Dota 2 is Better than League of Legends

I will respond to all of your arguments for each game. I. Learning Curve "It's great that Dota 2 sets up controls like LoL, but I fail to see any crazy advantage here. Sure, it saves you maybe 5 minutes of setting up the controls, but that's about it. Plus, many people who play Dota 2 as their first Moba won't find any advantage out of that option. " But the thing that sets it apart from the other MOBAs is that the convenience is there if you need it. They try to adjust the settings to your liking so that you become used to the game faster. It's been shown that people work better in a more comfortable environment, or an environment that they're used to. If the option is there from those converting from one MOBA to Dota, whether it be League or another, they feel at least a bit more comfortable before beginning to learn the game. And I agree with your second half of the argument. For those who are new, the option is pointless, with no need. So they will get used to the controls Dota 2 itself has to offer. Or better yet, create a set of controls that feels comfortable to them! I use the SERT keys to replace QWER, and use other letter keys near those to activate my items. And it feels so much more comfortable because everything is together in one place. So new players can just find what's best suited for them in the options. "If you take up a task that's hard, then it will take a long time to perfect your skill, and thus it will be more rewarding. That logic makes sense. But also, if you take up the easy task, it still takes a lifetime to actually master it, and become good at it, and still it will be very rewarding when you achieve your goal. " Again, my opponent makes his point clear, and it is indeed a good point. Both would be happy. However, this is where problems start to occur. Imagine another scenario. A three year old presses a key on a piano. He is happy that he was able to accomplish such a task. Five year old him is happy after learning his first easy song on the piano. 20 year old him is happy after mastering multitudes of Beehtoven's old masterpieces. The trend here is that the piano player's skill level increases, as does his standards. He doesn't find it rewarding to do the simple things, because they simply don't have any real challenge or fun associated with them. The same concept is applicable in these two MOBAs. If a League player is continually dominating every one of the matches he plays in, he won't find any challenge in the game, and won't find it fun. After all, challenge is the reason MOBAs exist. The player strives to show his true power against players equal or better in skill compared to him. It is a true test of what he has learned over his time in playing the MOBA. And if you find a good challenge, and you play well, you have fun. This is why I switched to Dota 2. I was doing really well in LoL, and the opponents weren't much of a challenge anymore, except for the occasional match. Starting a new and fresh MOBA inherited more challenges with it, and the feat of overcoming the obstacle and learning a new game made me happy that there was actually a challenge awaiting me. II. Graphics/Popularity In this argument, my opponent states the reason LoL has worse graphics, and comes back to my old idea of graphics do not define if a game is good or not. Well, as I stated in my previous argument, when a game is played as much as LoL, they could have at least attempted to improve the state of their map. It has been essentially the same map since the start, with NO ATTEMPT to change it graphics-wise for about 4-5 years. I understand your argument about the engine and its capabilities, but that could have been refined and improved upon as well before the SR change. And finally, when Riot actually did announce the graphics change on their map, I liked it a LOT more than the old map. They actually ATTEMPTED to try and make an improved map for the community! I resume my case from the previous argument: If a game is played as much as LoL, Riot Games should have noticed that their map and graphics were outdated, and they should have worked to improve it. And while they are currently working on VUs for characters and the new map update, their ability icons as well could be greatly refined on, as they do not look like the standard a game as popular as LoL should be holding. III. Strategies Denying: My opponent states that he agrees denying is a skill players have to learn and master. He also states that it is possible for a lane to go without denying, which is also true. However, I don't agree with how he said it limits gameplay if you don't get punished for executing a deny. Most MOBA players in the competitive scene analyze and study their opponents, learn their weaknesses, and punish them for said weaknesses. In lower levels of play, most new players don't punish players for doing tasks that should be punishable. If one player gets too risky for a last hit, you could kill him, but your carry says you can't, so you don't. Then you grow into the game thinking about which deeds are punishable and which aren't. Then when you get to a ranked/competitive scene, people absolutely dominate you because you get too risky and think it's an OK thing to get a little too deep into enemy territory if it's for a deny/last hit. Denying, does, in fact, PROMOTE gameplay instead of hinder it. Valve gives us the possibility of such a mechanic existing so that those playing actually use it to their advantage. The advantages of denying: You deny the enemy gold. You deny the enemy XP. You may lead them into a trap for a last hit, deny the minion, then kill the overextender. All of these reasons are GREAT reasons to deny, so when you say denying limits gameplay, I don't understand your reasoning. It opens up a broad spectrum of options for you to do if you can't find a good last hit. And if all else fails, and you can't deny, you just harass the enemy for getting their last hits! The existence of denying allows players to creatively outsmart their opponents in other ways LoL can't do. Creep-Stacking: Creep-stacking is also essential for junglers who need lots of farm early on. It helps them to gain a boost over the other jungler if they decide not to do this. Let's say Lycan is jungling against an Enigma. The Lycan uses his wolves to aggro the monsters out of their spawn area, and when a minute hits, he has a second pair of creeps that he can easily take down! If he knows how to pull off this mechanic, he could easily be lots of gold ahead of the enemies, and pull of some ganks, and therefore cause his team to get ahead and win. This encourages newer players who aren't aware of this mechanic to grow in their understanding of In scenarios like this, where you have to learn and think creatively, I don't understand how you think such things limit gameplay when they do in fact promote it. IV. Popularity and Community I bring this up again for a reason many LoL players use to show their game is better. "Our game is more popular than yours, therefore it's better" is a lot of what I hear from those who argue about how LoL is better and this a very pointless reason to argue for your cause. Even if your game is more popular, that doesn't make said game better. As well, my opponent doesn't directly address my argument of how LoL has a worse community than that of Dota's. He just states how both have bad people in the communities. However, when I've played on LoL, just to have a fun game with my friends, there's always some whiner, whether it be on our team or the enemies', that always complains "omg team fed 1 kill gg" or something amongst those lines. I HATE playing with those people because they aren't fun and won't be quiet and actually play the game. And this is more so present in LoL than in Dota 2, which is why I prefer the community in Dota 2. Thank you for reading, and good luck in the next round. :)