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Which Void abomination is your favorite?

Cho'Gath, the Terror of the Void 0.13855421686747 13.9% [ 184 ]
Kassadin, the Void Walker 0.079819277108434 8.0% [ 106 ]
Kog'Maw, the Mouth of the Abyss 0.19879518072289 19.9% [ 264 ]
Kha'Zix, the Voidreaver 0.17846385542169 17.8% [ 237 ]
Malzahar, the Prophet of the Void 0.17168674698795 17.2% [ 228 ]
Vel'Koz, the Eye of the Void 0.23268072289157 23.3% [ 309 ]
Total Votes:[ 1328 ]

Sentai

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Mercain
Dota player here. I have quite a few leaguers that talk about league on facebook, and when they brag about their K/D/A, they always have piss poor assists while good kills to death. The last one I remember was 9/2/2 with a gank oriented character (it seems, it was Shaco for that example).

Is that the norm? Generally in dota, assists really just tell your activity. Maybe games are short and you were the main killer so your assist count is lower, but most games you get anywhere from 10-20s in assists, and want to get them because it helps your gold gain. Do people mostly just solo kill, or only get a single assist for most kills? Are 5v5 teamfights rare, and if so, why doesn't the allies come to the rescue when one breaks out to even just slow down opposition and assist the allies?

Edit: Oh hey, page 250. kinda tight. Do I win anything?

League is generally slower paced, stuns don't last as long, and just because you're just off you're rocker, doesn't mean death. I never have kills I usually rack assists, so it depends on what champ you play. Usually when people brag about KDA in league, they just pick games they did good in and only talk about their KD, never A.

Teamfights are usually game makers and breaks in league and towers fall fairly quickly. I noticed the DoTa games I saw the towers take MUCH more damage and much longer to take down.

DoTa is much faster paced, everyone dies much more often, and many characters are just overall strong with different tastes for more people. League is slightly washed down, but damn if everyone fails a teamfight, then its hard to bounce back, but at the same time getting caught alone in a 1v1 doesn't mean you're dead.
Make any sense? I don't feel like I'm doing a good job explaining anything. confused

And as far as time goes, LoL games can end at 20, and do fairly often do, but real Victory games last 20-40 mins, and as of last patch, average is like 50 right now, but I expect it to go down after the Varus patch.

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Mercain

It's as Kwaggy and Kyoto says on all parts. Outside of ranked and the grand majority of draft mode games (it's like ranked only without Elo attached to it), you'll see deviations from how it's shown in the video and their examples. But otherwise there is little chance of change. Riot has worked to try and fix, or alter some of these so-called "problems," but they're far from perfect.
There are team comps, and strategies which have shown to work, albeit sometimes called "troll." But when it does work, it can shake the meta, hard.

As per the lanes, it's usually 1~2 top and bot, and always 1 mid, with a jungler. Usually the AP/caster champ is placed in mid, with the AD/range physical carry being baby sat on either top or bottom. Reason why it's the bottom is because of how easy the dragon objective is to take with ~4 players (mid, jungler, carry, and support), rather than 3 (mid, jungle, solo).
The AP is placed in mid because they scale the best with levels, and thus get their own lane to farm in.
ADs scale best with items, but are often fragile in one way or another and lack sufficient sustain, thus the support comes in, be it tank, displacement, or heals.
Most junglers are placed in that realm due to how well they do or don't scale off of items, power of ganks, and speed.
Finally, the solo lane is placed alone for the same reason as mid, but usually has some kind of off-tankiness to it, long sustain, and/or to supplement the mid. See the Vlad/Karthus combo from the video. They could have gotten, were they to have sufficient farm, an item called Will of the Ancients, its aura gives AP and spellvamp (sustain for casters), and with two separate champs having it, its effects are essentially doubled.
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A while ago there was a some-what of break from this meta where the AD carry would be left alone and the support would literally roam the map to help other lanes get kills. The support wouldn't suffer from item loss since they were already expected to get 0 creep score to begin with, and the chosen champion's abilities were powerful enough that if they lagged by a few levels it wouldn't hurt later game. There was some minor emergence of this a while back, but it seems to all but have died down from what I could see.

And hey, no worries. We're all loving and tolerable people! Ask the questions, and we're happy to answer! Everyone has their likes and dislikes, as well as allowed to play favorites. As long as they're open to conversation, s'all good my friend!

Besides, we wouldn't be here were it not for DotA's success...

Man-Hungry Fairy

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Seph Baelzara

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QFL (Quoted for Luna)

Sweetheart

Mercain
Seph Baelzara
Mercain
Dota player here. I have quite a few leaguers that talk about league on facebook, and when they brag about their K/D/A, they always have piss poor assists while good kills to death. The last one I remember was 9/2/2 with a gank oriented character (it seems, it was Shaco for that example).

Is that the norm? Generally in dota, assists really just tell your activity. Maybe games are short and you were the main killer so your assist count is lower, but most games you get anywhere from 10-20s in assists, and want to get them because it helps your gold gain. Do people mostly just solo kill, or only get a single assist for most kills? Are 5v5 teamfights rare, and if so, why doesn't the allies come to the rescue when one breaks out to even just slow down opposition and assist the allies?

Edit: Oh hey, page 250. kinda tight. Do I win anything?

An internet cookie.

The average game can last between 20 minutes (earliest time for a surrender) to 60+ minutes.

While I don't know how DotA runs, for the most part, K/D/A is usually like that. The carries (like Shaco for example) get most of the kills while the supports and tanks gobble up the damage and recieve assists. Their gold comes from what's known as Masteries and Runes, and some items that give gold. Team fights do happen, but they're rare at the beginning, with increasing chances as more of the outer towers fall and objectives become clearable at quicker and quicker times.

Basically, once laning phase is over with teams roam together (with few exceptions due to champion abilities or summoner spells).

Here, check out one of the matches from IPL4, pitting CLG vs TSM against each other in the finals [x]. While yes, this is high level play, it's also a fairly normal game, for the most part.
TSM and CLG being two of some of the best teams LoL has as of current.


Do teams only ever do the jungler+ad carry+support+ap carry with the same laning of 1 top 1 mid 1 jungle and 2 bottom? I hate to keep comparing it to dota, but since I know it best, it seems really vanilla to run the same thing over. The Dota Metagame has been kinda exploding so you'll see complete teamfight or heavy aura with no real carry or heavy late game or tons of other really insane strats and just a lot of different lanes (I think a recent one I saw had a tri lane mid which is probably the rarest laning setup). Does it usually stick like that? I know people denote themselves as a solo top player or a something or other player (which is similar to how dota will have solo mids, junglers, carry players, solo hard lane specialists, and support specialists) but I'm kinda used to people having to sacrifice their role as that hard carry player or as that jungler to fit what they're team is going for in the match. Does League allow for this kinda thing or is it generally pretty easy to see where lanes are happening when matches start?

I'm just gonna address the elephant in the room: I'm pretty biased towards DotA as being the superior game in the genre, but I'm genuinely interested in at least understanding League. So thanks in advance for answering questions. I imagine the above paragraph is a bit of a cluster ********]

dota is superior in many ways but league is newer and more fresh and hella popular

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Ezelus
Seph Baelzara

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QFL (Quoted for Luna)

Truthfully, I didn't plan for a Luna paraphrase. But damned if it didn't work well enough to put Luna in there.
Also S2 Luna is awesome Luna
Nobody plays HoN..
Heroes of Newerth.
ALRIGHT!
i want to get a new support, because when i get stuck with it i pretty go nunu or nothing.

opinions on support's.
i know janna's up there right now for the sheer disruption factor.
but soraka's heals make me want to rage-quit half the bot lane's i get put in.
i've always been a fan of sona's Ult
but who do you guys personally like seeing as a support on your team? ?

Super Sweetheart

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F 0 R E S H A D 0 W I N G
ALRIGHT!
i want to get a new support, because when i get stuck with it i pretty go nunu or nothing.

opinions on support's.
i know janna's up there right now for the sheer disruption factor.
but soraka's heals make me want to rage-quit half the bot lane's i get put in.
i've always been a fan of sona's Ult
but who do you guys personally like seeing as a support on your team? ?

One word: Outrageous.

Sentai

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Yudias916
Nobody plays HoN..
Heroes of Newerth.

Nope, and we're not going to talk about it either wink

Man-Hungry Fairy

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F 0 R E S H A D 0 W I N G
ALRIGHT!
i want to get a new support, because when i get stuck with it i pretty go nunu or nothing.

opinions on support's.
i know janna's up there right now for the sheer disruption factor.
but soraka's heals make me want to rage-quit half the bot lane's i get put in.
i've always been a fan of sona's Ult
but who do you guys personally like seeing as a support on your team? ?

Soraka Soraka Soraka
She's incredibly boring to play, but when I'm playing Ez/Cait/Ashe, she's the best lane partner ever.

Tactical Tamer

Yudias916
Nobody plays HoN..
Heroes of Newerth.
I played it for awhile actually between my Dota1/LoL transition. Honestly the only problem with that game is the auto attack range on the heros. I had to spend half the game fighting just to control my hero because they wanted to constantly run way off my screen to attack creeps. User Image

Super Sweetheart

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I really hate seeing Veigar's take Ignite... Such a garbage spell on a Burst Mage, if not, "THE" Burst Mage. TP > Ignite. /EndRant.

Super Genius

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Edward E!ric
Yudias916
Nobody plays HoN..
Heroes of Newerth.
I played it for awhile actually between my Dota1/LoL transition. Honestly the only problem with that game is the auto attack range on the heros. I had to spend half the game fighting just to control my hero because they wanted to constantly run way off my screen to attack creeps. User Image

My big problem while playing HoN when I tried it was that the aesthetic of it was literally too dark to see what was going on. I had no idea where I was, no idea where my opponents were, no idea where my allies were, and no idea where the enemy spells were coming from, all because all of it blended into the battlefield. Also, that the tutorial was garbage and didn't actually HELP you at all, but that's not a big problem and I've heard it's been improved since when I tried it.

Also, Flint. ********. Flint.
Man, that shows me for trying to type something up whilst internetting and sharing links. Lost a giaaaaaaaaaaaaaaaaant multi response post and I'm kinda too lazy to type it up again.

I might try later to respond, but I'll be multiposting if that's alright.

Super Sweetheart

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Uncle Kwaggy
Edward E!ric
Yudias916
Nobody plays HoN..
Heroes of Newerth.
I played it for awhile actually between my Dota1/LoL transition. Honestly the only problem with that game is the auto attack range on the heros. I had to spend half the game fighting just to control my hero because they wanted to constantly run way off my screen to attack creeps. User Image

My big problem while playing HoN when I tried it was that the aesthetic of it was literally too dark to see what was going on. I had no idea where I was, no idea where my opponents were, no idea where my allies were, and no idea where the enemy spells were coming from, all because all of it blended into the battlefield. Also, that the tutorial was garbage and didn't actually HELP you at all, but that's not a big problem and I've heard it's been improved since when I tried it.

Also, Flint. ********. Flint.

This.
Also, all health bars look the same. Enemy and ally minions look the same. The shop interface was wonky as hell. TOO FREAKIN' DARK!

And personally, I find it imbalanced all to hell.
If you build Strength, you get HP and Damage = Tanky DPS
If you build Agility, you get Attack Speed and Defense... = Tanky DPS.
Intel = Mage.

Mage's spells are on crazy long cooldowns which means you could never ever solo an auto attacker because you know, with auto attacking... You DPS... You constatly hit.

I couldn't stand it. None of it. I hated it every part of HoN.

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