owlbi
owlbi
owlbi

It was definitely a combination of Reborn breaking my favorite mode (ability draft, since fixed, mostly) and the International for me. I always get super hyped for TI and play a lot of dota, I’m now burned out. I’ve been playing this game since 5.84c, over a decade now, it’s a cyclical interest for me.

If you’re going to name drop games you (probably) didn’t actually play as a kid, at least get them right. Dune 2 was the ground breaking RTS, Dune was an adventure/strategy hybrid with much less developed and more primitive RTS elements.

If you delete your shortcut it’s going to take you like 2 more clicks every time you want to start the game though.

Unfortunately the only opinion that’s objectively worth listening to is mine, so your comment is completely wrong.

*Mango

I’m not sure either game really has a ‘skill cap’ where a human can get to the point of mechanically perfect play, so in that way it’s impossible for either to be more difficult. But with that said, I do believe relative skill levels will begin to translate into in-game advantage far faster in Dota than in LoL, I

Micro exists in other ways. Attack animation cancelling is a big deal if you’re trying to pursue someone to get the final few hits and ability cancelling can play a big role in the higher skill ceiling games. You can also shift-queue abilities to perfectly chain them so your opponent doesn’t have a chance to respond.

I agree. The business model really restricts what they can do compared to Valve. Dota 2 Reborn ships with the ability to create and play custom games similar to the old school WC3 community that birthed the whole Moba genre, Riot could never do that because by allowing their assets out of their control someone could

Potentially every hero in Dota can operate as a multiple unit hero since there’s an item that lets you ‘dominate’ and control neutral creeps and another item that allows you to create 2 illusions of your hero that can be controlled independently. Beyond that there are a few heroes that have a split/multi hero gimmick

Ahh, I gotcha. I agree that there’s definitely been feature bloat, but I don’t think you can say that it’s entirely (or even primarily) due to the amateur development of the game, I’d attribute a lot of it to the sheer length of time it’s been in development. WoW is pretty bloated too at this point and they’ve been

I don’t believe so. LoL introduces more champions but they tend to be built around very specific archetypes because there’s less of an expectation for every player to have every hero available (because it would cost $$$$$ to unlock them all). Dota not only has a huge number of heroes with strange or completely unique

I wouldn’t call it design bloat. They didn’t intentionally set out to include too many mechanics resulting in an extremely complicated game, they set out to make a fairly simple game (compared to WC3) with a huge assortment of heroes. A simplified version of WC3 where the AI takes care of the trash mobs and the