Dota 2 is better than League of Legends.

1. Graphics Since Riot games, is trying to update its graphics, I believe they are aware of how the graphics are outdated(1). 2. Tribunal Even the people who are supporting your claim, agree that the problem is with the players.(2)3. Unskilled Player as a reportable offense.Your match making ranking is affected(3). 4. Character Aesthetics All skins in Dota 2 can be obtained free, after any game, and all these items can be traded, even after you use them. This, compared to League of Legends, where only some skins are available via codes, and cannot be swapped after use. Also, you may not see this as relevant, but a lot of people consider character aesthetics as an important aspect of the game.5. "Pay to win" vs. "Play to win": RunesMy opponent is basically saying that it is less problematic early on, and yet it clearly still exists as a problem. The problem is compounded later on, when the runes are far more expensive(up to 2050 IP), and having a full set of runes that are just as good as someone else, becomes more difficult, and requires more games. In a situation where two players have played the same amount of games, the same amount of time, and are equally skilled, and are both level 20 and have purchased the same champions using IP points, one player can purchase more, and better runes, if one has an IP booster and the other does not. This fact remains unchanged. It is still pay to win. 6. "Pay to win" vs. "Play to win": Heroes It would take at least 12 weeks to play all champions for League of Legends. This is assuming that no champions are rotated twice, which is rarely the case. In Dota 2, it could be done in a week or two, easily. Also, only 11 of the 119 champions currently out, are available for 450 Influence points.(4) That is compared to 32 champions that cost 6300. That is almost three times the number. In fact, combining the two cheapest costing champions(450 IP and 1350 IP), compared to the two higher costing champions(4800 IP and 6300 IP), the higher cost champions outnumber the lower ones, two to one. 7. "Pay to win" vs. "Play to win": New Heroes“There is as much cheap champions than expensive champions in the highest tiers of the game.” The most played champions for the Diamond league(The highest ranking tier in the game) for the past month, have the following Champions, with their IP costs shown next to them(5): 1. Janna 1350 IP 2. Lee sin 4800 IP 3. Caitlyn 4800 IP 4. Ezreal 4800 IP 5. Vayne 4800 IP 6. Jarvan 4800 IP 7. Nami 6300 IP 8. Sona 3150 IP 9. Graves 4800 IP 10. Blitzcrank 3150 IP With the Diamond league in the past month, there are ZERO champions in the top 10, or even top 20 most used heroes, that cost 450 IP, and in the platinum league, there is ONE hero(Ryze), which costs 450 IP, in the top 20 champions of the past month, compared to 7 champions that cost 6300 in the top 20 for the Diamond league. If 450 IP Champions are as good as the 6300 IP champions, they would be used more frequently by the highest tier groups. 8. Game Mechanics: Character Viability and Snowballing“They don't look as specialized because of how the games are balanced.” If the games are snowballing, then clearly, the games are not balanced. The heroes are, and that's the problem that produces an imbalance and contributes to snowballing. Dota 2 actually has heroes that are highly specialized and more numerous than LoL. “Opponents will get strong by buying items, not by getting gold. So the result of the comebacks depends mainly if the opponents bought their items with the gold they won.” This is absurd. Items are bought using gold, so getting gold is necessarily tied to getting stronger. Furthermore, is my opponent really suggesting that a team would not buy items with the gold they won, and instead, let their Gold keep stacking, without buying anything? “About the study of teamliquid. It is outdated. It is from 2012 and only takes into account games from the MLG and Dreamhack.” I wouldnt call 2 years as outdated, as LoL was released in 2009. Furthermore, MLG and dreamhack are both major tournaments with a large prize money pool.“And it is outdated, not only because it is from 2 years ago, but because riot changed the snowballing the last year.” The article(6) my opponent cites, clearly states at the end of the Snowballing section: “Whether that's a good thing or not we won't yet know.” In other words, whether this will actually fix the snowballing issue, is still uncertain, because it has only just been implimented this season, and still is. 9. Game Mechanics: New heroes and balancing issues“Now Pro claims that "New heroes are always imbalanced" and not most.” In the previous section, I was referring to how most of them were imbalanced in terms of being overpowered, and the rest being imbalanced towards being too weak. I thought it was obvious when I specifically addressed how they “tend to be overpowered”. They are always imbalanced, and most of them are imbalanced towards being overpowered. “So basically what seems balanced or imbalanced by solo queue players don't matter much and a lot of times is not true.” Riot consistently needs to re-balance it's champions, which is clear, even in the season 4 patches in a one month period alone, where a total of 20 champions were changed to balance them out. Dota 2 has had zero champions changed since the beginning of the year. 10. Game Mechanics: Denying Denying does add options on how to control the lane. It is necessarily an extra, additional option as to how you go about controlling the lane and controlling whether your opponent gets more exp/gold. Also, no, the best thing you can do to control the lane is to last hit enemy creeps, and gain exp and gold. Denying prevents your opponent from getting as much exp, but whether it prevents them from getting gold, depends on whether your opponent is actively trying to last hit. But killing enemy creeps, necessarily adds gold and experience. And yes, Denying is certainly optional. A player isn't forced to deny, or lose. Games are not determined by which side has the most denies. 11. Game Mechanics: Penalty for Death“in LoL you would not be able to reach the point where you can kill the carry because the snowballing at the start of the game would be higher.” So the reason this wont work, is because the game snowballs so hard. This, after you said that Riot fixed the snowballing problem? I suggest you follow your own advice, and be careful with what you write. Furthermore, is my opponent suggesting that the game snowballs so hard, that even ganging up on the hero, 3v1, would not work?“If you don't get the items in the first place, you will have problems against those who have items.” Even if you get the items in the first place, if your opponent gets better items, you will still have problems against your opponent. This is why losing gold on death, helps fix this problem. Losing gold, sets your opponent back. Not losing gold, at best, only stalls your opponent. You necessarily have a better chance at winning when you are on the losing team, if your opponent loses gold on death. 12. Game Mechanics: Terrain advantages Since tree mechanics, actually provide more options, as does ramp mechanics(as opposed to simple line of sight blocking in jungles, which Dota 2 also has), therefore, my point stands. There are more options, and jukes are more meaningful in Dota 2 because of the larger number of options. 13. Game Mechanics: Teleportation back to base Since abilities in LoL cost less mana and have shorter ability cool-downs, this necessarily makes it less punishable than Dota. There are even skills in LoL that cost nothing at all, like Renekton's skills. “And there are also a lot of other types of resources that creates different scenarios related to harassment and control of lane.” And yet, Dota 2 has more. Everything that LoL has, Dota 2 has as well, and then some. “About the late game importance of TP scrolls, I don't see how is it would a reason Dota 2 is superior than LoL.” It helps balance the game out. It allows the losing team to gain a tactical advantage against the stronger, winning team. You might as well be asking why snowballing is a bad thing. “Taking teleport to have its advantages costs a huge summoner's spell slot” Recall is given to all champions, and does not take a spell slot. I suggest my opponent read the argument I am making, more carefully. TP is useful for a team that is pushing, because it lets them return back to base to heal, and deal against an opponent who is pushing a lane near their base. This is the same mechanic as Recall. Sources: 1. http://na.leagueoflegends.com... 2. http://forums.euw.leagueoflegends.com... 3. http://forums.na.leagueoflegends.com... 4. http://leagueoflegends.wikia.com... 5. http://www.elophant.com...