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DOTA has an abundance of crowd control skills and most of them are either AOE or point and click spells. At the same time, they also have slower cast times and longer crowd control durations, which make it easier to stack and harder to get out of. Because of this DOTA players emphasize positioning above all and utilize either inherent hero escape spells or buy items that help you disengage (i.e. Heaven's Halberd).
But League of Legends on the other hand has the same amount of crowd control based skills if not more, but most of them are not point and click but skill shot based, giving squishy carries the ability to juke it. Couple that with the fact that LOL kiting mechanics is much more fluid than in DOTA, as you cannot turn immediately in DOTA and have to stop in order to attack. Whereas in LOL the amount of time you can turn then attack then turn again does not take too long, and depending on how fast your mechanics are, you can attack in the same attack speed while kiting as when you are stationary. The AOE crowd control also has smaller range which means it needs more skill to land and is easier to evade. Every crowd control spell in LOL has a very short cast time which makes it harder to cancel compared to DOTA and it also has more limited range when compared to let's say Faceless Void's Chrono to Ornn's ulti. It also has a shorter duration, which makes stacking crowd control and capitalizing on a stunned enemy much more difficult in LOL.
League doesn't have the same item flexibility as DOTA has, which makes item dependent champions rely on team composition, personal mechanics, reaction time and split decision making than DOTA's slower paced style of gameplay. DOTA also lacks a lot of emphasis on the jungle, whereas league of legends can be determined by how well your jungler affects the map. One camp stolen or a single ward can determine the early to mid game since LOL games are shorter compared to the slower paced nature of DOTA.
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