this is only true at the very highest of levels and with very certain matchups (at least for league as that's the one I've played), most players are like me and get bored playing the same champ over and over and so they will pick random champs they're not good with, and even when they try to counterpick they don't know the champ they're playing well enough for it to be an actual counter if the other person plays the champ alot. Jayce was the only character I ever actually could main without getting bored, and I could beat every single one of his counter picks other than malphite (his only actual unplayable matchup that I permabanned), because they didn't actually know how to play the counter-pick and weren't comfortable with it, and so I could beat them, even though I was trash at jayce.
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.
which MOBA is this? league doesn't use these exact terms but I kind of get the gist, but even in league I used to win with terribly constructed team comps all the time because everyone was on a comfort pick and the other team wasn't
ok yeah I tried playing it a couple of times and I was so hopelessly lost, does individual skill with piloting a champ (or whatever they're called in dota) matter less in dota than in league?
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.
I sometimes play head games and make them choose a hero they thought I was gonna pick but then after getting my teammate to choose their hero, I choose the REAL hero I was gonna use the whole time. Simply the biggest brain. I know
In pickup mobas it is inevitable that ~1/3 of matches are straight up lost on the character select screen.
this is only true at the very highest of levels and with very certain matchups (at least for league as that's the one I've played), most players are like me and get bored playing the same champ over and over and so they will pick random champs they're not good with, and even when they try to counterpick they don't know the champ they're playing well enough for it to be an actual counter if the other person plays the champ alot. Jayce was the only character I ever actually could main without getting bored, and I could beat every single one of his counter picks other than malphite (his only actual unplayable matchup that I permabanned), because they didn't actually know how to play the counter-pick and weren't comfortable with it, and so I could beat them, even though I was trash at jayce.
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.
which MOBA is this? league doesn't use these exact terms but I kind of get the gist, but even in league I used to win with terribly constructed team comps all the time because everyone was on a comfort pick and the other team wasn't
I am a DOTA 2 player.
ok yeah I tried playing it a couple of times and I was so hopelessly lost, does individual skill with piloting a champ (or whatever they're called in dota) matter less in dota than in league?
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.
Draft is all about metagaming baybee.
I sometimes play head games and make them choose a hero they thought I was gonna pick but then after getting my teammate to choose their hero, I choose the REAL hero I was gonna use the whole time. Simply the biggest brain. I know
Love to spend 40 minutes executing a single round of very convoluted rock paper scissors.
Rock, paper, scissors meets chess
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.