User blog comment:FullSteamSpacemachine/Heroes of Newerth and League of Legends/@comment-3514681-20120514193319/@comment-5095206-20120515043020

I have to disagree with some of that. Runes, masteries, and summoner spells are just a way that Riot engrosses its players further into the game. Playing rounds to earn IP so they can get ruins. Playing that extra game just to lvl up. Also, the idea that DotA is only a little more complex than LoL isnt accurate. Because going back to the fountain is as easy as pressing "b" in LoL and then you can just teleport right back, leaving the lane is barely a problem. In DotA you have to run all the way back the fountain and then pay gold so that you can teleport back to lane. Keep in mind that the DotA 2 map is larger than that of LoL This makes leaving the lane much more severe because it can leave your lane at a disadvantage for a very long time. Also, the different shops in the game make it more complex. There is the basic fountain shop, side-shops (very limited inventory), and the secret shops in the jungles (very expensive late game items that build from nothing). The Courier system of DotA also adds to fact that it is more complex than LoL. After purchasing a courier (which should be bought by the support) it allows the team to make purchases from the shop and then have it delivered. To deliver it, you need to take manual control of the courier.

The statement that DotA needs less teamwork is just wrong on so many levels. In LoL, Sona, who is supposed to be a support, can easily become an AD carry if built right. In DotA, heros like Earthshaker, cannot fight for themselves even with an Damage build. For DotA, heros are for the most part restricted to the roles that they are given. Also the roles themselves are much more important. DotA has heros that made for the pure purpose of initiating team fights or ganks. In addition, DotA's heroes have much more unique ablities, making every hero more important. In LoL, most melee heros have some sort of instant gap-closer, and no need for a disabling teammate to stun the enemy so that they can catch up.