Dota 2
AIR Dec 26, 2023 @ 2:01pm
Why we play Dota 2?
This is gonna be a long post from someone that is playing the game since the closed beta. People that know me from this forum are aware that I tend to write a lot, so if you don't feel like reading a wall of text, I can TL:DR as this:

We play Dota not because it's the best MOBA out there: We play Dota 2 because it is Dota.

When the term "MOBA" was coined by the competition, I found it very silly. Dota 2 is a ARTS - Action Real Time Strategy. Even "ARTS" sound better than "MOBA", to be honest. It's a game where you progress slowly, like an RTS, you have timers and such a complexity that even Magnus, the "Chess Wizard", says "It's the coolest thing in the world". We got to identify with our heroes, with our roles, with our teammates. If you want to go into analogies, you can say that when you make a perfect assist into a play; when you turn a fight because of a spell; or when you make a play that is so amazing that both sides stand in awe: sometimes, it is just an amazing "juke" and sometimes, it's a brilliant rampage - just like Kuroky did multiple rampages with PA or when RTZ did that unforgettable 1x5 with his lifestealer.

Dota 2 isn't like LOL, or HOTS: The cooldowns are longer, the spells feel more powerful, and it's not about "Aiming and Hitting" skillshots, but managing the long haul. You put yourself into the game, it drains you when you win and when you lose, you get mad at your teammates and at yourself when mistakes happen: the game is intense. It's more actually: the game is magic.

Playing with friends is even a more satisfying experience: I've seen friendships end because of Dota the same way I've seen friendships form. The social experience equals playing basketball or football in a public setting, with strangers: there is horsing around, mocking, praising. The difference is that since it's on the internet, most people tend to act like a *$#@WAD.

A @#$%WAD, if you google the urban dictionary, is a behavior that some people act upon just because they are behind a screen, and not really socializing directly with the other people, so they are way more defensive and way more offensive. And that is why Valve had to come with Behavior Score and things like that.

Truth be told, Behavior Score has been in the game even before Behavior Score has been in the game: there is a console command, that when you type, it shows your Behavior Score and if your account is flagged. Sadly, people have been requesting for punishment so much, that they gave up on the old commendation system - that still shows in console, by the way: you could be awarded as "Forgiving", "Teaching", "Friendly" and "Leadership". Those were good times, because people would strive to be Teaching, Forgiving, Friendly and specially, Leaders. That was actually a way to enforce positive behavior, since those commends actually meant something. People would show off on their profiles their good qualities in game, and that would in fact make people want to act in a way that enforce those qualities. Today, commends are just "Tools of Trade", and the like and dislike system is just garbage.

But that isn't only Dota: Youtube, back then, worked with a "Star" Rating. You would grade content, instead of just saying "Thumbs Up or Thumbs Down". Even Netflix had a movie review system, where you could actually write and read people talking about. They say some people ruined with "Bad Text": I call it BS, I think they were just lazy with moderation.

Back to Dota: today, it's rewarding to punish other people. You get a message saying "We did $%#% someone that ruined your previous game, so you can feel vindicated" and nowdays we can even check your profile to see "Who got punished by what" after your report. We went from a system that rewards positive behavior - to a system that rewards punishment. We got infinite reports, which makes a lot of people just be unable to express themselves or, when they do it, they fear the repercussions of "false positive reports" that they are afraid to express themselves.

I, personally, went from using the chat and writing "OMG man, what an amazing play!" to just having a macro saying "Well Played" and the option to "Tip". I have seen horrible things being said in chat, and witness all forms of griefing possible - and those behaviors should be punished for sure. I can tell by personal experience that a lot of "Griefing" has been reduced since Overwatch. Fewer people teleport nonstop to the enemy fountain as NP to feed 3000000 times, and that is good.

Sadly, at some point, Dota crossed a line and start punishing too much. You see, it's like the Prison Experiment from Stanford: suddenly, everyone became a cop - which made everyone an inmate aswell. I am in no means, shape, or form defending toxic behavior. What I am trying to say is that when your only incentive to behave is by pushing other people over the edge - eye for an eye - everyone ends up blind.

Dota 2 needs more positive reinforcement. Heroes of the Storm has a great "MVP" system: after the game, there is a window of time, where 5 of the "top performing" heroes from both sides appears on the screen. And you get to vote, anonimously, by clicking a positive arrow. Some person can even get 10 commends this way. It's an awesome feeling. Dota had that for a while. But then they added a bunch of nonsense stuff like MVP, Relic Award Screen and even a survey at the end - those are all pointless, and many players just leave the game after it's decided so they got to skip those screens.

The problem with rewarding players is abuse and exploits. Sadly, a lot of people get together to abuse any reward system: a very common form of abuse used to be 10 people, queuing at the same time in a remote region - if they happened to get to play together, they would play hours and hours the same game, farming relics and shards, commending each other: that's why we got a Marci level 30 on the first day, for instance. If they did not queue together, one would just leave the game, and would use an alt to queue again until they get to play. The same thing happened with the Gambling Coins from Battle Pass: people would make groups to abuse, they would bet max coins on the team that was mean to win, and the other team would throw, so they would alternated and farm a lot of levels. The same sort of abuse happens in Matchmaking all the time, specially when there are "Double MMR" coins on the line.

One of the main problems with Smurfing was the Alt accounts and shared accounts: Smurfs would keep a variety of account, in multiple MMR range, so they could boost their clients. A common practice was to "deboost" and account, that means, lose the game intentionally so you still have an account in that range. Add to that all the scripts, all the third party addons that abuse the "drop match", all the cheats, and you get to understand why it is so hard to Valve to balance Solo Matchmaking.

Party Matchmaking is also awful in that sense: if you queue as a duo and get a trio on your side, the mentallity usually is "We must 2 man carry this game because the trio is probably a bunch of morons" and vice-versa "Screw those 2, we got a trio and we must carry without them". And that defeats the whole purpouse of "Team Matchmaking". There are many other scenarios to describe, but you get the picture. A good thing they introduced was "Strickly Solo Matchmaking", which is a good way for solo players to only play with, and against, solo players. But that leads to the mentallity of "1x9", or the so called "Egoisto Mode".

Valve is honest about this: Dota is better played with friends, as in 5 man stacks x 5 man stacks. The problem is that sometimes you get a 5 man stack X a Trio and a Duo which leads to unballanced games. All those problems add to Valve rewarding more, and losing more, MMR while playing solo while , in a group, you lose less mmr per lose and win less mmr per win.

So they keep on patchwerking problems instead of fixing them. And you can't really blame them for that: those are hard to solve problems. One suggestion is to have multiple matchmaking rankings, for different roles - but again, people would abuse by intentionally lowering one specific role, so they would queue as that role but play another role - a common practice in party. Another option would be to have party and solo mmr as different numbers but that did not work for similar reasons. Another solution would be to created "Casual Ranked Matchmaking" - a mode where, if you opt to play in this league, you get to play 10 games a month, max, so casual players could stick in that ladder instead of playing with people that play 10 games a day. But again, abuse.

Valve can't ban Smurfs, that is a sad reality. All you need is a secondary computer with a secondary ISP - which is kinda cheap, to be honest. There is also VPN, MAC ADRESS manipulation, virtual machines and so many other things that I rather just not get in details because that is beyond the point.

At this point you are probably wondering why all this rambling when the title is 'Why we Play Dota?".

Well... we play because it's fun, specially when we get "balanced games". We play because we like to win, and it feels unfair when we lose because someone is abusing. It has ups and downs, but in the end, we play to pass the time.

But there are some things that are being done wrong, and Valve needs to adress it: the FOMO and DROP culture was always bad, and the gambling lootbox system is disgusting. It's an elitist system where only privileged people get access to cosmetics; the game doesn't really incentivize people to play together, and it is being too punitive to people when it comes to in-game behavior. We want content, not excuses.

I don't have solutions. Sorry. All I have is observations based on more than a decade playing the game, being a collector, talking with a lot of people that play the game. I really wish Valve was more transparent with their dates, announcements and communication with the people that play the game, not only "summits with the top tier pro players" and things like that while the people stay blind an unaware of what is to come.

That is it, I guess. Thanks for reading, sorry if you feel like your time was wasted.
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Showing 1-13 of 13 comments
Absche Dec 26, 2023 @ 2:58pm 
Not time wasted. I agree to many points but not to all. E.g. I don’t think strict solo is a good idea, in particular for ranked, even worse, ranked roles only

What Dota2 needs in my opinion is Dota2 outside the main domain of ranking up, in particular if at the same time the chance to rank up is limited by the skill based mm system. I have my ideas about it phrased in a thread about Valve‘s possible new years resolutions for new event types.

Everybody wants to stay forever in the steeply increasing part of the mmr curve but more of half of the player base are already at the asymptotic branch of the curve, which means stagnation. A wanted stagnation given by the paradigm of total balance. Because what people like about Dota2, balanced games also mean stagnation, what they don‘t like.

The game urgently needs events that reward good and positive gaming besides or even irrespective of a win, which is for a lot of players very close to 50% chance. And this is the same for the biggest noobs and the top players. You are absolutely right with your words on that the game, driven by the community is much too much focused on negativity and punishments instead of positivity and rewards. It‘s because people learned or at least have the feeling that a good personal gaming experience only comes from other people getting punished, banned, sent to LP and such. Sad. No win-win situations. A detrimental mind set.
Last edited by Absche; Dec 26, 2023 @ 2:59pm
AIR Dec 26, 2023 @ 5:32pm 
Originally posted by Absche:
Not time wasted. I agree to many points but not to all. E.g. I don’t think strict solo is a good idea, in particular for ranked, even worse, ranked roles only

What Dota2 needs in my opinion is Dota2 outside the main domain of ranking up, in particular if at the same time the chance to rank up is limited by the skill based mm system. I have my ideas about it phrased in a thread about Valve‘s possible new years resolutions for new event types.

Everybody wants to stay forever in the steeply increasing part of the mmr curve but more of half of the player base are already at the asymptotic branch of the curve, which means stagnation. A wanted stagnation given by the paradigm of total balance. Because what people like about Dota2, balanced games also mean stagnation, what they don‘t like.

The game urgently needs events that reward good and positive gaming besides or even irrespective of a win, which is for a lot of players very close to 50% chance. And this is the same for the biggest noobs and the top players. You are absolutely right with your words on that the game, driven by the community is much too much focused on negativity and punishments instead of positivity and rewards. It‘s because people learned or at least have the feeling that a good personal gaming experience only comes from other people getting punished, banned, sent to LP and such. Sad. No win-win situations. A detrimental mind set.

Thanks for your response. Sorry for the language barrier, I am not a native english speaker. Sometimes a word represents something in a country, and sometimes a different context in another. Allow me to proper clarity myself:

Wasted for my culture, means "Lived. Enjoyed. Experienced". Not waste as in "threw away, pointlessly.

You should, definetly, expose your ideas here. I know you are a regular, and I really believe you will make a great input to Valve. This forum has it's problems with spammers and people that just vent out or spam, but we have a solid group of community moderators that works very well to fix this solutions. This forum can be a place of great discussions and feedback, not "a problem for Valve to deal with".

On the topic of constrantly increasing MMR, maybe a safe fail could create a net of protection. I don't know how I feel about "Medals" having some sort of "Level 0" so you get another chance to keep it, I need to reflect about the idea. Such as uping medals, for instance. It's much easier to have a conversation about matters of "medals" instead of "numbers". It's much more easy for an outsider to understand what Immortal means, instead of what 7200 in some regions means.

About Role Queues and Solo Strickted, it is a must have, sadly. It forces a ratio of +30-30 instead of +20-20, and give the matchmaking more data to work on making it about "top player with randoms A plus top player 2 with random players from B - where is B is A+B = 8 other players. Random drafts made it clear what we knew for years. That is why people don't understand why they are matched with "Very Strong players after a spree": you start facing people that shows the same level of progression you do, the top of said game_MatchMakeRoom.

Strickted Solo, to be perfect honest, coult have it's own MMR NUMBER. That would solve things, perhaps; it's not that I am in doubt, it's how players would react. To add a "Strickly Solo Matchmaking - "HARDCORE SOLO" and regular MMR, that counts both team and regular play.

And about the positive side of mindset, as in many other things, I agree with you totally. It's a 50-50, that after consecutive wins, hardens the team you are facing, but that by no means, in the slow variance of mmr, make it less than a few percent. Teams are composed by humans being, with moments of fails and success, frustration, joy, pride, shame, envy, anger. That is why I believe, not only as a display but a mindset, that commends should be more detailed: I remember as a kid choosing to be forgiving before the game started, teaching, and that would lead to indirectly, leading. It was great to recieve commendations and not just some random, MVP, data. We got MVP in tournament games because there is time to analyze the plays - we don't really that in Dota.

We just need a revamped version of the commendation system, a way to make so that people get to watch what kind of people they are dealing with before the game start. If someone is forgiving, or friendly, you know that person is a nice guy in general so you think before acting towards him. If you see someone with leadership high, teaching high, you know that guy could make a huge difference when it comes to "avoiding small fires".

It's about percepction and reception. We see the world with more positive lens, we recept a world where more people are like that. We create a world where punishment is pleasure, and recept a world where more people are like that.

And I have to say on the cosmetics, to just add one paragraph:

I think that it's the Blizzard Dilema with Pharah Skin: the skin itself, for overwatch 2, sold more and made more money than the Blizzard Game "Starcraft 2: Wings of Liberty". We reached a pointed in gaming community that we rather EARN WITH monetized customizations instead of RISKYNG in Content Creation. Creating an event being spending developing time and art creation into making a mode that not everyone would appreciate anyway. Monetizing with Skins? That is something everyone would get in. Done in a shady gambling mode, it's probably less risky than developing a mode, and it's definetly more rewarding when it comes to safe earning.
The author of this thread has indicated that this post answers the original topic.
Walmart Balrog Dec 26, 2023 @ 6:33pm 
TLDR
AIR Dec 27, 2023 @ 6:06am 
Originally posted by The Yeehaw Jihad:
TLDR
Someone award this man.
Absche Dec 27, 2023 @ 6:14am 
Originally posted by Cybertrump 2077:
Originally posted by Absche:
Not time wasted. I agree to many points but not to all. E.g. I don’t think strict solo is a good idea, in particular for ranked, even worse, ranked roles only

What Dota2 needs in my opinion is Dota2 outside the main domain of ranking up, in particular if at the same time the chance to rank up is limited by the skill based mm system. I have my ideas about it phrased in a thread about Valve‘s possible new years resolutions for new event types.

Everybody wants to stay forever in the steeply increasing part of the mmr curve but more of half of the player base are already at the asymptotic branch of the curve, which means stagnation. A wanted stagnation given by the paradigm of total balance. Because what people like about Dota2, balanced games also mean stagnation, what they don‘t like.

The game urgently needs events that reward good and positive gaming besides or even irrespective of a win, which is for a lot of players very close to 50% chance. And this is the same for the biggest noobs and the top players. You are absolutely right with your words on that the game, driven by the community is much too much focused on negativity and punishments instead of positivity and rewards. It‘s because people learned or at least have the feeling that a good personal gaming experience only comes from other people getting punished, banned, sent to LP and such. Sad. No win-win situations. A detrimental mind set.

Thanks for your response. Sorry for the language barrier, I am not a native english speaker. Sometimes a word represents something in a country, and sometimes a different context in another. Allow me to proper clarity myself:

Wasted for my culture, means "Lived. Enjoyed. Experienced". Not waste as in "threw away, pointlessly.

You should, definetly, expose your ideas here. I know you are a regular, and I really believe you will make a great input to Valve. This forum has it's problems with spammers and people that just vent out or spam, but we have a solid group of community moderators that works very well to fix this solutions. This forum can be a place of great discussions and feedback, not "a problem for Valve to deal with".

On the topic of constrantly increasing MMR, maybe a safe fail could create a net of protection. I don't know how I feel about "Medals" having some sort of "Level 0" so you get another chance to keep it, I need to reflect about the idea. Such as uping medals, for instance. It's much easier to have a conversation about matters of "medals" instead of "numbers". It's much more easy for an outsider to understand what Immortal means, instead of what 7200 in some regions means.

About Role Queues and Solo Strickted, it is a must have, sadly. It forces a ratio of +30-30 instead of +20-20, and give the matchmaking more data to work on making it about "top player with randoms A plus top player 2 with random players from B - where is B is A+B = 8 other players. Random drafts made it clear what we knew for years. That is why people don't understand why they are matched with "Very Strong players after a spree": you start facing people that shows the same level of progression you do, the top of said game_MatchMakeRoom.

Strickted Solo, to be perfect honest, coult have it's own MMR NUMBER. That would solve things, perhaps; it's not that I am in doubt, it's how players would react. To add a "Strickly Solo Matchmaking - "HARDCORE SOLO" and regular MMR, that counts both team and regular play.

And about the positive side of mindset, as in many other things, I agree with you totally. It's a 50-50, that after consecutive wins, hardens the team you are facing, but that by no means, in the slow variance of mmr, make it less than a few percent. Teams are composed by humans being, with moments of fails and success, frustration, joy, pride, shame, envy, anger. That is why I believe, not only as a display but a mindset, that commends should be more detailed: I remember as a kid choosing to be forgiving before the game started, teaching, and that would lead to indirectly, leading. It was great to recieve commendations and not just some random, MVP, data. We got MVP in tournament games because there is time to analyze the plays - we don't really that in Dota.

We just need a revamped version of the commendation system, a way to make so that people get to watch what kind of people they are dealing with before the game start. If someone is forgiving, or friendly, you know that person is a nice guy in general so you think before acting towards him. If you see someone with leadership high, teaching high, you know that guy could make a huge difference when it comes to "avoiding small fires".

It's about percepction and reception. We see the world with more positive lens, we recept a world where more people are like that. We create a world where punishment is pleasure, and recept a world where more people are like that.

And I have to say on the cosmetics, to just add one paragraph:

I think that it's the Blizzard Dilema with Pharah Skin: the skin itself, for overwatch 2, sold more and made more money than the Blizzard Game "Starcraft 2: Wings of Liberty". We reached a pointed in gaming community that we rather EARN WITH monetized customizations instead of RISKYNG in Content Creation. Creating an event being spending developing time and art creation into making a mode that not everyone would appreciate anyway. Monetizing with Skins? That is something everyone would get in. Done in a shady gambling mode, it's probably less risky than developing a mode, and it's definetly more rewarding when it comes to safe earning.
I don't like Strict Solo because it gives playing solo a special status as if it is not a freely selected way of playing a team game. Why do solo players need, as the only party size a special treatment? If, it should be restricted for the casual modes because you can expect the ranked players to know how to communicate/coordinate and try hard to overcome the natural weaknesses of voluntarily playing solo. Just give them an equally bad communicating opponent team is lame for a competitiuve mode. Just accept the challenge that results from your choice of queue.

ps. If you are interested in some "crazy" ideas about how to play Dota2 differently, you may have a look here: https://steamcommunity.com/app/570/discussions/0/4039230885218371008/
Last edited by Absche; Dec 27, 2023 @ 6:17am
AIR Dec 30, 2023 @ 7:36am 
Originally posted by Absche:
Originally posted by Cybertrump 2077:

Thanks for your response. Sorry for the language barrier, I am not a native english speaker. Sometimes a word represents something in a country, and sometimes a different context in another. Allow me to proper clarity myself:

Wasted for my culture, means "Lived. Enjoyed. Experienced". Not waste as in "threw away, pointlessly.

You should, definetly, expose your ideas here. I know you are a regular, and I really believe you will make a great input to Valve. This forum has it's problems with spammers and people that just vent out or spam, but we have a solid group of community moderators that works very well to fix this solutions. This forum can be a place of great discussions and feedback, not "a problem for Valve to deal with".

On the topic of constrantly increasing MMR, maybe a safe fail could create a net of protection. I don't know how I feel about "Medals" having some sort of "Level 0" so you get another chance to keep it, I need to reflect about the idea. Such as uping medals, for instance. It's much easier to have a conversation about matters of "medals" instead of "numbers". It's much more easy for an outsider to understand what Immortal means, instead of what 7200 in some regions means.

About Role Queues and Solo Strickted, it is a must have, sadly. It forces a ratio of +30-30 instead of +20-20, and give the matchmaking more data to work on making it about "top player with randoms A plus top player 2 with random players from B - where is B is A+B = 8 other players. Random drafts made it clear what we knew for years. That is why people don't understand why they are matched with "Very Strong players after a spree": you start facing people that shows the same level of progression you do, the top of said game_MatchMakeRoom.

Strickted Solo, to be perfect honest, coult have it's own MMR NUMBER. That would solve things, perhaps; it's not that I am in doubt, it's how players would react. To add a "Strickly Solo Matchmaking - "HARDCORE SOLO" and regular MMR, that counts both team and regular play.

And about the positive side of mindset, as in many other things, I agree with you totally. It's a 50-50, that after consecutive wins, hardens the team you are facing, but that by no means, in the slow variance of mmr, make it less than a few percent. Teams are composed by humans being, with moments of fails and success, frustration, joy, pride, shame, envy, anger. That is why I believe, not only as a display but a mindset, that commends should be more detailed: I remember as a kid choosing to be forgiving before the game started, teaching, and that would lead to indirectly, leading. It was great to recieve commendations and not just some random, MVP, data. We got MVP in tournament games because there is time to analyze the plays - we don't really that in Dota.

We just need a revamped version of the commendation system, a way to make so that people get to watch what kind of people they are dealing with before the game start. If someone is forgiving, or friendly, you know that person is a nice guy in general so you think before acting towards him. If you see someone with leadership high, teaching high, you know that guy could make a huge difference when it comes to "avoiding small fires".

It's about percepction and reception. We see the world with more positive lens, we recept a world where more people are like that. We create a world where punishment is pleasure, and recept a world where more people are like that.

And I have to say on the cosmetics, to just add one paragraph:

I think that it's the Blizzard Dilema with Pharah Skin: the skin itself, for overwatch 2, sold more and made more money than the Blizzard Game "Starcraft 2: Wings of Liberty". We reached a pointed in gaming community that we rather EARN WITH monetized customizations instead of RISKYNG in Content Creation. Creating an event being spending developing time and art creation into making a mode that not everyone would appreciate anyway. Monetizing with Skins? That is something everyone would get in. Done in a shady gambling mode, it's probably less risky than developing a mode, and it's definetly more rewarding when it comes to safe earning.
I don't like Strict Solo because it gives playing solo a special status as if it is not a freely selected way of playing a team game. Why do solo players need, as the only party size a special treatment? If, it should be restricted for the casual modes because you can expect the ranked players to know how to communicate/coordinate and try hard to overcome the natural weaknesses of voluntarily playing solo. Just give them an equally bad communicating opponent team is lame for a competitiuve mode. Just accept the challenge that results from your choice of queue.

Strickly Solo Matchmaking is for a "different" breed of people.

Going meta a bit: LOL tried to remove Solo Ranked - there was an uprising; back in 2004, wow became a phenomena both for it's online social experience, but also the first MMO to really allow you to Solo, just fine.

I really think there must be a easier way to prematch people before the queue, so they would queue as 5. You know, you still can solo queue, or team queue, but you have a "lobby system", like the "dota+ tournament every weeekend", so it pre-builds a team so they can chat roles before queing.

"A Looking for Group" assistance.

It's a social quality of life that could enhance.

But you can't deny the reality that some people enjoy randomly solo queueing and believe that is a form of Dota.
Си́нтез Dec 30, 2023 @ 7:59am 
I salute you for saying something positive about this game....... Cause usually people view this game as a magical tit that must always feed them and make them happy and wipe their tears... and the fairy tale before bed can;t be too scary lol...
Last edited by Си́нтез; Dec 30, 2023 @ 8:00am
AIR Dec 30, 2023 @ 9:16am 
Originally posted by Си́нтез:
I salute you for saying something positive about this game....... Cause usually people view this game as a magical tit that must always feed them and make them happy and wipe their tears... and the fairy tale before bed can;t be too scary lol...

I love this game.
I really, really do love this game.

And it saddens me to see such a community drive project go to this amazing game that is today, with all the features. It's okay to fell bad about bad things in the game. Gambling is awful, Valve would "Break the Mold" if they finally be done with lootbox, and that is Free Pass, that will spread like Wild Greek Fire, in a world where people abhores loootbox and gambling, but are okay with shopping directly from the game store skins and bundles.

The gambling mode is an illusion, a classic "get quick rich scheme". It's predatory.

I don't love gambling.
I really, really do not love gambling.
AIR Dec 30, 2023 @ 5:57pm 
Originally posted by Си́нтез:
I salute you for saying something positive about this game....... Cause usually people view this game as a magical tit that must always feed them and make them happy and wipe their tears... and the fairy tale before bed can;t be too scary lol...

So yeah, I guess it is okay to both ove and hate the game for real.
AerSilver ♞ Dec 30, 2023 @ 6:02pm 
Only reason I still play is my friends do.
Game is in a horrible state,matchmaking is garbage,you can't strict solo queue in unranked,smurfs and game ruiners everywhere,and to top it all off it's rigged but events require winning games to progress.

dota allstars was my childhood but this is just trash,sorry not sorry.
AIR Dec 31, 2023 @ 7:12am 
Originally posted by AerSilver🗲:
Only reason I still play is my friends do.
Game is in a horrible state,matchmaking is garbage,you can't strict solo queue in unranked,smurfs and game ruiners everywhere,and to top it all off it's rigged but events require winning games to progress.

dota allstars was my childhood but this is just trash,sorry not sorry.

The whole community making a game? That was a gem that historians will praise someday.

Agreed with 100% things you said. Game is awesome - it's just in a bad state, and it's been for a long time.
i read the title of the topic and my reply is that I dont play this game. I stopped playing it because Valve/Steam is woke propaganda censorship anti-freedom totalitarian anti-people corrupt social score machine and they are extreme on all this stuff so there are better games to play plus there are lots of cheaters in dota as well because there is so anti-cheat. vac doesn't count it's useless.
AIR Dec 31, 2023 @ 8:56pm 
Originally posted by RFK FTW:
i read the title of the topic and my reply is that I dont play this game. I stopped playing it because Valve/Steam is woke propaganda censorship anti-freedom totalitarian anti-people corrupt social score machine and they are extreme on all this stuff so there are better games to play plus there are lots of cheaters in dota as well because there is so anti-cheat. vac doesn't count it's useless.

Thanks for the feedback.

The title alone doesn't mean much. The whole OP is about both the things we like, and hate, about the game.

Gotta get ready for New Year family reunion. Peace out!
Happy 2024!
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Date Posted: Dec 26, 2023 @ 2:01pm
Posts: 12