dota 2 really is going to be dota with new graphics, same heroes etc. I'd be interested to know what game breaking problems you feel there are though.
As an ex-dota player, i started thinking about why i was playing LoL. LoL is a standalone dota remake. The primary benefit of a standalone is to get away from the restrictions of the ageing WC3 engine. But then i asked myself 'Am i playing this because it is a great game in its own right, or am i playing because it reminds me of dota?', to which i answered the latter. I dont belief the 'benefits' provided by LoL are significant enough to not play the original dota instead. Its like moving from a Ford Fiesta to a Vauxhal Corsa: No real upgrade.
The game breaking problems come down to:
1) Poorly designed, inflexible, unscalable, unimaginative and uninspiring engine.
2) Balancing and optimizations.
Explanation
The RTS-RPG champion based hybrid of dota is such a compelling game because it checks all the boxes of what a great game should be. There exists a game state that is governed by certain rules. A unit in the game has a certain amount of health, armor, magic resist and so forth. Tower structures and creeps are statically defined and remain consist throughout the game. If a game plays with no champions, the game will, eventually, conclude with a victor. Just as a creep wave gains dominance it is wiped out and the game swings back and forth, favouring each team in ever increasing strides. The swing can be likened to a seesaw, and is often referred to as snowballing. If the balance tips far enough in one teams favour, the other team is powerless to recover.
But then there are player champions. In a game world of static certainties, the player characters are rule breakers | state changers. The rules say a unit has a certain movement speed to get from a to b, but aha, my hero has an inbuild flash that lets me jump between 2 locations at my whim. Or the state says i have a basic attack that does a certain damage, but i have a nuke that lets me attack an opponent outside of the game state. These champion specific 'rule' breaks can be seen in many other games, including card games such as magic the gathering. It is the unpredictability of what will happen when different breaks interact that makes the game fun, exciting and enjoyable. A player exploits the breaks at his disposal to 'tip' the seesaw nature of the game state in their favour.
Thus we come to Leauge of Legends, and as a successor to dota I look at Riots implementation of rule breaks and i am left wanting. The scope of what a champion is capable of should be limited only by the imagination of the development team. Why then, are so many of the champions in LoL all carbon copy clones of each other. There are so few rule breaks (stun, slow, nuke....DoT?...Invisibilty?...) most champions are just different combinations of the same shallow pool of abilities. Dont forget people, this is a game limited only by IMAGINATION.
Look at Karthus. Aha! A hero that can still use its abilites for a short time after death. Do you have any idea how long this hero was broken, simply for no other reason than the engine was not designed to handle an active, dead champion. Look at Aniva's wall. In this day and age, for the love of GOD why is the wall a radial ability centred about your champion, why can i not DRAW the wall myself.
If LoL is a standalone engine breakaway from WC3 it is a poor one at best, and a step backwards at worst.