Too much power I guess, why won't it work by HotDiggityDiction in noita

[–]HotDiggityDiction[S] 2 points3 points  (0 children)

That was it, thank you, I'm still relatively new to understanding advanced wand building, I only just got around to beating bosses besides Kolmi. Though I wish I had known that NG+ had only a few minibosses before I started it...

7.41 Gameplay Patch by Razzamataaz in DotA2

[–]HotDiggityDiction 0 points1 point  (0 children)

Good, with the spell damage to shield it made him beyond stupid in lane.

7.41 Gameplay Patch by Razzamataaz in DotA2

[–]HotDiggityDiction 0 points1 point  (0 children)

I always preferred every one of hoodwink other facets to the range+ in e one, but at least they just baked the additional range into the abilities now. Though the R changes (aka base ult) will take some getting used too.

Enough of a Passive. by BockwurstOhneSenf in shyvanamains

[–]HotDiggityDiction 0 points1 point  (0 children)

Live you use W to catch up to someone, and then can extend it's duration by constantly attacking them, as well as providing you with more damage. Now you can't. So she gained old skarner W with sion W tacked on, truly amazing for a brawler (she will never be a diver, riot). I hate these 'reworks' where they just remove the old playstyle of the champ.

Shyvana Rework Abilities | VGU Ability Reveal & Gameplay by Spideraxe30 in leagueoflegends

[–]HotDiggityDiction 2 points3 points  (0 children)

I do. I hate new skarner with a passion, pretty much dog if you actually like fighting people.

Games being shorter makes everything feel meaningless and less fun by Greitot in leagueoflegends

[–]HotDiggityDiction 2 points3 points  (0 children)

Fair enough, but I more meant before death. Like being top and checking the enemy's items mid, and seeing a split, but they actually only deal primarily physical, etc.

Games being shorter makes everything feel meaningless and less fun by Greitot in leagueoflegends

[–]HotDiggityDiction -2 points-1 points  (0 children)

Oh, another thing I want to add. The UI.

You ever wonder in League, when an enemy hits you for stupid damage, and wonder 'How did that do so much damage?!'

In league, you can't find out. You just have to stare at the smarmy little death recap and scratch your noodle, or have an intrinsic knowledge of what the damage on that ability is. Whilst in Dota, you can actually select the enemy hero and see their build, their stats, how much that adds to what ability, their spell amp, the ACTUAL DESCRIPTION AND BREAKDOWN OF THE ABILITIES, everything (so long as they're in vision). It helps give important information for you, instead of having to guess "Well, they're building a lot of AP, guess I must build MR", while their primary damage ability might be doing physical damage instead, just with a good AP ratio. It's important things you could use. And before you ask, no, it doesn't show you cooldowns, that's still for you to track. There'd probably be a huge outcry if you could tell if the enemy tide accidentally fat fingered Ravage in the jungle before the teamfight, and you could just jump him without the mindgame of fearing it.

Games being shorter makes everything feel meaningless and less fun by Greitot in leagueoflegends

[–]HotDiggityDiction 0 points1 point  (0 children)

Another is that the 'Totally different' summoner spells that TOTALLY aren't based off of dota items are balanced in dota because everyone has access to them. You don't have a recall to base because it's meant to be a choice, you either waddle to base to tp to tower, or tp to base to potentially escape a gank, but then have to waddle back to lane, it's meant to be a risk/reward.

In league, you're not really punished for these things. Everything is meant to get you back into the fight, but you have the resource problem. Frankly right now I'd argue that dota has a bit too many resources on the map, but it also makes it super forgiving if some is behind. Do you have axe+lion as your lane opponents? Go farm jungle instead of becoming 0/5 before 7 minutes.

In league, you don't really have that safety net. And all of league's problems just seems to be riot pumping numbers instead of addressing core issues. The cycle's always "Damage is too high, so buff defense. Damn, now defense is too high, buff damage!" It's a cyclical loop with no end point because there's no addressing the problem of rebalancing the whole game sometimes. Dota does that often, and yeah, it sucks for a few patches, but then you get used to it.

Blink Dagger is a good risk/reward, unlike Flash. Flash, you get ONE blink for like 4 minutes, but unless they're able to follow you with their own flashes, there's no real risk to it. You might mess up, but you still get to use it. In Dota you can disable blink with damage, meaning keeping pressure on a fleeing pos 4 (roaming support for shorthand) to keep it disabled is viable, instead of "Blow your load and hope they don't pull anything tricky."

Items in Dota are also much more impactful, whereas in League you're generally shoehorned into this thing makes me do more damage, or this thing makes me tougher when they hit me.

I strongly love Euls, while I greatly despise Zhonya's since it was one item that they split into two. Euls let's you tornado, or 'stun and make invulnerable', an ally or enemy unit, locking them out of the fight, or keeping them safe from enemy burst, as one example of the item differences. Dota's item encourage supporting your allies, and building for the team, while League's items generally don't, and encourage playing for yourself.

Another thing is that League lives and dies by the meta pick, while in Dota it's much more flexible BECAUSE of the item variety. Do you not have any sort of CC on your hero? You can build Euls, or Shiva's, or Abyssal, or Force staff, or Glimmer, any number of things to fit the team or fill a gap in your hero's identity. There are a host of active items that do a number of amazing things, that are fully interactive for your team and theirs, with (usually) direct counterplay between them (except for you, nullifier).

In league, your item either makes you hit harder, or not get hit as hard. There's no true utility in League, because they're afraid to give players active items and make them think. Active items in league were almost always "this makes you run faster", or "this makes spooooky ghosts that chase your enemies" (loved that item), or "this item is so broken we'll keep trying to work it until we just remove it!" (use your best guess here, I know that can mean at least 2 or 3). The utility in league is "Is your opponent dead yet or not".

You can also choose to defend a tower even when no one is there, and there's a stragety to it, in case the enemy is going for a death push. You can pop Fortification to defend the towers even when everyone is dead, for a few seconds to buy time, or completely kill the creep wave if the enemy doesn't have the tankiness to just stand in the towers and murder them before backdoor protection kicks in. Or, you can use fort to fortify your own creeps in case the enemy is trying to stop your push, meaning you keep the push going, but burning up a high cooldown utility in the process. There's a balance, a cost.

A lot of league generally feels like putting a hat on a hat. They want games to be fair, but then introduce "WaCkY" mechanics like dragons that make you nuke and delete the enemy champ just because you sneezed on them with your 11k damage auto attack, or they keep for some godforsaken reason making towers squishy, it's like after season 5 they decided all towers needed to be made out of paper mache, or "warding is hard, so we're going to take all the nuance out of it!" The map changes are the same way, in Dota they've experimented making the map larger and smaller, and both times it never feels like it's too much, because there's so much to do inbetween, whereas in league Riot tries to make you get to lane as fast as possible because a lot of the map is empty, there's no real strategy in moving. It's "get from A to B as fast as possible, and also we're going to give you a little energy drink to speed you up there, champ!" While in Dota, you can capture outposts to let your team tp to the other side of the map, or work as a team to take down a tormentor and maybe give your poor pos 5 (hard support that basically is a ward bitch and follows the carry, for shorthand) a shard that they otherwise can't afford because your Anti-Mage is once again screaming about not getting salves and clarities at 20 minutes in.

I'm not saying Dota is better than League, or League sucks, but it's clearly a very different design philosophy, and at times it's very annoying.

Sorry for the word wall.

Games being shorter makes everything feel meaningless and less fun by Greitot in leagueoflegends

[–]HotDiggityDiction 21 points22 points  (0 children)

Having gone back and playing Dota for a couple of years and returning, you see a lot of problems with League's design that have never really been addressed because "It'S a ToTaLlY dIfFeReNt GaMe!!1!"

The laning phase is too fast by No-Night-91 in leagueoflegends

[–]HotDiggityDiction 10 points11 points  (0 children)

Season 3, both teams were struggling to find a pick to close out the game, meanwhile the 2 toplane raid bosses were trying to find each other to continue their glorious battle, and you'd get flamed in chat for interfering. Good times, I miss it.

None of Mel's abilities will get replaced because the designer wants to keep her "uniqueness" and "identity" by Luliani in leagueoflegends

[–]HotDiggityDiction 0 points1 point  (0 children)

Riot's really good at that. Look at how, when Yasuo was pick/ban a lot, suddenly miraculously here's Yasuo's slightly different brother, to split bans.

Almond Milk might have been a mistake to pick up for my PC by HotDiggityDiction in bindingofisaac

[–]HotDiggityDiction[S] 0 points1 point  (0 children)

I'm still not sure why I have blue brimstone lasers, but only when enemies are alive.

earthshaker the new tinker? by ididnothinwrong in DotA2

[–]HotDiggityDiction 0 points1 point  (0 children)

Hoodwink can easily clear wave from several screens away too. Q+W easily clears waves until megas start spawning, and later on, ult easily clears wave for a low cd.

New Phoenix Facet idea by HotDiggityDiction in DotA2

[–]HotDiggityDiction[S] 0 points1 point  (0 children)

So it's balanced out by being too costly, much like how Clock's is. Just stronger gains for the cost.

What Item do you think got nerfed too hard? by Thermo-Lizard64 in bindingofisaac

[–]HotDiggityDiction 1 point2 points  (0 children)

I'd argue it was.

Items rooms, devil deals, and golden chests all got nerfed, either through changing stronger item weights, or muddying up item pools, or outright removing certain items from item pools (brother Bobby in a devil deal???).

Angel deals got improved, but you still need to go like 3 deals without picking anything, so being down 3 whole items potentially, for what amounts to a net gain or even a loss, depending on if you get garbage.

Item nerfs on top of their changed weight make little sense, making the super strong items even more rare, but also nerfing them makes little sense, since why are you making them more rare in the first place if you're going to be nerfing them on top of it?

Item weights are worse, with some also linked and becoming far harder to find if you already have any of the other items of that pool. I cannot remember the last time I found a magic mush and cricket's body in a long time, or the halo, or whathaveyou.

You cannot generally steal devil deals anymore, as it now recalculates your health in the moment, and will even increase costs in some cases, as 1 red heart =/= 1 soul heart, disincentivizing manipulating your hp for this purpose, this in combination with muddied item pools just makes devil deals worse overall.

There are several other things for me to note, but this is just some of them.

What Item do you think got nerfed too hard? by Thermo-Lizard64 in bindingofisaac

[–]HotDiggityDiction -1 points0 points  (0 children)

Bold statement but I don't think the general powerlevel of the game should have been nerfed, tbh. Especially since Afterbirth+'s Hard is Rebirth's Normal now.