Permanently Deleted

  • Beetle_O_Rourke
    ·
    3 months ago

    In pickup mobas it is inevitable that ~1/3 of matches are straight up lost on the character select screen.

    • HexBeara
      ·
      edit-2
      2 months ago

      deleted by creator

    • EnsignRedshirt [he/him]
      ·
      3 months ago

      Love to spend 40 minutes executing a single round of very convoluted rock paper scissors.

      • HexBeara
        ·
        edit-2
        2 months ago

        deleted by creator

      • Beetle_O_Rourke
        ·
        3 months ago

        If it's a hard counter and not just a skill issue, it'll be over in about a half hour, but that's a nitpick. Point taken.

      • Beetle_O_Rourke
        ·
        3 months ago

        I was more talking about generalities like picking lategame powerspikes into a push lineup, or similarly drafting single target control exclusively against a mobile core and a save support.

              • Beetle_O_Rourke
                ·
                3 months ago

                I haven't played nor watched league enough to make an informed comparison.

                The biggest difference design wise are

                -variable turn rates making kiting harder, which opens up the design space for melee adcs without a dash -denying giving reduced xp, which makes lanes with large skill gaps absolute blowouts -most abilities are smartshot, which de-emphasizes mechanical skill in favor of macro knowledge on when to push your buttons -woods does not spawn for the first minute, meaning that dedicated jungle isn't a thing.

                The entire roster is free without any grinding, which is what made me get into it over league ten years ago.

                Here is a guide for making the LOL>DOTA switch written by the most popular third party stats site:

                If you understand csing, and the general concepts of vision and timings, you are over the majority of the hard part, and will likely calibrate at a higher rank than me.