@slag: @mb: I don't know, I feel like people look at what I see as poor design elements being removed from dota and call it over simplified. There's things in both games that the other doesn't have that lead to different strategical decisions. Also, I played DotA first but think League is way more fun. DotA has too many bullshit mechanics and the champion design just feels kind of bland to me.
@alyssia: I'm pretty active on LoL. Currently ranked Platinum IV, my best roles are mid and support, but I'm pretty decent everywhere. My name on there is YIOrange, feel free to hit me up.
There are only a couple of truly bullshit mechanics in Dota 2; pretty much everything else has some excellent reasoning behind it. The result is a much more balanced metagame where literally 80%+ of the heroes are competitively viable versus LoLs 20% or so. Stuff like stacking and pulling neutrals, denying (though denying actually used to be even more important -- it gave no XP at all, then XP in a smaller range, and now, just slightly less XP) let a lot of heroes who otherwise aren't excellent laners catch up elsewhere or harass the enemy indirectly. There are heroes in Dota that would simply never survive in LoL; they'd be utterly broken or overpowered within the relatively strict confines of the game's meta. Heroes like Tinker (teleport to literally any friendly unit pretty much whenever you want, use any item over and over again with effectively a 1 second cooldown) or Meepo (which LoL's terrible micro implementation prevents entirely) simply couldn't exist in League. Instead, you get the typical champions with a slow, a skillshot, a gap closer... pretty sure I just described half the LoL hero pool. The lore for Dota heroes might be kinda bland, but when it comes to actual design, you can't imply that League's heroes are even slightly more interesting, from a gameplay perspective.