"Vilken färg är bäst, blå eller röd?"
Jämför spelen själv, LoL är inte lika mycket utav DOTA som HoN är, men är ju inte på grund av det ett kasst spel. Det har helt enkelt en annan spelarbas (och en stor sådan).
Finns en massa listor som visar skillnaderna mellan spelen, som här:
http://forums.heroesofnewerth.com/showthread.php?215407-Attempt-at-a-reasonable-comparison-between-LoL-and-HoNVisa spoiler
LoL:
- Aimed at being more noob friendly and accessible to new players
- Several dota aspects intentionally removed because of this
- Denying removed, xp range higher. This seems to be to help new players find their footing without punishing them too much due to harassment.
- No gold loss on death. Similar reasons to above. This is made more balanced by making it significantly harder to tower dive than in HoN. Also, if you do tower dive and die, the victim still gains gold/exp.
- Juking somewhat removed. Brush still provides the ganking/escaping that juking does, but without requiring such a high level of skill. Juking is effectively there, but more predictable to counter.
- Almost all heroes can perform the role of a 'carry'. A mage with high AP items can kill lots of people. A tank with a large amount of money put into tanking items is also able to cause significant damage to a team. It is generally almost equally important for everyone on the team to have large amounts of gold.
HoN:
- Aimed at DotA loyalists, and in my opinion is a good direct successor to dota.
- The role in HoN of a caster/ganker is significantly different to what it is in LoL. It involves harassing enemies while ensuring that your carries gain large numbers of creep kills. If this isn't performed very well, it compromises the team.
- In HoN, the role of 'tank' isn't one that is generally appreciated as necessary to a team. It is generally important for all members of a team to have some aspect of survivability, or something to counter heavy amounts of CC on the other team.
- A hard carry in HoN is pretty necessary if the game gets to the late game. It is hard to beat a farmed enemy carry without one of your own, except in the early-mid game.
- There is a high amount of skill required to master juking, harassing, and last hitting/denying. This isn't a big issue to those that are already used to the techniques, but if you're trying to learn them at the same time as learning to play the game, it's a problem.
General Differences:
- Warding, while important in both games, is generally more prevalent in HoN in my experience. Teams generally have at least one hero who sacrifices getting any real items whatsoever so that they can ward and counter ward. If your team doesn't do this, and the enemy team does, things go badly. In LoL, warding is also somewhat necessary. If you don't do it and they do, things can get pretty nasty. However, wards are cheap and there's generally no designated hero who should do them. Chucking down a few wards if you're a physical dps is a smart decision, and it is easy to earn back the gold quickly by being able to safely farm creeps.
- LoL's purchasing metagame makes the game somewhat more involving to play. While the concept of needing to purchase heroes may seem like it'd make the game worse if you're a low level, as a compulsive hero changer I don't actually find it to be an issue. Riot have put enough effort into it to make it work.
- There is a significant difference in mana and resources between the two games. Firstly, concerning mana-based heroes:
- In HoN, most strength or agility carries have inherently low mana pools, and spending money on increasing them significantly can decrease the hero's effectiveness. For most low-level carries, it's only possible to cast one or two main spells before running out of mana altogether. Casters in HoN are in a similar situation. In LoL, most designated casters treat their spells as an equivalent to a physical attacker's auto-attacks. Spells are on low cooldowns, and many of them don't have hugely significant effects aside from the damage they deal. In HoN, most spells on any heroes have effects that justify not being able to cast them often. Hard CC spells such as stuns are abundant, and early game it'll only take two or three spells to completely kill a hero. Magic armor exists, but in HoN it is not quite the same as armor is in LoL. it is something purchased specifically to counter a troublesome caster.
- LoL's ability power mechanic serves to make casters very similar to physical attackers but with different buttons to press. While I don't disagree with this conceptually, if someone tries to transition to HoN, they will find casters to be very different to their LoL counterparts.
- HoN's high number of on-use, specific counter items make it much more important to choose wisely what you're going to buy. If you're poor in hon, you're very poor. You may only get one item, and if you choose the wrong one, you can be effectively out of the game.
- Last but not least, the player bases are what i consider to be a large factor in deciding which game to play. In HoN everyone is more serious, and I can see why. If you buy boots first with no regen, you get flamed to oblivion by your team. Add to this the fact that you usually also feed if you make the wrong choices, and it can be very easy to throw away a game. In HoN, opponents are more dangerous, teammates are more hostile, and it is just overall more competitive and challenging to play. It is for this reason that I generally choose to play LoL when I'm not feeling at the top of my game.
Plötsligt hände det!