User blog comment:Willbachbakal/(Champion Rework) Ashe, the Frost Archer/@comment-5686533-20140809093758/@comment-1330314-20140810130412

Dawngate and Dota 2 run on very different rules, especially when you compare them to League of Legends (which you shouldn't). Counterplay is secondary to power expression in Dota 2 (i.e. what matters is that you feel really, really awesome and strong, even if your opponents can't always play against you), so perma-slows are fine in the context of that game (especially as you can also have things like 6-second global silences, or the ability to keep full stealth while attacking an enemy). I'm not as familiar with Dawngate, but looking at the official site and the wiki tells me that its class system is defined primarily through items rather than abilities, which is why support and tank-oriented items have auras that make the champion work like a tank around their team. I still disagree with some of the design choices the games make, including the aura overload in Dawngate and the general lack of counterplay in Dota 2, but if those are what makes those games popular, more power to them. It doesn't justify having those same rules in League, though.