Seeing that The International tournament has finished (and therefore DOTA 2 previewed) are any DOTA users able to list the differences/similarities? — I'm sure Valve wanted to stay true, but have they?
(Ignoring the beautiful new graphics, non warcraft 3 mod and network connectivity improvements)
Dota – What are the differences between Defense of the Ancients (DotA) and DOTA 2
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Some of the most noticeable changes that pertain to League of Legends:
- Champion selection is limited to the "free to play" champions (which are rotated on a weekly basis) or the ones you have purchased using in game points (Influence points) or real life money (converted into Riot points).
- Maximum level is 18. With the exception of (as of writing this) 2 champions, Udyr and Karma, this gives your Q, W, and E skills 5 levels, and your R ultimate 3 levels. For Udyr, as he has no true ult, but rather 4 basic skills, you could have a 5 5 5 3 setup, or a 5 5 4 4 setup, or any combination therein. For Karma, her ult is given at level 1 and never levels up, giving her Q, W and E skills 6 levels each.
- No denying. This includes towers as well as creeps/minions. You can still deny by keeping enemy champions out of the kill radius / prevent them from last hitting, but there is no "auto-attack your own minions" to deny.
- No gold loss on death.
- Towers hit a lot harder and do more damage to you the longer they've been hitting you, making early tower dives a lot riskier and making towers much safer to defend against.
- You can kill the enemy base/nexus without having to kill the 3 inner lane turrets. You still must kill the 2 nexus towers first, however.
- The ranged/melee barracks have been merged into a single building called an inhibitor, and instead of bolstering the melee/ranged minions in that lane when destroyed, it instead makes a single, powerful melee unit spawn with every wave. Inhibitors respawn over time.
- There are far fewer "active" items (click to use) and the focus is more on increasing your passive stats.
- Every champion has a passive ability that is somewhat integral to their playstyle or their character flavor. These passives are always active and require no skill points. For example, the champion Zilean increases all allies' experience gain by 8% always. A more active example would be the character LeBlanc, who spawns a mirror image whenever she drops below 40% HP (occuring at most once per minute).
- There is a 3v3 as well as a 5v5 map, meaning there are two separate meta-games to identify (though most people play 5v5).
- Some of the larger neutral creeps provide passive buffs that provide a visual effect as well as a bonus to attributes. For example, the Golem buff provides mana/energy regeneration and cool down reduction.
- There is a large neutral creep called the dragon that provides teamwide gold and experience. This is often contested through the mid-late game and is a prime target for jungler champions to kill.
- The "boss" neutral creep (Baron Nashtor) does not provide an item (like Token of Life), but rather teamwide gold/exp and a passive buff that greatly increases health/mana/energy regen as well as additional attack damage and ability power.
- You get to choose 2 additional "Summoner Abilities" that are universal regardless of what champion you pick. Some examples of these are Ghost (temporary speed boost and unitwalking), Flash (short range teleport), Ignite (scaling damage with a DoT and reduced healing/regen component), and Clairvoyance (short cooldown, small radius map reveal). There are others too, of course.
- No river runes.
- You may passively increase your champions' stats by purchasing "Runes" outside of the actual in-game interface. These runes are purchased using points you earn by playing games (winning or losing).
- Additionally, you may increase your champions stats / enhance your "Summoner Abilities" / provide passive effects through the mastery system. The mastery system is a simplified version of a talent tree (akin to Diablo 2, World of Warcraft, etc.) with points being earned as you level your summoner (your account), which is done by simply playing games.
- Ability to return to base (free, no need to buy it, no item slot taken, no cooldown)
- Improved juking - instead of sneaky paths between trees there is "brush" (bushes/grass) system - brush blocks line of sight of those outside it and provides bonuses to some champions/heroes
- Map is symmetrical with the exception of the placement of the Dragon and Baron "boss" creeps.
- Shields system - damage shields are dynamically displayed as a gray extension of the healthbars. Purple extensions indicate magic-only shields.
- It's possible to bind smartcasts (cast instantly on keypress on the area the cursor is hovering over, not on an additional mouse click)
- No secret shops or outposts. All items are purchased at the base shop.
- The Shop's combination items are displayed in a tree, making it easy to see which items combine into what.
I'll add more as I think of more. Hope this is a good start for you!
So unlike League of Legends, Heroes of Newerth wasn't just designed to feel like DotA, but to actually be DotA. From Heroes, to items, right down to the default map, it is very much a DotA clone
... and S2 was really OK with this. So if you're looking for a gameplay difference, then they're few and far between.
- There are 22 "new" Heroes, many of whom share only an ability or two with DotA heroes
- The map is smaller/faster, depending on your perspective, the map is either smaller or things move faster
- Players can rejoin games they disconnect from, if you've ever played DotA you know why this is gameplay related
- 8 Unique Items
- Some orb effects stack
- Move modifiers stack via multiplication
- Players can forfeit during a game
- All abilities are bound to qwer
- The HUD is constantly focus on your Hero with the option to examine other Heroes
- Shops can be used at all times via the b and are sorted for easier use
- You can even buy parts of a recipe from that recipe
I admit this list is a little strapped for items, but when you design a game to be the same... don't be surprised when its the same.
On the other hand, if you're willing to look outside of gameplay, the major advancement HoN has over DotA is a ranking system and matchmaking. For those people who didn't resort to third part products, you are probably familiar with how frustrating finding the game type you want is with DotA or finding people with equal skill to play with. HoN solved both of these problems exceptionally, using an Elo system to rate and allowing the searching of games types and restricting certain games by rating.
Finally, HoN allowed for the creation of new maps to aid in different game play style (one bizarre example is a map that has everything cleared out of it, and only 1 lane).
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Best Answer
There are virtually no differences. It's almost an exact copy of the original Warcraft 3 map, minus the improved graphics, down to the very level of the basic controls itself (animation cancelling, etc.).
The biggest difference that you'll feel while playing it is the matchmaking system which Dota2 will take from games like Team Fortress 2 and Left 4 Dead and a ranking system about which we don't know much yet.
I'd love to give sources on this, but I'm afraid I don't have ones on hand right now. There aren't exactly a ton of interviews on the game, and most of this stuff is gathered from simply watching the game (it looks like it's an exact copy) and posts by icefrog (one of the original Dota caretakers who now works on the game) on various forums.