Barrenite posted...You are so infatuated with the "intricacies" of Dota 2 that you seem to have completely forgotten all of the intricacies that League has as well. Red buff, blue buff, dragon, the difference in jungle creep respawns, the larger emphasis placed on towers, the stat system, a fifth passive skill, summoner spells. masteries, runes, cost-to-stat efficiency, passive gold gain, bursh, indestructable terrain, low cooldown low cost low damage spells, shapeshifting champions, larger importance of jungler, etc, etc, etc.
- early objective promotes gameplay around them because lane phase won't end until 20 min otherwise
- no decision making in the jungle: clear camps, get gold, start respawn
- towers discouraging early aggression. towers aren't taken early because keeping it alive is the only way to deny cs.
- awful additive stat system with no diminishing returns only gives the advantage to whoever has the lead without any cap
- passives are rarely character-defining/memorable; are usually stat bonus/conversion or bonus damage of some sort (autoattack modifier)
- summoner spells are terrible replacements for item actives
- masteries and runes only as barriers to entry (mandatory grinding, pay-to-win rune/champion opportunity cost)
- rich-gets-richer stat efficiency only snowballs games harder for whoever is in the lead: playing from behind means lack of completed item AND lack of stats
- increased passive gold gain because supports are given NO alternative ways to obtain gold. coupled with the awful stat-emphasis system mentioned above they cannot contribute with minimal farm
- brush is a terrible replacement of line-of-sight/elevation
- indestructible terrain as intricacy, what?
- spammy spells coupled with spell scaling also means spells have low innate killing power and/or cc. this leads to a nasty system where whoever is ahead has a 3 second 1/4 hp spammable nuke and whoever is behind can FULLCOMBO for half-health
- "shape-shifting" champions have little to no opportunity-cost decision making since half-kits in league are created to synergize with each other as a single kit instead of a full kit providing different strengths
- "larger importance" != being the only factor able to influence lanes during early game (roaming discouraged, supports can't pull). junglers are mandatory leading to a constantly climbing standard of jungling kits
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