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Which MOBA do you prefer and why? [Poll]

Which MOBA do you prefer and why? (Multiple can be selected)

  • League of Legends

    Votes: 7 19.4%
  • Dota 2

    Votes: 22 61.1%
  • Heroes of the Storm

    Votes: 2 5.6%
  • Smite

    Votes: 2 5.6%
  • Other (Please Specify)

    Votes: 4 11.1%

  • Total voters
    36

SynicalFox

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So I have been playing League of Legends since 2013 now, I absolutely love it and the game has changes quite a lot which has reinvigorated it at times and other times just made me drop it for a few months at a time.

Now I am considering learning Dota 2 properly after I attempted it a while back but only gave it 3 games before returning to LoL. I want to give it a more fair chance this time.

I will be giving Smite a shot sometime in the future (maybe 2 months time) as I also found some people playing that.

I tend to always return to League of Legends even after 2 months of not playing, just pulls me in all the time. Let me know what you enjoy about your favorite MOBA, I am not asking for a which is best as that is all personal preference, just give your experiences or fun moments or even your worst moments!!!!
 

UnBreakable_D

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So I have been playing League of Legends since 2013 now, I absolutely love it and the game has changes quite a lot which has reinvigorated it at times and other times just made me drop it for a few months at a time.

Now I am considering learning Dota 2 properly after I attempted it a while back but only gave it 3 games before returning to LoL. I want to give it a more fair chance this time.

I will be giving Smite a shot sometime in the future (maybe 2 months time) as I also found some people playing that.

I tend to always return to League of Legends even after 2 months of not playing, just pulls me in all the time. Let me know what you enjoy about your favorite MOBA, I am not asking for a which is best as that is all personal preference, just give your experiences or fun moments or even your worst moments!!!!
Dota is honestly league of legends on hard mode. League is easy and far more casual where dota is a lot more skill heavy. Ive played both on and off over the years, gotta say enjoy dota more due to the level of challenge in it.
 

Tidy404

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Now I am considering learning Dota 2 properly after I attempted it a while back but only gave it 3 games before returning to LoL. I want to give it a more fair chance this time.
if you seriously want to learn you need to be prepared to put some proper hours in.

You looking at around 250 hours just to understand the core mechanics of the game.

I'm sitting on 9k hours and still learning something new every other week.
 

SCHUMI4EVER

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Awesomenauts

Edit: Oops. Forgot to say why. I just really like style and being 2D appeals to me even further.
 
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SynicalFox

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if you seriously want to learn you need to be prepared to put some proper hours in.

You looking at around 250 hours just to understand the core mechanics of the game.

I'm sitting on 9k hours and still learning something new every other week.
Well that is the plan, I'll be giving it a fair change and dedicating some time to it (mostly turbo mode because the hell with 40 - 50 minute games....maybe those I'll try later on).

This is because everytime some guy playing DotA 2 decides to move over to League, they just end up naturally wrecking in League and doing well.

I'm sick of it, so I'm going to learn Dota 2, give it a great go and after so many hours I'll probably go back to leave and apply stuff I've learnt there and see how that turns out.
Unless DoTA 2 manages to keep me there.

I also direct that most people in SA okay Dota 2 because of local servers and low ping?

Sent from my ANE-LX1 using Tapatalk
 

Benjin

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Turbo mode is okay if you want to play some quick games to see what some heroes are like, but it will give you the wrong idea of how the game is actually played. Item/level timings and power spikes are a lot less relevant in Turbo when you can easily get six/seven slotted and max level.

When you transition from Turbo to other modes, it will feel like you are playing a slowed down version. You have to actually know your mechanics to actually get anywhere in the game instead of mindlessly farming every other creep and taking a fight here and there. This was my experience when I first started playing WC3 Dota and switching from -apem (All Pick Easy Mode) to just -ap.

If you want to give Dota a serious shot, I suggest staying away from Turbo unless you want to check out a hero for a couple of games and then using them in normal modes, such as All Pick.

Dota 2 does have local servers, though note that you cannot play ranked on them. This is not that big of a deal unless you need a medal or MMR to chase, since non-ranked still uses matchmaking, the rankings are just hidden. In other words, the matchmaking algorithm still tries to make even matches, even in non-ranked mode. Otherwise if you want to play ranked, EU West is probably your best bet ping wise.

This is a good starting guide. It covers the very basics of the game as well, so feel free to skip ahead if you know some of the mechanics. | Purge Gamers
 

Hydnon

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WarThunder,it is slower and more easy to play if you are an older gamer.
The ratio of older players vs younger is also greater than in other games.
 

SynicalFox

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Turbo mode is okay if you want to play some quick games to see what some heroes are like, but it will give you the wrong idea of how the game is actually played. Item/level timings and power spikes are a lot less relevant in Turbo when you can easily get six/seven slotted and max level.

When you transition from Turbo to other modes, it will feel like you are playing a slowed down version. You have to actually know your mechanics to actually get anywhere in the game instead of mindlessly farming every other creep and taking a fight here and there. This was my experience when I first started playing WC3 Dota and switching from -apem (All Pick Easy Mode) to just -ap.

If you want to give Dota a serious shot, I suggest staying away from Turbo unless you want to check out a hero for a couple of games and then using them in normal modes, such as All Pick.

Dota 2 does have local servers, though note that you cannot play ranked on them. This is not that big of a deal unless you need a medal or MMR to chase, since non-ranked still uses matchmaking, the rankings are just hidden. In other words, the matchmaking algorithm still tries to make even matches, even in non-ranked mode. Otherwise if you want to play ranked, EU West is probably your best bet ping wise.

This is a good starting guide. It covers the very basics of the game as well, so feel free to skip ahead if you know some of the mechanics. | Purge Gamers
Thanks for the pointer. I'll consider this then but the reason for wanting to go Turbo is the fact that most players say normal DoTA 2 games will be 25 minutes or more?
Maybe this isn't true but in comparison to League they say the games can last way longer and generally do???

If this is true, I cannot even dedicate more than 60 minutes to a game in league and I generally hate playing for that long if I know we won't win the game because I'd rather much it seem close and only just lose based on a poor fight or so. Or win based on a good fight even though we were behind.


WarThunder,it is slower and more easy to play if you are an older gamer.
The ratio of older players vs younger is also greater than in other games.
Hadn't heard of this, will have a look at it.
Is it classes as a MOBA game?
 

D3TTOL

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I play Dota and LoL.

Started with Dota. Switched to LoL and now I play both depending on my mood.
My issue with Dota are the "Balanced" characters which I'm sure many people will say "git gud" or "Pick a counter noob" etc etc. There will always be those one or two fcktard characters that have broken ass mechanics. LoL has them too, It's not exclusive to Dota.

Just to give a bit of an Idea. Two caries,
Phantom assassin.
Throws dagger, potential to do tons of damage
Has evasion so a chance to avoid being attacked.
Has a blink that increases attack speed once cast.
Ulti give a chance to do massive crit, chance is relatively low though, so relying on luck to kill people.
Considered to be overpowered because of the chance of killing or nearly killing people with one auto attack.

Jugganaught
Spin to win: Spins with his sword doing damage around him, can move while spinning, can auto attack while spinning, Becomes magic immune(unable to be affected by spells)
Drops a healing ward. Heals all allies around it for a percentage of max life. Can control it, move it. Dies in one auto attack.
Passive critical strike chance.
Ult can be cast from a massive distance away from your target(Melee character) Becomes untargetable and invulnerable while doing it, strikes the target multiple times over a duration 3.5 seconds. attack modifiers on each hit. Crit, splash, anything else that has a chance on hit effect including items.
Overpowered because... well read his abilities.... He can dish out all the damage in the world without any downsides. Invulnerability, magic immunity.... He is a stupidly broken character.

Other downsides of Dota.
If the enemy team decides to neuter you from get go, might as well go AFK. Everytime you die, you lose gold. if they keep hunting you.. because they can and will at times, you will have no gold to buy any items, you'll be under leveled and pretty much useless.


Downsides with LoL from what I have experienced are the unbalanced characters as well.
Zed being among one of the most banned characters in LOL for obvious reasons.. which reminds me, in dota you have a ban mechanic as well. but you nominate a character for banning, and it will randomize the nominated characters for banning.

Both communities are toxic AF.
I have notice that LoL's player base is slightly more tolerable and it gets better the further you progress in your ranks. get out of gold and the gaming experience becomes much much better. Less toxic.
Dota on the other hand... Toxic no matter what. If they are in a shit mood, its your fault. If they are "pre-made" and you arent with them and you lose, its your fault. If you pick support and you don't exclusively buy wards and only wards then its your fault if your team loses, Then they will complain that you had no items but if you go for any items besides wards then you are not supporting and you will be reported.

Once you get reported enough you go into something called low priority, takes forever to find games and you will only be matched with people that are in low priority. If you are in low priority, get friends to help you out of it or you could be stuck in low priority for quite because to get out of it.. you have to WIN a certain amount of games based on how many times you have been in low priority before.

Both games are equally shit and have extremely toxic player bases :)
I still play both of them.
 

Benjin

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Thanks for the pointer. I'll consider this then but the reason for wanting to go Turbo is the fact that most players say normal DoTA 2 games will be 25 minutes or more?
Maybe this isn't true but in comparison to League they say the games can last way longer and generally do???

If this is true, I cannot even dedicate more than 60 minutes to a game in league and I generally hate playing for that long if I know we won't win the game because I'd rather much it seem close and only just lose based on a poor fight or so. Or win based on a good fight even though we were behind.
Game ends when either Ancient falls, so there is no timer. Sometimes you get 60 minute games, sometimes you get 15 minute games. My average game length for the past 20 games is 35 minutes.

My issue with Dota are the "Balanced" characters which I'm sure many people will say "git gud" or "Pick a counter noob" etc etc. There will always be those one or two fcktard characters that have broken ass mechanics. LoL has them too, It's not exclusive to Dota.

Just to give a bit of an Idea. Two caries,
Phantom assassin.
Throws dagger, potential to do tons of damage
Has evasion so a chance to avoid being attacked.
Has a blink that increases attack speed once cast.
Ulti give a chance to do massive crit, chance is relatively low though, so relying on luck to kill people.
Considered to be overpowered because of the chance of killing or nearly killing people with one auto attack.

Jugganaught
Spin to win: Spins with his sword doing damage around him, can move while spinning, can auto attack while spinning, Becomes magic immune(unable to be affected by spells)
Drops a healing ward. Heals all allies around it for a percentage of max life. Can control it, move it. Dies in one auto attack.
Passive critical strike chance.
Ult can be cast from a massive distance away from your target(Melee character) Becomes untargetable and invulnerable while doing it, strikes the target multiple times over a duration 3.5 seconds. attack modifiers on each hit. Crit, splash, anything else that has a chance on hit effect including items.
Overpowered because... well read his abilities.... He can dish out all the damage in the world without any downsides. Invulnerability, magic immunity.... He is a stupidly broken character.
I lot of heroes sound overpowered on paper, but they have ways to be played around. Not just in hero picks, but item pickups as well. Try buying specific defensive items that specifically screw over these carries. For example, Ghost Scepter is 1500 gold and stops all the damage output that Phantom Assassin can deal. Or if you need to kill her with a hero that relies on attacks, Monkey King Bar gives you True Strike on 75% of your attacks.

Also, while Juggernaut can attack while spinning, his attacks deal no damage to units (heroes, creeps). Even if the attack sound plays, the attacks deal no damage to heroes. The exception to this are items that have separate damage sources. Stuff like Diffusal Blade, Maelstrom, Skull Basher, Monkey King Bar.

I don't mean this in a bad way, and I know you even prefaced your post with people will say "git gud", but seeing as you consider these heroes overpowered just because of their skill set (and even got one of the skills wrong), I don't think you know enough about this game to label heroes overpowered. Juggernaut barely has above 50% win rate this week across the board (50.68%) while having a sub 50% win rate in Divine bracket (47.34%). Phantom Assassin is even worse, with 49.32% win rate overall and 43.72% win rate in Divine bracket. You can check stats here: Juggernaut - Melee, Carry, Escape, Pusher Phantom Assassin - Melee, Carry, Escape.

Compare this to actual strong heroes this patch such as Drow Ranger (55.31% overall, 55.82% in Divine) and they don't seem as overpowered as you claim.

With patches heroes fall in and out of favor, with some getting buffs making them very strong or nerfs that throw them in the dumpster. I'm certain the same thing happens in LoL.
 

D3TTOL

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Game ends when either Ancient falls, so there is no timer. Sometimes you get 60 minute games, sometimes you get 15 minute games. My average game length for the past 20 games is 35 minutes.


I lot of heroes sound overpowered on paper, but they have ways to be played around. Not just in hero picks, but item pickups as well. Try buying specific defensive items that specifically screw over these carries. For example, Ghost Scepter is 1500 gold and stops all the damage output that Phantom Assassin can deal. Or if you need to kill her with a hero that relies on attacks, Monkey King Bar gives you True Strike on 75% of your attacks.

Also, while Juggernaut can attack while spinning, his attacks deal no damage to units (heroes, creeps). Even if the attack sound plays, the attacks deal no damage to heroes. The exception to this are items that have separate damage sources. Stuff like Diffusal Blade, Maelstrom, Skull Basher, Monkey King Bar.

I don't mean this in a bad way, and I know you even prefaced your post with people will say "git gud", but seeing as you consider these heroes overpowered just because of their skill set (and even got one of the skills wrong), I don't think you know enough about this game to label heroes overpowered. Juggernaut barely has above 50% win rate this week across the board (50.68%) while having a sub 50% win rate in Divine bracket (47.34%). Phantom Assassin is even worse, with 49.32% win rate overall and 43.72% win rate in Divine bracket. You can check stats here: Juggernaut - Melee, Carry, Escape, Pusher Phantom Assassin - Melee, Carry, Escape.

Compare this to actual strong heroes this patch such as Drow Ranger (55.31% overall, 55.82% in Divine) and they don't seem as overpowered as you claim.

With patches heroes fall in and out of favor, with some getting buffs making them very strong or nerfs that throw them in the dumpster. I'm certain the same thing happens in LoL.
I've got about 900 hours on the game.
I'm no where near as competitive as I used to be. I mute my team mates almost every game.

Just curious which ability I got wrong?
Pa can be countered, I know that. Last night I played with SD with scepter and broke her passive evasion and bristle's passive as well. Though her lucky one hit wonders can be extremely annoying.

I'm going to disagree with jugga though. He is broken, he has way too many pros and not enough cons. At least PA is based off luck. Then there is meepo, arc warden and voker. All broken as hell.... If you can play them, well meepo's massive downside being one dead meepo means they all die. Where arc warden... Well I hate the fact its a literal copy and it can use items as well. Effectively making it a 6v5 but you have to be good at micro managing so I'm not going to say he's broken as those epic players are few and far between and they are just better players than I am.
 

Benjin

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Just curious which ability I got wrong?
This one.
Jugganaught
Spin to win: Spins with his sword doing damage around him, can move while spinning, can auto attack while spinning,
As I mentioned, the attacks do no damage. So I guess technically you were correct in that he does attack, it just doesn't do anything unless you have an item with a separate effect (for example, Eye of Skadi still slows, Diffusal Blade still burns mana and deals damage based on mana burned, Maelstrom can still proc Chain Lightning, etc).

I'm going to disagree with jugga though. He is broken, he has way too many pros and not enough cons.
If this was true he would have a great win rate, maybe even in a specific skill bracket. But his highest win rate is 52.35% in Archon bracket (roughly 2k-3k MMR) and it just plummets from there.

If you want some cons I can list a few:
  • Weak starting damage. Only starts with 48-52 damage. Compare this to heroes he will lane against such as Mars (58-66 damage) and it's easy to see that he will lose the last hitting battle. Doesn't matter if you buy Quelling Blade if the enemy does the same.
  • High cooldown, high mana cost spells early. Blade Fury (spin to win) has a 42 second cooldown level 1 and 34 second cooldown level 2. This gives you a huge window to bully him while his magic immunity and early damage source is on cooldown. It also costs 120 mana level 1 and 110 level 2 (decreases as you level). Starting mana pool is 243, meaning he has to spend money on mana regen if he wants to cast it more than twice. Healing Ward is 60 second cooldown with 140 mana cost at all levels. Again, he can't spam it and if you kill it quickly you have a huge window to bully him.
  • Healing ward movement speed is 350 and dies in one hit. Incredibly easy to kill because of this, plus it gives 75 gold and 75 experience when killed. Super valuable early game to kill this.
  • Blade Fury is trash late game apart from spell immunity. It does 160 damage per second (260 if you take the talent), which is nothing compared to his late game attacks.
  • His agility stat gain is poor compared to other agility carries. He only gains 2.8 agility per level. Compare this to other agility carries such as Terrorblade, Morphling and Medusa (4.8, 4.3 and 3.9). It's clear that late game he will lose to these heroes, simply because they have a lot more built in damage.
  • Omnislash, his ultimate, is only good if you only have a few units to jump to. Doing it with creeps or summons around means that he has a better chance of going off on the other units than on you. You can also group as 5 to share the damage and kill him right after it ends.
  • Omnislash is also very easy to disjoint with specific heroes or item pickups. Anti-Mage, Queen of Pain, Phantom Lancer etc all have built in ways to cancel the ultimate. Failing that, item pickups such as Eul's Scepter of Divinity or Ghost Scepter completely nullifies the damage. Cast range is also at 350, which is quite short (shorter than most range hero attacks).
If you want to counter Juggernaut, pick heroes that don't care about Blade Fury early (either can escape from it or has high HP) and can contest him in lane. His spells cannot be spammed and he cannot last hit with his poor base damage.

Anyway, my main point is it's easy to list pros and cons of a hero and either declare him good or bad based on that alone, but that doesn't mean he is actually good in game. It's fine if you personally struggle to deal with Juggernaut or find him to be broken, but that isn't enough to claim that he is overpowered, especially when the stats show otherwise.

Then there is meepo, arc warden and voker. All broken as hell....
I'm not going to go into detail about these heroes (unless you want me to), but again they have ways to be played against. The main problem with them is that if you are facing someone that is more skilled than you and they can play these heroes, they will completely dominate the game. There is a reason why Meepo is played by boosters a lot since they can easily and quickly win games with him. But again, this isn't enough to label the hero as broken. They are just easy to win with if you can play them and you are more skilled than everyone else in the game by quite a fair margin. If everyone is equally skilled, then they all have drawbacks that can be abused, same as any other hero.

EDIT: To add, while I personally haven't played LoL, I'm sure there are specific heroes preferred by boosters/smurfs as well to completely take over a game, so it's not a unique issue to Dota alone.
 
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D3TTOL

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This one.

As I mentioned, the attacks do no damage. So I guess technically you were correct in that he does attack, it just doesn't do anything unless you have an item with a separate effect (for example, Eye of Skadi still slows, Diffusal Blade still burns mana and deals damage based on mana burned, Maelstrom can still proc Chain Lightning, etc).


If this was true he would have a great win rate, maybe even in a specific skill bracket. But his highest win rate is 52.35% in Archon bracket (roughly 2k-3k MMR) and it just plummets from there.

If you want some cons I can list a few:
  • Weak starting damage. Only starts with 48-52 damage. Compare this to heroes he will lane against such as Mars (58-66 damage) and it's easy to see that he will lose the last hitting battle. Doesn't matter if you buy Quelling Blade if the enemy does the same.
  • High cooldown, high mana cost spells early. Blade Fury (spin to win) has a 42 second cooldown level 1 and 34 second cooldown level 2. This gives you a huge window to bully him while his magic immunity and early damage source is on cooldown. It also costs 120 mana level 1 and 110 level 2 (decreases as you level). Starting mana pool is 243, meaning he has to spend money on mana regen if he wants to cast it more than twice. Healing Ward is 60 second cooldown with 140 mana cost at all levels. Again, he can't spam it and if you kill it quickly you have a huge window to bully him.
  • Healing ward movement speed is 350 and dies in one hit. Incredibly easy to kill because of this, plus it gives 75 gold and 75 experience when killed. Super valuable early game to kill this.
  • Blade Fury is trash late game apart from spell immunity. It does 160 damage per second (260 if you take the talent), which is nothing compared to his late game attacks.
  • His agility stat gain is poor compared to other agility carries. He only gains 2.8 agility per level. Compare this to other agility carries such as Terrobalde, Morphling and Medusa (4.8, 4.3 and 3.9). It's clear that late game he will lose to these heroes, simply because they have a lot more built in damage.
  • Omnislash, his ultimate, is only good if you only have a few units to jump to. Doing it with creeps or summons around means that he has a better chance of going off on the other units than on you. You can also group as 5 to share the damage and kill him right after it ends.
  • Omnislash is also very easy to disjoint with specific heroes or item pickups. Anti-Mage, Queen of Pain, Phantom Lancer etc all have built in ways to cancel the ultimate. Failing that, item pickups such as Eul's Scepter of Divinity or Ghost Scepter completely nullifies the damage. Cast range is also at 350, which is quite short (shorter than most range hero attacks).
If you want to counter Juggernaut, pick heroes that don't care about Blade Fury early (either can escape from it or has high HP) and can contest him in lane. His spells cannot be spammed and he cannot last hit with his poor base damage.

Anyway, my main point is it's easy to list pros and cons of a hero and either declare him good or bad based on that alone, but that doesn't mean he is actually good in game. It's fine if you personally struggle to deal with Juggernaut or find him to be broken, but that isn't enough to claim that he is overpowered, especially when the stats show otherwise.


I'm not going to go into detail about these heroes (unless you want me to), but again they have ways to be played against. The main problem with them is that if you are facing someone that is more skilled than you and they can play these heroes, they will completely dominate the game. There is a reason why Meepo is played by boosters a lot since they can easily and quickly win games with him. But again, this isn't enough to label the hero as broken. They are just easy to win with if you can play them and you are more skilled than everyone else in the game by quite a fair margin. If everyone is equally skilled, then they all have drawbacks that can be abused, same as any other hero.

EDIT: To add, while I personally haven't played LoL, I'm sure there are specific heroes preferred by boosters/smurfs as well to completely take over a game, so it's not a unique issue to Dota alone.
I did say that meepo, voker, arc warden are broken bus usually only because the people who play them can play them compared to someone like me who sucks with them.

You can point out the mana costs and cds, jugga doesn't need much to kill. And at lvl 6 do you have a ghost scepter or euls? Spin to win early, bkb, crit, basher, skadi late and usually at that time you can't fight him.

LoL certainly has those characters that stomp. For example there is a dude called yasuo, who can get his crit chance up to 100% with two items where every other character can get around 50%-60% crit chance with two items. He's banned a lot for obvious reasons.

Anywho, I always nominate jugga for a ban. I can deal with the vokers, meepos and even the pudges that dominate because they are usually better players.

But you could possibly agree that the more pressing problem with dota and LOL are the communites.
 

Benjin

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At level 6 his attacks deal no damage and he barely has attack speed, meaning Omnislash tickles. He also still has to use it on you alone for him to get the full effect out of it. If any other units are nearby it's next to worthless. Compare this to say Lion who gets a 600 magical damage at level 6 and Omnislash just sounds like garbage in comparison.

EDIT: Again, on paper Juggernaut sounds like a monster late game but it's not exclusive to him. A 6-7 slotted Medusa, Slark, Terrorblade, Anti-Mage, etc can all be incredibly strong late game and hard to deal with.
 
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