If you played Dota in WC3 last maintained by IceFrog, its basically the same game. Dota will cause you more rage, since its mechanics are more demanding, there's a bigger difference between carry and support. Though Valve did add a new game mode during Halloween called DireTire. It's more fun based and less rage since the final goal is cooperative between 2 teams. The mode is not well polished but props for Valve for trying to lessen the rage with this genre.
On a serious note - what Maity said, pretty much. Is it anything like the original DOTA by Eul? The last WC3 DOTA I played was one clusterfuck of hero buttons in four different buildings, over 9000 items and me having no idea wtf was going on.
I got on it, thanks to Progammer, and gotta say, the Menu UI is very Unfriendly, the marketplace was a wreck, and my Native Resolution wasnt supported (1366 x 768), The gameplay was decent, but the graphics look almost exactly like D3, so Where LoL looks like a well polished comic book, this looks like an Oil Pastel painting. :P
Also the Vanity Marketplace was Horrid and WAY overpriced... like 30$ for a skin... lol it was stupid and ridiculous I just looked at it, laughed and hit start game.
also the menus were very hard to navigate.
I mean it seems like a decent game, The hero selction was confusing, the Cooldowns you could barely tell when you were cooling down, same when out of mana, and everything blends.
Those are my complaints.
Gameplay was same as the rest
Low MInimum Requirements
Some of the units were pretty cool.
Quick Loading times.
Resolution Not supported
Marketplace was a wreck
My Hero Select screen was terrible.
Abilities on cooldown only had a feign number to tell
When out of mana the buttons stayed lit up.
The Towers were near unseeable
Artwork looked like D3, so it looked like a cartoon kinda... but everything blended together worse then D3, i couldnt see my guy half the time...
This was just what I noticed in about 5 minutes of playing...
I will try it out some more later today and see if I dont have a 2nd opinion on it.
Thanks for the beta though Progammer I was wanting to trying this one for some time, but i dont think ill be deleting my LoL any time soon.
I've tried out a lot of the games in this genre (Dota, LoL, Smite, HoN, Rise of Immortals, Dota2, ) and so far HoN is still my favorite despite having a really crappy community. I dislike LoLs graphic style and not being able to deny among other things, and Dota2 feels way too slow-paced for my taste after playing HoN (regular mode).... But all the three are decent games each is worth trying to see which one you like best. LoL is easier to jump into if you have never played the genre.
Anyway, I too, received a few invites since I've had the Dota2 beta and I still have one or two left if anyone else is interested in trying it out. Just send me a PM.
I love LoL art style, its comicy, but at the same time everything is bright and you can see everything with ease. Its really great.
Not being able to deny? What?
Personally I dislike that you cannot deny creeps (last hit your own creeps to deny the enemy gold and 50% exp), not having a built-in voice chat, the graphics (maybe too pretty/bright/clear/whatever for me :P) among other things; But, I'm not here to start an endless debate about which game is better or worse. The three games have their own appeal and are worth checking out so that you can individually choose which one you like best.
Looks like I've 2 invites left for dota2 and 3 for "Super Monday Night Combat" if anyone is interested.
DOTA and its ilk are the most incendiary games I've ever played. It can only be a design flaw.
It's a curiously interesting point. I wouldn't call it a 'flaw' as much, but I think this kind of rage-inducement does come from the genre of the game. Traditionally, shooters put the player in someone's skin and nearly literally simulate real firefights. You really feel like every decision you make impacts the game, even if it's just 'looking slightly more to the left'. Strategy games create artificial distance by making single orders given way less important (since you control over 9000 units), but in turn compensate for this by going ridiculously macro-heavy and forcing people to have ridiculous mechanics in terms of 'rhytymn' to play well. 'Pylons and probes' wins you more games than controlling an individual marine really well.
The problem of MOBA games, I think, is that they force you to take the the 'bad' sides from both these types of games. You literally get a game stuck in between "control ALL THE MACRO" and "move your mouse a millimeter and you effing die". The result of this, and the RTS-style cam, is that the player is fooled into thinking he's playing a RTS game where independant micro reactions are not important. The mechanics aren't suited for it because instead of having access to three to five different weapons that each fire a bullet every .1 second you only have four spells with a ridiculously long cooldown. The catch is that they ARE important, even though absolutely nothing in the engine is really built for them. Which results in people playing with a completely different mentality and thus making stupid choices and decisions, and also thus getting roflpwnd in seemingly lame fashions during teamfights.
This in turn, I think, leads to the frustration spikes in these games. Imagine being a professional tennis player and suddenly having to play tennis on a football field. You'd be fucking annoyed when all your balls go out because your court is six times the normal size. Likewise, imagine being a professional football player and suddenly having to play football in a tennis court. You too would be fucking annoyed if the enemy keeper scored by just kicking the ball really hard and it ending up in your goal that's just so damn close. MOBA is four tennis courts glued together to form a football field, and while the concept of the game can be great fun, it has a habit of luring everyone into a false sense of security and reduced importance of that one marine they control.
My explanation is more or less congruent with what you're saying. Basically, any game where number crunching is a prominent component offers little in the ways of bragging rights (to say nothing of rock-paper-scissors character selection). So when people brag where it isn't warranted, it creates this sort of derisive waste material energy, kind of like radioactive fallout.
And good at least even if not fan of Valve, they show how to earn gamers - not by hiding STATS and making awful BNET features and making closed betas where the ones WHO NEVER PLAY/ENTER get in beta (as in majority of Betaers are like that)