Castanova
Prophet
If you invite a friend, they don't get any extra keys to give away. It's unclear how you obtain one of the "account + 2 friend invites" things. It seems like a lot of the website-based giveaways include friend invites, though.
SK paired with a strong support in f.e. Dazzle or even mentioned Lina can easily own the dual lane. Don't underestimate his stun + slow paired with other stun and/or slow. You can basically kill every hero. In addition, you can get farm, while support finishes off kills getting quick Arcane Boots for non-stop lane ownage.Played a few games. Played Lina in the first game and got paired up in the lane with a complete n00b who fed their carry. Poor guy was like 0-15 by the end of the game. Needless to say we lost.
Played Lich in the second game. For some reason my "skill rating" must have been pretty high relative to my team because it put me in the 2nd spot from the top. I went solo mid (for the first time ever) and the opposing solo mid was Sniper. He was pretty bad so I got fed and our team dominated. I went like 8-0-20 or something.
Last game I went Skeleton King and, despite getting raped in the lane early on, my teammates carried and I eventually geared up. We won easily. Skeleton King is like a tank-carry or something. He seems AWFUL in the early game. Slow-ass melee with crap damage?! Once I got an expensive life-steal weapon plus those gloves that buff you while draining your health, I was dominating though.
Edit: also, I enjoy the laning phase with all the last-hitting/denying. It's like a tactical mini-game that's sometimes fairly interesting. Of course it can be extremely frustrating if you're in a bad hero match-up and you can't even get close to the creeps.
Whenever he casts his ulti only you, just stand still (hit H or S) and hit him back. Or just buy a tp scroll and tp away. Have a mekansm on a team. He's shit tbh.Jebus, Bloodseeker is such a fucking beast. In my three games tonight, I played him twice and absolutely dominated both times. In the third game, someone played him on the other team and we had no chance against him.
What's the counter to that motherfucker? Winning the lane against him or else?
Jebus, Bloodseeker is such a fucking beast. In my three games tonight, I played him twice and absolutely dominated both times. In the third game, someone played him on the other team and we had no chance against him.
What's the counter to that motherfucker? Winning the lane against him or else?
Unfortunately, DotA has a massive learning curve.
Unfortunately, DotA has a massive learning curve.
Stopped reading right there.
Unfortunately, DotA has a massive learning curve.
Stopped reading right there.
Dota has an enormous learning curve, much higher the than classical competitive RTS games. This might seem counter-intuitive at first but becomes more clear when you get closer to mastering both genres' representatives (be it DotA, HoN you name it and simlilarly Warcraft, Brood War, Starcraft2 etc.). Before you stopped-reading-right-there'd me let me emphasize that I think traditional RTS games out of those two genres are superior as a competitive medium (e-sport). This doesn't change the fact that it's orders of magnitude harder to master DOTA than an RTS. MOBAs' impressive learning curve, as you probably realize, is not the reason MOBAs aren't the ultimate genre of choice of progamers around the world. But that's completely different subject I won't touch upon at this time. MOBAs reach the peak of complexity and depth even before a match begins - both on the hero selection screen and in-match countdown-to-start phase. This is where the meta-game plays out - something that usually absent in the RTS genre). The sheer number of possible combinations of heroes, item and skill builds, lane setups etc. is astounding. It takes enormous amount of time to learn every possibility, not to mention experiene them in action. What's more, the steepness of the curve is artificially increased by inflated game time required to finish a single game - from 15 minutes to over an hour. Be aware that, unlike in SC2, player is not given the opportunity to explore multiple 'builds' per game - those are usually cemented before the game has even started. This requires a lot of 'grind'.
Here's an example. Try to imagine that you are a complete noob and count number of cases where in-game experience is required.
In MOBAs very small things decide about overall performance during the game. Your success in the lane depends, among other things, on last hitting. To successfully do that you need to know (again, among other things) your and enemies' attack animation and damage range, attack speed, attack ranges, creep pulling patterns, attack animation canceling mind-games, harassment capabilities etc. (of every hero in game - that's 104 in dota and 99 in HoN). You can improve your last hitting (and denying) skill by having extensive knowledge of game mechanics - mechanics which aren't compulsory to understand but greatly increase your effectiveness. Imagine you want to master this game element. You have the opportunity to try out only one hero per game - what's even worse, you face different enemy every time (what if you get the 2v2 lane? or 1v2 or 2v3? So many possible hero combinations and every single one plays differently). Laning phase lasts usually ten minutes. For the remaining 40 you are unable to focus on that aspect. And it's just a simple example of simple activity, one of many.
Then, there is the teamwork. Mastering teamwork and communication skills in a 5v5 setup where avatar you control is fairly complex per se means the already breakneck learning curve achieves the steepness of a raging erection.
TL;DR version:
Steepness of the learning curve comes from two factors:
1) sheer amount of data that needs to be memorized first, and then experienced in game second, preferably multiple times.
2) complexity of team-based gameplay
I merely stated some of the MOBA's mechanics and compared them to those of RTS genre. If you feel intimidated by the number of words I used feel free to stick to the TL;DR at the bottom of the post. I stand by everything I wrote. Ease of getting into the game has nothing to do with the steepness of the learning curve. What's more, this implied easiness does not come from the lack of complexity. In my opinion it comes from the fact that it's a team based game (diluted responsibility) - it gives a newb an opportunity to be carried to victory by others. That's an attractive perspective given RTS' emphasis on 1v1. There's a tremendous difference between an entry-level player and a pro but unlike in other genres this gap is assured by in-game trivia that needs to be learnt. Entrant might be an RTS veteran/progamer yet without the vast knowledge of the game mechanics he stands no chance and can be as rage-inducing for his team as a random console peasant. And the only way of gaining said knowledge, additionaly to memorizing it all as you say, are countless series of ~40 minute matches. Hence the learning curve.Steve said:You are making the game more complex than it really is(seems to be a problem with all moba players), Dota and other "moba" games are very popular because they're so easy to access and even easier to play, even my mom could play one and do good in it, memorizing a bunch of stuff and coordinating skill usage doesnt make "complex" play.
Ease of getting into the game has nothing to do with the steepness of the learning curve
What's more, this implied easiness does not come from the lack of complexity. In my opinion it comes from the fact that it's a team based game
There's a tremendous difference between an entry-level player and a pro but unlike in other genres this gap is assured by in-game trivia that needs to be learnt
To master a MOBA game you are required to invest much more time than in the RTS genre
Non sequitur? The part after the "Nope" does not refute anything I wrote, in fact it seems we are in agreement. Maybe we have a problem with semantics here? From my perspective (easy, quick) 'getting into the game' means being able to successfully participate in the game's content right from the start. In MOBAs the course of the game is intuitive for a newb - you have a single avatar and a base to destroy. The learning curve is a separate thing from the above. It describes how difficult it is to improve your skills after the initiation. As I described extensively in previous posts, steepness of the learning curve comes from two factors both of which I recommend you apply to RTS genre for comparison:steve said:Nope, steep learning curve means the game is hard to learn and even harded to master which dota is not, you dont have to know all the little details to play the game and succeed in it.
1) sheer amount of data that needs to be memorized first, and then experienced in game second, preferably multiple times.
2) complexity of team-based gameplay
Yes and no. Which part of WoW? MMORPGs and WoW in particular have the potential of being the most complex games out there. Devs however neutralize this potential by their development decisions. I don't have experience with WoW past Burning Crusade expansion but during those days Arenas had great potential of being a very complex e-sport medium which was ruined by two development decisions: RNGs (random number generators: critical hits, damage ranges, luck based skills and randomness) and healing spells bloat. There was also famous Blizzard statement that they do not care about PvP at all, which showed.steve said:Again, that's not very complex, would you say WoW is a complex game because you have to use the right skills at the right time?
Have I said it? provide me with the quote.Steve said:Yes, of course there is a difference between a noob and a pro but you should be kicked in the nuts for basically saying that dota invented "metagaming".
LearningSteve said:Why is it more important here than in WoW or even Starcraft? Learning some "trivia" doesnt make a steep learning curve.
This is what I wrote, doesn't it state it clearly enough? Which part don't you agree with?bot said:MOBAs reach the peak of complexity and depth even before a match begins - both on the hero selection screen and in-match countdown-to-start phase. This is where the meta-game plays out - something that usually absent in the RTS genre). The sheer number of possible combinations of heroes, item and skill builds, lane setups etc. is astounding. It takes enormous amount of time to learn every possibility, not to mention experiene them in action. What's more, the steepness of the curve is artificially increased by inflated game time required to finish a single game - from 15 minutes to over an hour. Be aware that, unlike in SC2, player is not given the opportunity to explore multiple 'builds' per game - those are usually cemented before the game has even started.
Well, I agree (except the troll part). Now tell me how does it refute any of the points I made? Do you subconciously substitute complex for MAJECTIC in your head? Complexity or the learning curve doesn't make a better competitive/e-sport game. There is a quality to complexity which comes from intelligent game design. Extensive lore can be justified and made viable by smart development choices. Quality over quantity but sometimes they come in pairs - is it the case in MOBAs?steve said:Yep, confirmed for a shitty troll as Dota was basically for people who sucked at WC3.