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There’s a subreddit and discord called Summoners school. Going to drop the discord link below as a lot of us are on lemmy to avoid Reddit.
Mobas are hard because of fundamentals people know and you don’t. Learning some of the basics is a huge step up. Tons of YouTube and guides on summoners school will help with that. Don’t worry though too much about picking the best champion. Below emerald ELO (probably even after that), knowing fundamentals and really knowing “your” champion is a bigger deal. Pick a role you like. Then pick a champion that appeals to you playstyle wise within that role.
Finally don’t let failure get you in a negative headspace. It’s really easy and happens often where you are playing against champions you’ve never dealt with before. If the opponent knows the matchup, odds are you get spanked. That’s okay. Review each death and just note what you could have done different and the next time you play that matchup it will go a lot better. League is a game of who has the most experience in a particular scenario.
Take your time. Push your limits and don’t be afraid to die. People get stuck with this “play safe” mentality and you end up in a lot of games where people miss opportunities because they don’t want to risk a death.
https://discord.gg/summonerschool
I played Heroes of the Storm, back in the day, and really enjoyed it, it didn't feel as complex as league did. I was similarly bad at it though!
That’s actually where I started my moba journey. Was huge HotS player. Mained tanks like Mura, Etc and Garosh. Then Blizzard killed that esports scene 2 weeks after saying they were doubling down on it at blizzcon. Never have a been that mad at a company. I quit blizzard games after that.
Going to League of Legends was a tough switch. Really helped that the League esports scene is a ton of fun. Though it seems having the esports tied money is starting to make that scene die a slow death too.
The MOBA genre is based off a mod for Warcraft 3 called Defense of the Ancients. DotA, being a mod, had lots of "quirks" (aka bugs) in the game play that kind of just became part of the flavor of the game. LoL was the first standalone MOBA, based off DotA and (iirc) developed by some of the people who worked on the original mod. LoL was designed as a standalone game but it recreated all the quirks of the mod because they were believed to be so important to the game.
Blizzard, when they made HotS, looked at some of the wonky, quirky things and said "This is dumb, let's strip that out and make it simpler." The result is a MOBA that's just as fun but less complex. I really enjoyed it a lot for that reason.
MOBA as a genre didn't come from WC3. There were quite a lot of predecessors to DotA, both in WC3 itself and in first StarCraft, namely Aeon of Strife is believed to be the first popular MOBA custom map out there.
Blizzard didn't decide that quirks of WC3 engine are dumb. Yes, they wanted to make a simpler MOBA, but the main reason for lack of funny stuff from WC3 is that they used Galaxy engine for the game, the same one StarCraft 2 was built upon.
And HotS feels less complex not because of Galaxy's vs WC3's quirks (the former has plenty, too), but because of lack of gold and shop, shared experience and an actual tutorial at the beginning of the game.