![]() ![]() Besides that, the existence of teleport scrolls that allow you to defend your towers or punish a tower dive also allows you to react and assist other lanes. This can be attributed the mechanics such as creep pulling and creep stacking which allows the team doing trilane to make up for the shared experience between three heroes. More heroes are viable and balanced in Dota 2 partly due to the greater flexibility in laning. On the other hand in Dota 2, there are a lot more different positions compared to Lol/Smite such as Duo Mid (1-2-2), Traditional (2-1-2), One Jungler (1-2-1-1, most similar to league), One Roamer (1-2-1-1 as well with the difference being the hero roams the map for kills to create space for the mid and safelane rather than farm the jungle which can weaken a lane), Duo Roamer (1-1-1-2, all lanes are weaker in lane presence with the tradeoff being they get solo experience with two aggressive supports roaming), Trilane (1-1-3, Aggresive or Passive Trilane) and Abandoned Offlane (0-1-3-1 where the offlane is completely left empty due to a strong duo or trilane on the opposing team). There are also factors such as the ban/pick phase difference and the more rigid positions in LoL that may limit the viability for different playstyles and hero picks (typically it is 2 (AD, Support Bot) -1 (AP mid) -1 (Tank Off) - 1 (Jungler), with a possibility of double junglers in LoL). To compare between Dota 2 and LoL pick diversity, LoL has 64 out of 131 champions picked for LCS. Number of Heroes Picked in Dota 2's Recent Major Tournament in the past 4 months (as of July 2016) is 86/111 heroes picked and 100 out of 111 heroes picked. It's very well-balanced Gameplay is balanced in the sense that while other MOBAs would have only around 30-60 viable picks for the competitive scene, Dota 2 has heroes and strategies in the game that are more varied, which enables more heroes to be picked in the competitive scene. Not technically 'impossible', but it might just be easier to settle on building a bridge for now. "Surviving for 100 years" is like "curing cancer". Make small, simple goals that you know you can complete. What goals you set in the game are up to you. There is no victory, only glorious deaths. Don't dig too far down, or something scary will follow you back up. Wall off your fortress, or a necromancer will your lunch against you. Don't tell your dwarves to fish they don't know how to swim. The entire game acts as a massive learning experience. Some of them are humorous, but most are a lesson. Everything from harpies to dangerous man-eating carp is everywhere. After playing this game long enough, you'll realize why dwarves don't like going outside. There are a lot of ways for dwarves to die. Starvation, riots, goblins raiders stealing your babies, goblin war parties stealing your lives, elephants, vampires, werewolves, werebears, werebadgers, carp, digging into an aquifer, digging into lava, digging into the nesting area of a Forgotten Beast, selling wood to hippies, insanity, drowning in knee-deep water, and being attacked by your own dismembered finger. Wall off your fortress or a necromancer will make your lunch attack you. ![]() Lots of ways to die, no ways to win Starvation, riots, goblins raiders stealing your babies, goblin war parties stealing your lives, elephants, vampires, werewolves, werebears, werebadgers, carp, digging into an aquifer, digging into lava, digging into the nesting area of a Forgotten Beast, selling wood to hippies, insanity, drowning in knee-deep water, and being attacked by your own dismembered finger. ![]()
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