I have over a 100 hours in on this game and come from playing DotA (original and all stars), LoL, and Dawngate.
Towers do hit hard at the start, but they are less aggressive than in LoL. If I have let all my minions die and stay in tower range the tower will attack me, as soon as one of my minions (aka brawlers) runs into tower range the tower will automatically switch back to my brawlers even if I did not leave the tower range. The only reason the tower will keep focus of you is if you stay in tower range after attacking a champion. In many games early on (around lvl 4) if you and your lane mate kill your lane opponents you can almost kill or kill the 1st tower by the time they get back to it if you have about 2 waves of brawlers built up when you kill them.
In mid to late game tanky dps can tank the towers (generators excluded) for a bit to let your team take them. I have back doored many towers because I could out dps it before it could kill me. The shields on the generators help give a team that had a bad game start a chance to come back so that the game is not automatically over if you lose a few tower early. Also the generators give huge bonus gold to your whole team if you kill them so the generators are supposed to be harder to kill. Also killing the generators make your main building easier to kill, so you are not supposed to be able to be able to super easy kill them...
In this game jungling is a shared responsibility between all 3 lanes. Also, since gold is shared between your team for last hitting, everyone is encouraged to last hit, including supports. The phases of the game are similar to cap vision/early gank/ farm, rotate into jungle/cap vision, back to lane, hopefully kill enemy on lane rotate to jungle after clearing lane, cap vision/rotate to allies lane to gank when able, focus on trying to kill baldir or cindara, take towers/cap vision, push, repeat in random order based on what the other team is doing. If it is boring it is because you are doing bad and are failing your team. Because of the way the gold mechanics work in this game your support characters can carry your team late game if built right since they are not item starved in order to feed gold to a possibly bad adc.
Summoner skills are replaced with a pet with a passive, passive/active, and active skill. The pets are balanced for different roles and or strategies. Many different pets are applicable for playing as adc, nuker, support, tank, or combination of the 4.
Wards are replaced with vision capturing pillars that give you site of part of the map. Vision is not based on how much gold you spend, but on whether you are doing your job of capping it when you are able and before trying to do things like gank, jungle, push tower, or take baldir/cindara.
Tired of players who won't buy boots because they want 6 slots for "good" items, well Strife solves that by giving a 7th slot that is only used for boots.
Lost because 4v5
In strife when a player is DCed for a certain period of time or blatantly quits, all of the gold of their items is split between the remain 4 members. Also, the gold that used to be split between 5 players is split between 4 players so if your team is good you can out farm the team of 5. I have won many games that I was losing because of a really bad player that was feeding the other team because they rage quit and then our team started earning more gold since we were not giving some of our earned gold to the feeder. The other team lost their free gold sack and we started earning more gold. Game became more balanced so we had a chance to come back.
Full Build... Now what?
In Strife when you hit full build you can start spending your extra mony on tomes: health, mana, and power. Each time you buy a tome it becomes a little more expensive to buy the next time. The starting cost for a tome is 550g.
Most games unless they are pretty epic or completely stupid (really bad or VERY new players) last 30-45 minutes.
Progression, Crafting, Marks, Masteries, Build/Item Variation, and The Myth of Pay 2 Win!
In League your progression is based on earning runes and points to spend on mysteries. In Strife you earn elixirs which you can spend to craft altered versions of items. When you alter a item you decide what components you use to make it. All items are made of 1-3 base components and the recipe requires item build points from 1-10. Some base components equal 1 build point, some are 5. You can't include more build points of components into an item than what the recipe calls for. Some recipes allow 1 build point of components and some allow up to 10 based on the strength of the recipe. If you craft a mana form of an item it will often be cheaper than the original item where as building a speed/power form of an item will be more expensive than the original item.
Crafting items lets you add an enchant on the item which can make it weaker but cheaper or strong and more expensive. Example one item can be enchanted to be about 700 gold less but it has 2x the cool down time, another item which was just released makes the item 750g more and kills you when the affect of the item expires after 9 seconds. If you put more powerful components into an item it makes it take longer to unlock during a match. If you put weaker components into an item you can earn it faster in a game. The end strength of the item in game is based on the stats of the components/recipe/enchant. The cost of the item is based on the cost of the components/recipe/enchant.
So... you can super customize your characters because you can craft dps items with lots of HP, or craft tank items with lots of attack speed/power, or craft support items with man/hp regen, or etc. I can customize the heroes in Strife more than I ever could in LoL or DawnGate (RIP) based on unlocking new crafted items. Also, you don't have to pick what items you build before the game starts. At any time during the game you can craft any of your unlocked item variants. I have had to craft tanky dps gear as a range with cc when the melee tank decided he was going to go pure dps. In LoL once your mastery is picked and the game starts you are stuck with what you have, in Strife you can adapt based on changing your build based on your unlocked items you choose to build.
Also, crafting items is not near as hard as what has been stated by many negative reviewers. The problem is they either want their customization for free with out time invested in the game or they don't understand how to earn elixirs. You earn around 90 elixirs every time you level up (max account level is 70). You can earn free elixirs once a day by spinning the prize wheel. You earn elixirs for getting so many wins in a row or a certain period of time. You earn lots of elixirs by getting certain numbers of wins with different heroes which gives you a higher star level on the hero so people know how experienced you are with the hero. You also get elixirs for completing the starting story thing in the game. The very first item you craft in the game is free. It gives you a tutorial once you hit 360 elixirs showing you how to craft items during which the item you craft you get to keep for free.
Earn FREE skins?!
SKINS! In Strife they let you earn skins for free! Now, yes, it takes a while, but at least you CAN earn skins for free if you sink in the time and don't want to spend any money. Each skin can have several color sets that range from 60-100 gems to buy. Then the usual cost for buying an entirely new skin is around 100. You can then buy new color pallets for the new skin which then costs around another 60-100 usually. You get one gem for every game you play whether you win, lose, or fight only bots.
Final Few Words
Currently my favorite MOBA. Have a question? I will try to answer.