These two sentences contradict each other.
Riot would never add a mechanic that disables an entire enemy team, even if it is easily preventable by staying apart, or picking hard counters (like Silencer) to prevent it from anywhere on the map. Yet you said yourself, there's a feeling of accomplishment for landing the black hole. And if your whole team gets hit by it, you feel like you deserved it.
No, it doesn't actually. And Riot did add wide AoE disables. In fact, several. Amumu's ult, Galio's ult, Malphite's ult, Orianna's ult (though that's best tacked on to a good melee initiator champion thanks to the ball mechanics), Nautilus ult.
I'll bet you cash that there's someone out there right now that thinks black hole is the most retarded skill in the game, but that has absolutely no problem with Furion. That is what I love about DotA, it doesn't care about you and what you want. It will find your weaknesses as a player, and as a person, and it will exploit the hell out of them until you want to break your keyboard. The weaker players will quit, and blame the game for being unfair or unbalanced, but the stronger players will stay, and grow, and learn to stop blaming the game and strengthen their own weaknesses.
So wait a minute, this is a desirable thing in my entertainment... how?
I can't even remember, throughout these 9 years, how many times this game has made me scream and hate myself for making the smallest mistake; how many times I've considered quitting because of the ridiculous losing scenarios, how many times I've cursed the designers for their horrible balancing methods (though this was primarily S2, because S2 balance != balance). But I can tell you, without a doubt, that it has made me a better person; not just in DotA, but in life as well. Everytime I lost a game, this hatred swelled up within me, and I wanted to blame my team, my hero, IceFrog, and everyone else, but deep down inside, I knew that some of the blame belonged to me too. I used to be one of those hateful ragers that everybody talks about, I would slam my teammates for making mistakes, and be an asshole just because I wanted to win so bad. To me, DotA is a lot like life. It doesn't care about you, it doesn't care about what you want. It's going to beat you down, over, and over, and over again. Then, it's going to kick you while you're down. And laugh while it's kicking you. But everytime you get back up, you'll be a little stronger. Everytime you get defeated, you will have taken something profound with you. You can't expect life to change to cater to you, you have to conquer life, that's the only you'll ever be successful.
There are various mechanics I dislike in League as well (I've come to the conclusion that what I'm looking for exactly doesn't exist, and am stuck with League for now at least). And yes, I realize I make mistakes. I don't stress them because hey, it's a game and I'm trying to have fun and I bet everyone else is too. But does that make the game design for me, as a solo player any better? No, no it doesn't. It sucks that I can't carry because my allies fed. It sucks that the only reason I lose my lane often is being counterpicked or junglers camping my lane. And it's not worth the extreme amount of effort I'd have to go through to even think about being able to man-mode through it anyway, if I could even learn how to do it. Because it's a game, I'm here to have fun, and These. Things. Are. Not. Fun. Period.
I won't push this off into a philosophy discussion, but I am of the opinion that life isn't fair by and large because no one bothers to make it fair for anyone else. Consider this my only comment on the topic, since that's a far more murky and divisive subject than even the most heated MOBA debate.
Just like you get a feeling of accomplishment from catching 5 players with a black hole, so too will you get a sense of accomplishment when you finally understand how to counter Furion; what heroes to pick, what heroes to ask your team to pick (they will listen), and how to play every game. If you stick with it long enough, you'll realize that it wasn't Furion that was the problem, it was you. It wasn't the spoon that bent, but yourself ;p
And I can usually slam shaco into the ground now when he tries to gank, since he's basically relying on his autoattack and the fear from when he could actually stompgank at this point. I still hate his design. Why? In order to be a balanced character at high ELO, he'd have to ruin games at low ELO ones and in oder to be a balanced character at low ELO ones he has to be worthless if anyone has a clue. I don't know any other way to say or explain that leaving a champion like that strong is bad design, lazy design, and a sign of not caring about most of your playerbase.
(Ironically I understand both sides of the coin, having played Fizz and Darius extensively; both hated for their "noob friendly mechanics")
I see no reason to explain further when you aren't interested in explanation. You just want to argue. I'm not going to get into a nitpicking game of DOTA2 abilities, heroes and items, because I could not care less about that game.
Honestly, I'm not trying to be obtuse here. You seem to have a very good understanding of why all the mechanics in DotA 2 are broken, but you haven't given a single example. I don't understand where you're coming from, and you accuse me of wanting to argue when I ask for a better explanation?
Well yeah, Hearteater isn't exactly being fair. You have shown bias, but at least you're still willing to listen and consider the other side, unlike most people who'd have ragequit around page 2 ;p
It is badly balanced. It isn't even a question. It violates a slew of good game design principles. It does this because DOTA1 was a mod, and a very good one, that wasn't a professionally developed game.
I mean this quote just seems to illustrate your closed-mindedness on the issue. Even I am willing to admit I could be wrong about LoL (I think I've been corrected quite a few times throughout this thread ). I would never say, "This game sucks, it isn't even a question". I don't even think LoL's balance is particularly bad, I just think it's a very boring and uninteresting way of doing things. I mean Checkers is balanced right? But I wouldn't want to play that either...
That last sentence, ironically, fits Dota well (and is basically what I said previously).
A great example is Dazzle and his ult. He's probably perfectly balanced in competitive play, right? Maybe even underpowered? The things you can pull off with Tryndamere's ult is utter BS; having a targetable one on a 15 second cooldown is that much more so. Granted, the sheer quantity of CC counterbalances this to an extent, but it's still to the point where his ult is basically W and he has 3 other lame (or low-visbility for their power anyway) skills, and is probably used poorly in normal pubs (save the occasional Dazzle duoing with some carry and making him impossible to kill, which is the exact design problem).
Whatever happened to the old games that kicked your ass over and over and you loved them for it? Megaman didn't care if you were an old man with Parkinson's, it's going to kick your ass anyway. Doom didn't care if you had beaten the entire level after restarting 15 times, some levels had a fatal trap at the end just for the hell of it. I think these new style of "kiddie" "casual" games have ruined the game industry. Game design hasn't gotten better, it's gotten softer. We now cater to the casual audience, and games these days are much worse because of it.
DotA 2 isn't made for a casual audience, and that's what makes it unique in today's gaming world. It asks the players to get better, it doesn't come down to their level. In today's politically-correct, the-customer-is-always-right, money-first world, I HIGHLY respect that. I respect that both DotA 1 and DotA 2 have put the quality of the game before doing what's most financially beneficial to the developers. I like how all the content for both games has been completely free from the very start. Very few games can say the same thing. I like how all players start out on an equal footing, and that winning the game comes from outsmarting your opponents, playing well, and working with your team, not buying champions, unlocking runes and masteries to have an advantage over your opponent.
In my opinion, life is already hard enough and you don't need your entertainment beating you over the head on top of it. In any case, I'm not looking for that, I'm looking for a fun time.
To me it seems obvious that money is always Riot's first priority, and everything comes secondary to that. I think they balance for the largest group of players, not because it's in the best interest of the game, but because it's in the best interest of themselves. No competitive sport in the entire world changes its rules for the worst players who play that sport, and it would be ridiculous to do so. You balance for the best players, and ask everyone else to get better.
And to me, it seems obvious that giving a middle finger to anyone but pros in Dota is always Icefrog's first priority, and everything comes second to that. To be quite frank, I honestly don't understand the philosophy you list above. No other highly successful entertainment system snubs the vast majority of it's audience, and it would be ridiculous to do so. You design so everyone has fun, and ask the pros to work with that.
Yes, that was a parody of your section
(And the "riot only does it for money" argument is very old. Yes, technically you could argue that most of what Riot does is for money and have some sort of argument, but that's ignoring the "feel" behind riot posts, as well as all the free stuff they're giving out. SR visual rework, champion reworks at no cost (visual and gameplay), free candy in the form of IP boosts or more whenever they screw up and sometimes when they don't, randomly handing out a boatload of RP to basically everyone last year, ...)