You ignored itemization and counterpicking in MOBAs, which is like ignoring build orders, army composition and macro efficiency in starcraft and just focusing on microing your army :)
I was in the same camp when I only played RTS games, but after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of.
Also the win conditions are much more obvious in RTS games, just after I switched I had no idea that pulling, stacking, wave cutting, denying was important. Also the vision battle is more involved in MOBAs.
> after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of.
But that's kind of the point: you don't have to be aware of it to have a good time. Sure, all of that stuff matters in competitive play, but it can still be fun to just run around killing things if you don't know what you're doing. On the other hand, seeing artillery blasting your base from afar and having no idea what to do about it is really demoralizing.
FWIW, I think this applies more to Dota 2 than it does to LoL. I haven't played the latter in many years, but I remember it being much more rigid and cookie-cutter strategy-wise than Dota, and the micro decisions mattered a lot more, which meant that sub-optimal play was more obvious. In Dota 2, your poor item build can still win the game with a single good team fight or just generally better awareness.
I was in the same camp when I only played RTS games, but after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of.
Also the win conditions are much more obvious in RTS games, just after I switched I had no idea that pulling, stacking, wave cutting, denying was important. Also the vision battle is more involved in MOBAs.