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My friends play league and they’re pretty good. They’re in the serious competitive ranks (like diamond nova poopoo rank or whatever). They all fucking hate it lol
To those who might still not get the joke, we are barely exaggerating about how awful :gamer-gulag: are
It is just like edging for gamers. When clicking cookies has lost it's appeal the feeling of suffering for your dopamine can perovide a new experience.
So given the length of the games, some 40 min, and the fights themselves being actually kinda fun for for several secconds in a row. You enter the perfect skinner box. The random reward skinner box is the most rewarding for animals. And produces the largest addiction. The people who hate it but can't stop honestly hate it and can't stop. It just just as much an addiction as a slot machine. Then they put slot machines and grinds in the game on top of that.
Loanly alienated people with the strongest addiction mechanics possible and a society devoted to them.
That being said I like pokemon unite because it has the fun parts of that but matches are five minutes so you don't lose your entire life to it.
Everything experience OP has had with League I've had with dota.
Mobas are just bad games.
It's almost as if it is a poorly conceived mod of a much better game.
It's the sheer length of matches imo. HotS sucked ass for a lot of reasons but even drawn-out matches were like 20 mins and the vibe was way better.
I played league for 8 years, got to the top 1% of players, and was only able to properly quit when I got permabanned.
I would say the reason it's so hard to quit is because it's psychologically designed to keep giving you small bursts of happiness.
Every time you kill a minion the little sound plays and the gold animation appears. Your brain gets a little stimulus reward.
Fighting enemy champions is also incredibly adrenaline inducing.
If I was studying psych I could probably legit write a thesis on this specifically.That's absolutely what happens in league yeah, you put it much more eloquently
MOBA are objectively worse than RTS. get good and stop blaming your team.
Don't even remember the last time a RTS really pulled me in, SC2 beta maybe.
I don't know. I played it to spend time with friends for a couple years. Then I realized single-player games didn't make me sad like League constantly did. I quit and never went back
Anyways play DOTA 2
I feel obligated as a reformed DOTA 2 player with nearly 5,000 hours in the game to say: "Not playing MOBAs at all is also a viable strategy, and I whole-heartedly endorse it"
spoiler
Also how can LoL be good if I can't rush radiance on Spectre? Checkmate libs.
at least dota makes me feel alive while it crushes my soul though :chefs-kiss:
I miss radiance PL when his illusions were still busted :deeper-sadness:
Yeah, Old PL was goofy busted and alot of fun though I pretty much always did a diffusal blade build on him.
Didn't get too wacky with him because I was busy perfecting my safelane support Zeus and offlane Warlock game
Diff was always great. I ended up playing a lot of hypercarries at that time since no one I played with understood what farming or last hitting meant so I had to do the heavy lifting. But that lategame 1v5 as I dragged my friends to victory was just :chefs-kiss:
I loved the flexibility of how different heros could be played in different positions and still do decent. Support alchemist, carry venge, etc
It runs on like any computer which is a big plus. I enjoy the gameplay, but maybe I'd like dota 2 more if I gave it a chance.
That being said every time I try to get back into it I just uninstall it a week later because of how fucking insanely toxic it is
I can't play League because I can't stand the control style. Clicking for movement feels like I'm playing an RTS. I don't feel like I am the character, I feel like I'm a person issuing commands to a character that is not me.
This disconnect ruins immersion for me and ruins my ability to play it.
If it had WASD movement I would have a completely different experience.
I like Smite. Even if its monetisation sucks, seen worse.
The thing is that I like RTS games. That control system works for RTS games because the entire intent of it is to make you feel like a commander issuing orders to troops. It exists literally for the purpose of immersion in an RTS game.
In a moba? It doesn't work as a control scheme at all. It functions as a barrier to the immersion of you as being the character. The point in a moba is that the hero IS the commander of the units attacking the enemy towers and you are that commander.
The control scheme bothers me enough to just rip me out of the game. Mobas with WASD (or joystick) for movement I can enjoy as I feel properly connected with the character I am supposed to be.
I genuinely can’t stand the click to control scheme. It took micro-ing, an emergent and annoying feature of RTS, and made it the entire basis of a control scheme.
In RTS, there’s necessarily a layer of abstraction over combat, to enable control of more than one or two entities. It makes sense that you just click, and the entity auto moved and auto-attacks. It’s an unfortunate side effect that players could get an advantage by wringing every last degree of control out of that control system.
The problem is it feels terrible. Any other control scheme gives more granularity of control. With micro, the control scheme itself is the challenge. Don’t get me wrong, there’s a time and a place for that sort of thing. I like QWOP, Surgeon Simulator, and Getting Over It as much as anyone else. But it’s a novelty, not the basis of a strategic multiplayer game.
I agree but I don't know how you solve it without locking out player control after a combat engagement has started. One idea I had a while ago was that instead of allowing the player to control units in combat what you do is have one extremely simple "retreat" option. Either the units are engaged in combat or the units retreat from combat to a safe location. This would eliminate combat micro.
The casual side of the RTS audience that doesn't micro anyway will probably like this while the competitive side that has developed with micro existing will hate it.
That might have helped, although then you have the problem with marketing. The entire point of a diverse cast in these games is that new characters function as tools to try and appeal to new audiences and markets. You create new characters that have appeals to certain types of things people like in order to bring in the weebs, or bring in the edgy kids, or bring in lgbt people, or bring in the trolls, etc etc. This character marketing relies on people identifying with the persona and fantasy of the character.
If you're a summoner and not the character, you lose some of the marketing effect of this because characters stop being identities to players. That'll be a major part of why they cut that out.
I like Smite. Even if its monetisation sucks, seen worse.
outside of cosmetics, how? unless they removed the godpack, i quit that trash game when they torpedoed their own esports scene
I don't play the esports and don't know how anyone could subject themselves to that. Just load it up every few weeks and have a bunch of games. I hate the large "traditional" map in mobas. I play Conquest and Joust.
I think a major reason I like Smite is that I can get into character with several characters too, and since there's A LOT of characters there's actually quite a few characters I personally like to play. I find in some mobas I don't really identify with any characters at all and that takes a tonne of interest out of playing the game for me. I play Amaterasu, Athena, Jing Wei, Khepri, Serqet, Morrigan and Skadi a good amount but Chang'e is my main. There's just a huge number of genuinely likeable female characters that I can really get into the fantasy of.
I'm also a big off-meta player in fighting games and sort of relish playing things that aren't supposed to work but do because the player has a style that makes it work.
Chang’e mid or solo was my bae. My ping was always too bad to jungle or adc but I think I had diamonds on all the others
Getting 1 single level ahead, timing invincibility perfectly and then just utterly tanking everything while moving behind and in circles around an opponent that can't track you properly because your attacks hit all around you while healing just makes their attacks utterly ineffective. Hnnnnng.
Being utterly impossible to kill and wasting several minutes of multiple opponent's time also gave me life force, you could run forever and they would always chase.
dota is legitimately much better as a purely competitive game whereas hots and smite are better as casual games. lol occupies a weird middle ground where it doesn't really fulfill either that well and really is only going off momentum at this point
i personally never liked it that much because i dont think ive ever liked any blizzard game that much, but i respected it a lot for having its own vision and its a shame what happened to it. idk it was good but it just didnt click with me
The power of skinner box psychology
Anyways play DOTA 2
I agree, dunno why the silly watered-down kids version is so popular. It's very similar in toxicity though.