
When you die, you lose gold & the other player gains gold and also Gains a level, which makes them stronger and keeps you weaker , meanwhile you fall levels behind. & you can become nothing more than a useless ragdoll fallling more and more behind getting easier to kill.
Out of all the hundreds of games I played in dota, this is the general outcome, you Lose big time & its very forseable that you cannot win but you have to sit and wait for the game to be over & games generally last about an hour on Dota
This is really dumb about dota, You cannot make a comeback
Not as bad as DOTA
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Not nearly as bad as DotA. Many things have been changed explicitly to reduce snowballing, and while of course snowballing still exists, it is much easier to make a combeback in LoL.
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Snowballing is a lot less common in league. There are many games where one team will be ahead but make mistakes allowing the other team to come back.
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But this means that its also harder in carry in LoL
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I've had plenty of games where my team would be down the entire game yet still pull a victory. (I've also been on the other side of the same coin) Snowballing can be dealt with; it's just a matter of working with your team and getting more coordination going. Of course, you wont always be able to make a comeback, but it's nowhere near as bad as DOTA.
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You rely on your teammates more in this game. Sure you can be fed but if your teammates are derping when the enemy just focuses you it is gg.
league snowballs harder
while dota seems far more unforgiving because of more obvious short-term punishments like gold loss and spell scaling by level being stronger, it is harder to recover in league when you're behind due to the way gold efficiency works in relation to the way the game plays.
items in league get more gold:stat efficient as you complete higher tier items. for example, in league a longsword gives 10 ad for 400g, or 40g per point of ad; a BFsword gives 45 ad for 1550g, or 34.4g per ad. this pure stat advantage is further compounded with completed items having additional effects.
compared to dota, where items are actually less gold efficient for larger components [ex. iron branch (53g): 53g/+1 stats vs ultimate orb(2100g): 210g/+1 stats] also means mid-game items are even stronger in relation of playing on the back foot since you are not as far behind in stats.
furthermore, in league kills are usually more drawn out due to most spells having low bases (because of spell scaling) along with the generally low amount of lockdown in this game. this is even more noticeable with the popular choice to snowball into defensive items making kill-times even more prolonged (offensive items usually even have defensive stats included in them). this usually makes for more attrition-based fighting where the stat advantages (due to the gold-efficiency snowballing) start to become more and more pronounced in extended fights.
the best way to fight against an enemy who not only has an advantage in exp/levels, but also in items, is to lock down their movements and pick them off safely. in other words, ganks and/or coordinated teamplay. but with league's lower amount of cc (maybe due to that anti-fun philosophy, who knows) this making surviving against a fed enemy harder, sometimes even if you execute chaining cc perfectly.
summoner spells have significant downtime, making them limited in usefulness when the stronger enemy just challenges an objective again. there are more item actives in S3, but most of them are steroids, which isn't lockdown, or movespeed buffs/slows which helps in engaging/disengaging but not with the fed enemy mf manfighting you into fleeing/death when contesting dragon.
in dota, counterplay is purchasable and lockdown is more impactful
From: aibohphobia | #008
league snowballs harder
This man has played both games.
76% of all statistics are made up on the spot.
snowballing is worse in Dota
The ambient gold is much higher
They is no deny mechanic
There is a massive gold bounty after only 3 kills.
Lower lvled champions get a very large exp boost for killing higher level champions (scales)
Gold is not taken from you if you get killed.
Ganks and ambushes are harder due to a smaller number of avenues. Less key points can be warded.
Individual champion abilities have less CC and damage when compared to Dota, making team coordination more important than individual power.
Turrets are reliable protection in the early game.