So this post contain the comparison of DotA, HoN, and LoL also The effect for the upcoming DotA2.
Table of Contents :
- Intro
- Game Engine
- Payment Model
- Learning Curve
- General Gameplay
- Hero Design
- Item Design/Summoner Spells
- Team Composition
- Lane Composition
- Rune Spawns
- Denying
- Ganking
- Death Mechanics
- Warding
- Carries and Lategame
- Competitive Play
- Conclusion
http://wingflier.blogspot.com/2011/09/comparing-lol-hon-and-dota-and-what-it.html
4 comments:
This article is painfully bias. That, plus he gets enough facts wrong (i.e. all channeling spells in LoL, when broken, have reduced CD) that I really question if the author plays all three games...
The article is just mostly incorrect. When he mentioned that DOTA has new innovative ideas, like a character that resurrects unless you kill their egg, it's a direct copy of Anivia's passive in League of Legends.
I find it interesting that Wingfire brings up loss of gold so much. HoN offers a style of game play that removes the loss of gold. Though no gold loss is not nearly as popular as the 'regular' game type. Having played both game types. No gold loss means that carries become easier to play; but that also means they're harder to stop.
Good players progress faster; And they become harder to 'shut down.' Witch means the gap between good and bad players becomes more noticeable. It also seems to take out more of the early game. Meaning many of the heros become useless; because carries late game tend to have more powerful items.
It's like he said, "a carry will become farmed in LoL, regardless of what the enemy team does"
I do wonder about his comments about late game in HON. The fact that carries can be shutdown by being killed; and need to fight to get gold, means they have to expose them selfs to the possibility of being gawked, and to be come the focus of early game team fights.
He calls out sand wrath as an example; but he's probable one of a few carries that can do any thing like that. So I don't think he's really the hero to use to define what carries are in HON.
And while he says carries don't contribute much in early team fights; but you would really notice the lack of a carry mid to late game. And their value in late game really is defined by early and mid game.
I would dare say for a carry to be great late game; he has to be good mid and early game. And to be good mid and early game he really need to farm fast, gank, and if all possible, stay leveled higher then the average current hero level.
Witch means more ganking, more single langing. Both of witch puts the carry at risk.
He dose make a good point about balance from hero picking; and the fact that every one in DOTA has the same footing at the hero picking screen.
It dose not go un noticed that early pick heros like midas, do seem to be dominating in the games I'm playing with.
Having gone through the magic the gathering crazy; I've learned that games that require high entrance fees, and constant purchasing are best to avoid all together. Unless I plan to be full dedicated in such purchasing. (but I suck at RPG based games; so such investments tend to go un re-warding)
Luckily for me, I got into HON before the changes in purchasing models.
zeebrat, uhhmm.. Original dota had this.. whatchu talking about.
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