Talk:VPBE/@comment-3463132-20150114024533/@comment-1920550-20150116160047

In that department i disagree...while LoL's item system is more stat-based, Dota 2 also has alot of math involved due to how their "scaling" system works...i.e, you have 3 attributes in game (Strength, Agility and Intelligence) and all items gives a number of one or more of these attributes, which in turn amplifies a certain stat on you champ (Strength increases Hp and Hp regen, Agility increases Armor and Attack Speed and Intelligence increases Mana and Mp5)...aside from that each "champion" has a main attribute, so every point of that attribute amplifies my damage aswell (which pretty much makes every "mage" or intelligence base hero Ryze and every Strength based hero Vladimir in a way)...

The problem with stat-based power curves is their low impact...when i buy an item on LoL, the only major change i can expect is either dealing more damage, or taking more damage...unless we're talking about playing support with support items and even those won't change your core playstyle that much...the playstyle layers are short and few. If i buy an item on Dota 2 i can go from AOE mage to 100-0 assassin, or early-to-mid game fighter to an AOE lifesteal tank... this is "balanced" by the fact that these "game changing items" are top shelf ones and their price range is far higher than those of League (you have items going from 4500 to 5500 gold) so even late game you'll only manage to complete maybe 2, maybe 3 major items... to be fair i don't assume Dota 2 is the superior game in any way, since they have made some pretty iffy design choices in my book (turn rates, YUCK!!!).

Lastly in regards to the "everything is broken, so nothing is" approach, they have a point...in my view in a game, something is "broken", when that element is far above other game elements...however if base floor of the game is a high one (i.e every champion in his own way can 1v5 an entire team)...the that element stops being broken in the sense that it's not the hopelessly superior element of the game...which is why i'm against certain Riot design choices...with rerfs and removals like this, they lower the game floor and cause certain things that were never OP, or broken, to become such due to how they end up being above the now lowered plain-field...