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In Dota 2, gold is harder to come by than LoL because of how the game works. Minions, towers, and a lesser extent, creeps, are the only things that give gold.
Denying a kill makes it so that your opponent does get any gold. The opposite is that you don't get any gold either and a cs because you're denying. However, this is what makes duo lanes stronger in Dota 2 than in LoL.
You can make whatever analogies you like in real life war situations, but this is a game.
Jesus promised the end of all wicked people. Odin promised the end of all ice giants. I don't see many ice giants around. - ff12and3rocks
Tower denying reduces the reward for skilled play by allowing people who are failing to defend their towers to deny their opponents their just reward of global gold.
This idea would also slow the game down and shift focus away from objectives and towards mindlessly chasing after kills in non-professional games.
It would be bad, as most silly dota mechanics are for games that aren't trying to be just like dota.
Tower denying increases the reward for skilled play by allowing people who are really good at actually doing the objective of the game to take the enemies towers to try to prevent them from denying them, instead of backing to base to get items.
This idea would speed the game up because your team won't AFK farm jungle or back to base after every team fight in order to get their gold.
Not hard to flip that around...also you still get gold if a tower gets denied, you just get less.
In Dota 2, the entire team gets 200 gold when you kill a tower, plus extra for whoever got the last hit. It works the same in LoL, but with a different value. When you deny a tower, the enemy team only gets 100 gold each, and no last hit bonus - half as much or less, and I don't see any reason why it'd be any different in LoL.
Then again, since denying will probably never be added to the game at all, you guys probably shouldn't be worrying about it.