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super sweet best pal
Nov 18, 2009

We were still ahead even with the first disconnect. The second guy even thought we still had a chance; he forgot he had something else to do when he'd queued.

In short, gently caress MOBAs.

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Squeezy Farm
Jun 16, 2009
:siren: 6.81 is upon us :siren:



Welcome to the 8th DOTA2 Thread! We have a long OP, but you should read it! Zeus help you if you post before reading the third post of this op!
:dota101:For totally new players check out the frog sirened NEW PLAYERS section before posting! Remember: One Game and One Training Bullet Point before posting!:dota101:

http://steamcommunity.com/groups/dotagoons is the steam group
In game we have guild GOON, just ask in the LLJK chat in game and you'll get an invite.

4th Thread* (Archives)
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Number of Bans: 2
5th Thread* (Archives)
Probations Earned: 4 Months 1 weeks 1 days 12 Hours
Number of Bans: 4
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7th Thread*
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Number of Bans: 3


What is DotA/2?

DOTA2, simply, is the new engine sequel/remake to/of DotA. It makes sense to start with that then:

DotA, or Defense of the Ancients, is a Warcraft III mod that involves two teams of five players competing against each other to take down their opponents' bases. While the base engine of DotA may have been an RTS, the game plays more like a hourlong RPG; each team's army units (known as "creeps") simply attack move to the enemy base in three lanes (bottom, middle, and top) and each player in DotA controls one of 100+ heroes, and gains gold and experience to buy items that can drastically boost their powers. As a single game takes around 40-60 minutes and every individual member is integral in the team's success, the game is highly competitive!

DOTA2 has a full team at Valve working on it. Most importantly, Icefrog, the current developer of WC3-DotA is working on DOTA2. There are a few goons on the valve team floating around the thread as well!

https://www.youtube.com/watch?v=akUNmFAzS98


I wrote a history-thing about Dota 1's creation for TMC here.

Who plays DotA?

Today, almost a decade after its inception, DotA has an estimated 10 million players on battle.net, Garena, and other international servers. A patch can get up to six million downloads in a day.

The competitive scene is ridiculously large and alive as well; from the Chinese dynasties CCM and LGD frought with succession drama to the old-school European dominators like MYM, OK, and Na'Vi, competitors are drawn from all over the world. This large playerbase contributes to a diversity of playstyles and strategies, and the large hero pool and monthly patches ensure that the game never gets stale. Recently as well, Starcraft I/II heavy hitters TeamLiquid have officially began supporting DOTA2 as one of their games. You can now find competitive info and a TL team, just check their site!

Gosugamers, JoinDotA, and now TeamLiquid have all the competitive news and streams you could want.

:frogsiren:NEW PLAYERS:frogsiren:

Most of you fucks wonderful people won't read the whole OP before jumping in, then ask 'hey wat do i do ive never played' in the thread. Here are some things you can do to avoid this unhappy fate
  • Watch the 'How to play Dota2 in 4 minutes' video above
  • Read this
  • Check out the official guide here
  • If you have time, watch this.
Well should I just do bot games until I'm pro?
Some people find that bot games are less anxiety producing than jumping straight into a normal match. This may be true, but you'll see from even a bot game that there are plenty of people just as bad as you are. Still, I think I'd recommend your first game be a bot game just so you can get a feel of how the game controls, and how you buy things from the shop.

What hero should I play?
General recommendations for new players include
AGI: Viper (Carry, Ranged) or Ursa (Carry/Ganker, Melee)
STR: Sven (Carry/Ganker, Melee) or Tidehunter (Support, Melee)
INT: Lich (Support, Ranged) or Shadow Shaman (Ganker/Support, Ranged)

AVOID: Chen, Enchantress, Meepo, Visage, Invoker

All this being said, if you've done at least one of the above bullet points, and played a single game, feel free to ask any questions you have in the thread. It's just that 'I'm am entirely new and don't know what I don't know' isnt a very helpful point of reference for us!

IF YOU'RE COMING FROM LEAGUE OR HON: Welcome! Read the Transitioning to DOTA guide in the second post!

The International



The International 2014 has started!

It runs this year July 18-21 (Though qualifiers started on the 12th of May)



Here are the invitees this year. There will also be 5 qualifier places this year: NA, SEA, EU, and CN, with a wildcard for the 2nd place from each region.

So, what is The International?

Every year, Valve sponsors an over one million dollar tournament, with free broadcasts in multiple languages.
Yes, you read that correctly. OVER [strike]$1,000,000.[/strike] $4,000,000 loving dollars

All of the VODs for the Internationals past are available here. Be aware that TI2011 is a lot of farming however. Here's some quick info on what's what from each year, be aware that if you want to watch them all there may be spoilers if you click on the matches listed.

TI2011:
Champions:Na'Vi (Ukraine)
Set to Watch: The Semifinals and Finals

TI2012:
Champions: iG (China)
Set to Watch: LGD vs Navi

TI2013:
Champions: The Alliance (Sweden)
Set to Watch: Liquid vs TongFu and Na'Vi vs Alliance

This sounds awfully similar to...

Yes, all those games that seem familiar (LoL, HoN, Demigod, Bloodline Champions, Realm of the Titans) are all DotA-likes (or Multiplayer Online Battle Arenas aka MOBA or Action Real-Time Strategy aka ARTS). Make no mistake though, DotA2 may be prettier and have some new tricks, but in terms of mechanics and gameplay, it is the direct reincarnation of DotA. Direct. As in dont complain about last hitting in this thread, of course it's in. Discussions about mechanics are welcome, just consider that almost every mechanic in dota2 is a direct design decision, and isn't just a legacy feature.

Sounds good, how do I play?

Dota2 has officially launched! Just go to the page in the store and you can play! There's some sort of 'queue' when you go to install it but from what I've heard it goes by very quickly.

Other Info
  • DotA2 uses Valve's Source engine: global lighting, cloth simulation, and integrated voice chat are part of the game.
  • AI bots will eventually take over for disconnected players (maybe), and are available to play against in unranked training matches as well.
  • Some hero skills work slightly better with the replacement of the Warcraft III engine with the Source engine. Examples include Rubik's Spellsteal.
  • Valve has integrated Steamworks. You can create and submit new items which get voted on and potentially added on a weekly basis.
  • There are several available matchmaking modes, currently including All Pick (Any Hero), Single Draft (Select between 1 of 3 heroes, 1 per attribute), Captain's Mode (Draft of most heroes, captain makes picks), Random Draft (Pool of 20 heroes, players make picks), All Random (Everyone gets a random hero + bonus gold), Captain's Draft (Like Random Draft with a banning/picking captain), and Least Played (All Pick, but your top 40 most played heroes are unavailable)
  • A coaching system where veteran players can help out new players. "The coach sees the pupil's screen, and gets private voice and chat channels to communicate with them. The coach probably won't be able to take control of anything directly (once again, the details are currently under discussion)." This system is nearing release
  • The game is F2P with a cosmetic shop. All heroes are unlocked, you buy cosmetic items:

What does this game even look like?

You can watch some streams! See the next post for some recommendations. There are also some pictures/fanart at the end of the post. Some reviews have said it looks dated but they're honestly really mind-numbingly dumb.

Trailer:
https://www.youtube.com/watch?v=-cSFPIwMEq4

What's the deal with the store? This poo poo is expensive? What is a chest? I still can't read the op so this section also has :siren:TRADING INFO:siren: in it?

The store in DOTA2 works very similarly to TF2's store. You can buy individual items for prices varying from about 50 cents to 7+ dollars, or bundles of items for a group priced discount. Anything (not bundles) in the store can also drop in game, with the notable exception of Unusual Couriers, which only drop from chests.

Chests are the other random things you'll see dropping at the end of games. They don't do gently caress all, but you can buy a key for 2.50$ from the store to open it. Opening a chest will yield one random item from the list of items in the chest description, but like all good gambles also has a small (1%) chance of containing something super cool! These super cool things are unusual couriers, which is a courier with a coolio superneat effect attached to it. They can look something like this.


Generally the advice is 'dont open chests', since unusuals aside anything you want from them is probably worth less than that key, and you can just trade for it.

:siren: Don't post trades in this thread, we have a thread for that HERE

If you want to spend real money on Dota items but want them cheaper, goon Captain Invictus sells steam things, including dota items, for a discount.

Also for trading, the Steam Marketplace which was recently added currently supports the selling of Chests, Keys, and Vintage (Green Quality) Items all items.

What's this about a Test Beta Client?

Test patches come out occasionally, if no big bugs are left, they push it to live the next day.

When you get in the beta you'll notice a second client: Dota 2 Test. It's purpose is supposedly to find major bugs before they go on to live beta client, in actuality it's a bunch of people sitting in bot games playing the new hero if there is one. There's only 2000 slots available on the test servers, so nobody really uses it. You don't need to bother installing it.

Links

Current Events

Check out our PRO DOTA2 THREAD: http://forums.somethingawful.com/showthread.php?threadid=3601662
If you want to find the VOD for a match, check out DotaCinema's VOD site, it's real good!

Latest Patch - April 29th (Expected)

http://www.dota2.com/springcleaning/


In-Game Stuff

To join an inhouse:
  • Go to the Play tab
  • Find a Lobby
  • Private Games
  • Type in the password given into that box and hit search. The password is usually lljk, or lljk2, etc
Console and Autoexec commands:
To input any of these commands, add "-console" to the launch options for DotA2 on steam. You can also make a file called autoexec.cfg in X:\Program Files\Steam\steamapps\common\dota 2 beta\dota\cfg, and put in commands that you would put in console to have the automatically executed when the game starts.

There is also an (new) generator for this here.
  • chat_join lljk - Automatically joins a chat channel when you start dota, in this case, lljk.
  • con_enable 1 - Adds the console to your game, same as adding -console to the launch options. Press ` (by default) in game to toggle console.
  • dota_health_per_vertical_marker 200 - Changes how much health each of those bars is; by default it's 200, you might want to change it to 100 if you play League or want more accurate health bars.
  • dota_minimap_misclick_time 0 - You can up the time on this to set how long your mouse has to be on the minimap to click on it, if you constantly click on the minimap by accident.
  • dota_force_right_click_attack 0 - Right click deny Change the 0 to a 1 to enable it.
  • dota_disable_range_finder 1 - Range indicators If you set this to 0, you'll see a small red/green bar from your character to your mouse pointer that makes spell ranges much more visible than looking at the mouse cursor changing alone.
  • dota_sf_old_heropedia "1" Old hero learn tab thing? I dont know why you'd want it but there.
Credit to Minrad

Stuff to Change in Options:
  • To remove camera pan acceleration, put the 'camera acceleration' bar all the way to the right. I'd also put the camera speed bar to the right.
  • Your hotkeys start out silly, move the item hotkeys somewhere off of the numpad (like alt qweasd) and change your level-up skill and stats hotkey to something you can get without moving your hand super far (I use Z and X) Forgot to mention: B for buy! I'd like to set C to center on my hero but it wont let me.
  • Enable double activate item and enable shop hotkeys in Game (if you want, I plan on learning to buy from the shop)
  • Turn the render slider all the way to the right!
Credit to Gokuesque

Changing recommended items:
  • Go to your steam/steamapps/common/dota 2 beta/dota/itembuilds folder.
  • Paste "item" "item_tpscroll" in every hero's core item list.
  • Don't like having Mask of Madness as a core item on Night Stalker? Want an urn instead? Change that stuff all in the file.
  • There's a dota2alttab item list here.
  • http://dota2-itemchanger.googlecode.com/files/dota2itemchanger.zip - A program made to do the same thing, but easier. Requires .NET
    How to use the program:
    1. Unzip anywhere
    2. Run dota2itemchanger.exe, select a hero, and then drag&drop items from the left to the starting/early/... box in the right (the box appears after you select the item type at the top)
    3. Click save (you will get warnings if you don't add any items for a category)
    4. A new .txt file (for example, default_antimage.txt) will be created in the current directory. You can open it in notepad and check it, maybe make modifications about the item order
    5. Create a backup of the default hero itembuild (for example, c:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\itembuilds\default_antimage.txt)
    6. Copy the file from 4. to the location mentioned at 5.
    7. Start the game, create a practice game and check if everything is ok
Other Useful Scripts:
  • http://pastebin.com/FxPCueM8 - Adds aliases to search for hon and dota1 item names. Goes into "...\dota 2 beta\dota\scripts\npc", make sure to make a backup. Credit lprsti99
  • http://pastebin.com/pew7W7A2 - Courier Autofetch script. Goes into autoexec.
  • AND ON THE THIRD DAY IT WAS REBORN: NBA JAM ACCOUNCER
  • http://www.dota2layout.com/ - An online layout editor so you can make pretty pictures of dicks jizzing out agi carries and share it with the rest of the world more easily.
  • http://pastebin.com/EVQKkxgn - If the dota:// links dont work for you, running this (saved as a .reg) will fix it. Make sure you change the M:/ path to the correct drive/path for your dota2 installation


Ancient words of wisdom...

Long ago in a distant land, I, Terrorblade, the shape shifting master of darkness, unleashed an unspeakable evil. But a foolish samurai juggernaut wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time, and flung him into the future where my evil is law. Now the fool seeks to return to the past and undo the future that is Terrorblade.



Don't play with tcjimbo.

Squeezy Farm
Jun 16, 2009
Goon Streams

Abadgoon, a shared stream, ask me via PM or IRC or Thread if you want to join!
Wangsbig
Protokoll
chronofx
Skyl3lazer
Lost-Viking/Hiid
Mezmerize
PyrionFlax
Headliner aka SelfKnockout
swmmrmanshen
dickboss
SuicideTrooper
PyronicEX
Shukaro
JollyPubJerk
Minrad
Ussr
MuffinMan
Cyborgmatt (Some DotA2, some datamining)
(if anyone else has a stream let me know via pm or on irc, as Skyl3lazer)

Other Streams

http://streamdota2.com/ tends to have every stream on it
Saltybet Dota!
Tobi-Wan, big-name English dota caster
Beyond the Summit
Luminous, another caster on BTS

Training Materials

Transitioning to DotA
League of Legends
  • Where did all my mana just go?
    You spent it all on that one ability! Generally mana pools start out much smaller and abilities are much more expensive. Some Heroes can't even cast a spell more than once off a full bar at level 1. Don't expect to be aggressive from level 1 in the same way you can in LoL. You will eat through your mana potions and sit there vulnerable.
  • What are all these stats? How do I build Bloodthirster?
    Itemization in DotA is very different than LoL. All Heroes have three stats, Str, Agi, Int. Str increases health and health regen. Agi increases armor and attack speed. Int increases mana and mana regen. Each hero has one stat as their primary, increasing that stat increases your attack damage. Itemization is pretty confusing but you can still build +damage and +attack speed.
  • That's cool, but where's my AP, how do abilities hit harder?
    As a general rule, ability damage only scales with rank, unless it explicitly scales off something else. Some items and abilities reduce magic resist, which effectively increases damage, but it's impractical to explicitly stack these.
  • Where are the bushes? How did that guy disappear up some stairs?
    Dota has no tall grass, it does have elevation. You can't see up onto higher ground so try to always ward higher ground as it gives more visibility.
  • Hey, where did my gold go!?
    You dropped some of it when you died. You can never lose gold from killing other Heroes. Other gold is "unreliable."
  • What's this courier thing?
    You don't have to go back to the fountain to buy. You can buy from anywhere! However, you can't retrieve the items you bought until you go back to the fountain and pick them up, or have the courier deliver them to you.
  • How do I b?
    You have to buy teleport scrolls. You can teleport with them to any friendly tower or your fountain. It's a quick cast and isn't interrupted by damage so you can use it as an escape against anyone without an interrupt.
  • This store is confusing!
    Yeah, pretty much. In addition to the stat stuff, nearly every higher end item has an on use effect or passive or both. Make sure you read up on items and make sure to use their abilites! Also each side has a "Secret Shop" in the jungle you have to go to for certain items.
  • Some other notes:
    Last hitting during early game is comparatively difficult to LoL since you do a very small amount of damage to creeps.
    Press A then click to last hit your own creeps for denials.
    Top and Bottom are not symmetrical.
    The jungle is huge and confusing as poo poo I'm still working this out also stuff hits hard.
    Alt is ping, Y is a chatwheel.
    There are gems in the river that do things! Just ping them for your team since you don't know what you're doing.
    Places on the map with eyeball graffiti are good places for wards.
    There's like 900x more CC abilities in this than LoL, watch your positioning.
Credit to mango sentinel
Heroes of Newerth
  • If you played HoN during it's beta, it won't be all that different for you. If not, read on!
  • Turn rates are drastically slower in dota than in HoN. This is at the top because the first thing you'll think upon playing your first DotA2 game is 'why is it lagging'. It isn't lag, heroes in this game have slower turn rates, and in some cases slower cast times (think pre buff Jereziah or Torturer)
  • There is a secret shop where HoN has observatories, as well as side shops. Some items are only available at these shops, and cannot be bought in base.
  • Many heroes that HoN has that came from DotA have been reworked in HoN or DotA since they were transferred. Important examples include Rampage/Spiritbreaker, and Keeper/Treant

Smite
  • heh

Fanart!

Feel free to post fanart in the thread without accompanying dota-related post. Make sure you source your art if you can, and LINK NWS STUFF.

Also note: There is a very loving thin line with NWS art and if you cross it you will probably be banned. NWS art is for funny fanart that shows a tit, not for posting hardcore dota porn you sick gently caress.

http://i.imgur.com/v8lgd.jpg(Slightly NWS)



Lots more, some NWS

Promos (Big versions of these available on the DotA2 Blog site):






also some Here

Squeezy Farm
Jun 16, 2009



Posting Guidelines

The DotA threads had historically been areas of incredibly low effort/low content/generally lovely posts. We are breaking this tradition. Keep your posts in this thread congenial and useful. The mods watch this thread very closely so don't think you'll be an exception with your smugpost. Here are some rules to help you avoid getting yourself probated and banned.

  • Do NOT import any external drama into this thread. IRC drama especially is generally an instaprobo or ban
  • Nobody cares what you think of another dota-esque game
  • Don't gimmickpost about how good you are or whatever
  • If you disagree with someone, that's fine, but explain why you disagree
  • Try not be be stupidly insulting to your fellow posters
  • No callouts
  • If you post your stats you better loving have some content too. MS Paints of the game are also acceptable.
  • No racist/homophobic/whatever posts. There are people from all over the world playing, and we are all just as bad as each other.
  • NO COMPLAINS ABOUT THE CHATMUTE SYSTEM. YOU PROBABLY DESERVED IT STOP TALKING ABOUT IT.
  • Don't circlejerk. This isn't a war zone, it's a thread.
  • I guess don't post your stream link a lot

If you think someone is breaking the forum rules, report them and let the mods deal with it. DO NOT REPORT MULTIPLE POSTS BY THE SAME PERSON. DO NOT REPORT PEOPLE JUST BECAUSE YOU DISAGREE WITH THEM. The above list is not comprehensive, it's just based on what people have been probated for in the past. Be nice, and have fun discussing DOTA 2!

:siren:

:siren:


Length of Probation earned in DotA2 Thread #8: 0 Years 0 Months 2 Weeks 41 Days 0 Hours
Number of Bans: 0

Pomp
Apr 3, 2012

by Fluffdaddy

Epic Hamcat posted:

:siren: 6.81 is upon us :siren:



Welcome to the 8th DOTA2 Thread! We have a long OP, but you should read it! Zeus help you if you post before reading the third post of this op!
:dota101:For totally new players check out the frog sirened NEW PLAYERS section before posting! Remember: One Game and One Training Bullet Point before posting!:dota101:

http://steamcommunity.com/groups/dotagoons is the steam group
In game we have guild GOON, just ask in the LLJK chat in game and you'll get an invite.

4th Thread* (Archives)
Probation Earned: 5 Months 2 weeks 3 days 6 Hours
Number of Bans: 2
5th Thread* (Archives)
Probations Earned: 4 Months 1 weeks 1 days 12 Hours
Number of Bans: 4
6th Thread* (Archives)
Probations Earned: 2 Months 1 Weeks 2 Days 6 Hours
Number of Bans: 3
7th Thread*
Probation Earned7: 3 Months 3 Weeks 5 Days 12 Hours
Number of Bans: 3


What is DotA/2?

DOTA2, simply, is the new engine sequel/remake to/of DotA. It makes sense to start with that then:

DotA, or Defense of the Ancients, is a Warcraft III mod that involves two teams of five players competing against each other to take down their opponents' bases. While the base engine of DotA may have been an RTS, the game plays more like a hourlong RPG; each team's army units (known as "creeps") simply attack move to the enemy base in three lanes (bottom, middle, and top) and each player in DotA controls one of 100+ heroes, and gains gold and experience to buy items that can drastically boost their powers. As a single game takes around 40-60 minutes and every individual member is integral in the team's success, the game is highly competitive!

DOTA2 has a full team at Valve working on it. Most importantly, Icefrog, the current developer of WC3-DotA is working on DOTA2. There are a few goons on the valve team floating around the thread as well!

https://www.youtube.com/watch?v=akUNmFAzS98


I wrote a history-thing about Dota 1's creation for TMC here.

Who plays DotA?

Today, almost a decade after its inception, DotA has an estimated 10 million players on battle.net, Garena, and other international servers. A patch can get up to six million downloads in a day.

The competitive scene is ridiculously large and alive as well; from the Chinese dynasties CCM and LGD frought with succession drama to the old-school European dominators like MYM, OK, and Na'Vi, competitors are drawn from all over the world. This large playerbase contributes to a diversity of playstyles and strategies, and the large hero pool and monthly patches ensure that the game never gets stale. Recently as well, Starcraft I/II heavy hitters TeamLiquid have officially began supporting DOTA2 as one of their games. You can now find competitive info and a TL team, just check their site!

Gosugamers, JoinDotA, and now TeamLiquid have all the competitive news and streams you could want.

:frogsiren:NEW PLAYERS:frogsiren:

Most of you fucks wonderful people won't read the whole OP before jumping in, then ask 'hey wat do i do ive never played' in the thread. Here are some things you can do to avoid this unhappy fate
  • Watch the 'How to play Dota2 in 4 minutes' video above
  • Read this
  • Check out the official guide here
  • If you have time, watch this.
Well should I just do bot games until I'm pro?
Some people find that bot games are less anxiety producing than jumping straight into a normal match. This may be true, but you'll see from even a bot game that there are plenty of people just as bad as you are. Still, I think I'd recommend your first game be a bot game just so you can get a feel of how the game controls, and how you buy things from the shop.

What hero should I play?
General recommendations for new players include
AGI: Viper (Carry, Ranged) or Ursa (Carry/Ganker, Melee)
STR: Sven (Carry/Ganker, Melee) or Tidehunter (Support, Melee)
INT: Lich (Support, Ranged) or Shadow Shaman (Ganker/Support, Ranged)

AVOID: Chen, Enchantress, Meepo, Visage, Invoker

All this being said, if you've done at least one of the above bullet points, and played a single game, feel free to ask any questions you have in the thread. It's just that 'I'm am entirely new and don't know what I don't know' isnt a very helpful point of reference for us!

IF YOU'RE COMING FROM LEAGUE OR HON: Welcome! Read the Transitioning to DOTA guide in the second post!

The International



The International 2014 has started!

It runs this year July 18-21 (Though qualifiers started on the 12th of May)



Here are the invitees this year. There will also be 5 qualifier places this year: NA, SEA, EU, and CN, with a wildcard for the 2nd place from each region.

So, what is The International?

Every year, Valve sponsors an over one million dollar tournament, with free broadcasts in multiple languages.
Yes, you read that correctly. OVER [strike]$1,000,000.[/strike] $4,000,000 loving dollars

All of the VODs for the Internationals past are available here. Be aware that TI2011 is a lot of farming however. Here's some quick info on what's what from each year, be aware that if you want to watch them all there may be spoilers if you click on the matches listed.

TI2011:
Champions:Na'Vi (Ukraine)
Set to Watch: The Semifinals and Finals

TI2012:
Champions: iG (China)
Set to Watch: LGD vs Navi

TI2013:
Champions: The Alliance (Sweden)
Set to Watch: Liquid vs TongFu and Na'Vi vs Alliance

This sounds awfully similar to...

Yes, all those games that seem familiar (LoL, HoN, Demigod, Bloodline Champions, Realm of the Titans) are all DotA-likes (or Multiplayer Online Battle Arenas aka MOBA or Action Real-Time Strategy aka ARTS). Make no mistake though, DotA2 may be prettier and have some new tricks, but in terms of mechanics and gameplay, it is the direct reincarnation of DotA. Direct. As in dont complain about last hitting in this thread, of course it's in. Discussions about mechanics are welcome, just consider that almost every mechanic in dota2 is a direct design decision, and isn't just a legacy feature.

Sounds good, how do I play?

Dota2 has officially launched! Just go to the page in the store and you can play! There's some sort of 'queue' when you go to install it but from what I've heard it goes by very quickly.

Other Info
  • DotA2 uses Valve's Source engine: global lighting, cloth simulation, and integrated voice chat are part of the game.
  • AI bots will eventually take over for disconnected players (maybe), and are available to play against in unranked training matches as well.
  • Some hero skills work slightly better with the replacement of the Warcraft III engine with the Source engine. Examples include Rubik's Spellsteal.
  • Valve has integrated Steamworks. You can create and submit new items which get voted on and potentially added on a weekly basis.
  • There are several available matchmaking modes, currently including All Pick (Any Hero), Single Draft (Select between 1 of 3 heroes, 1 per attribute), Captain's Mode (Draft of most heroes, captain makes picks), Random Draft (Pool of 20 heroes, players make picks), All Random (Everyone gets a random hero + bonus gold), Captain's Draft (Like Random Draft with a banning/picking captain), and Least Played (All Pick, but your top 40 most played heroes are unavailable)
  • A coaching system where veteran players can help out new players. "The coach sees the pupil's screen, and gets private voice and chat channels to communicate with them. The coach probably won't be able to take control of anything directly (once again, the details are currently under discussion)." This system is nearing release
  • The game is F2P with a cosmetic shop. All heroes are unlocked, you buy cosmetic items:

What does this game even look like?

You can watch some streams! See the next post for some recommendations. There are also some pictures/fanart at the end of the post. Some reviews have said it looks dated but they're honestly really mind-numbingly dumb.

Trailer:
https://www.youtube.com/watch?v=-cSFPIwMEq4

What's the deal with the store? This poo poo is expensive? What is a chest? I still can't read the op so this section also has :siren:TRADING INFO:siren: in it?

The store in DOTA2 works very similarly to TF2's store. You can buy individual items for prices varying from about 50 cents to 7+ dollars, or bundles of items for a group priced discount. Anything (not bundles) in the store can also drop in game, with the notable exception of Unusual Couriers, which only drop from chests.

Chests are the other random things you'll see dropping at the end of games. They don't do gently caress all, but you can buy a key for 2.50$ from the store to open it. Opening a chest will yield one random item from the list of items in the chest description, but like all good gambles also has a small (1%) chance of containing something super cool! These super cool things are unusual couriers, which is a courier with a coolio superneat effect attached to it. They can look something like this.


Generally the advice is 'dont open chests', since unusuals aside anything you want from them is probably worth less than that key, and you can just trade for it.

:siren: Don't post trades in this thread, we have a thread for that HERE

If you want to spend real money on Dota items but want them cheaper, goon Captain Invictus sells steam things, including dota items, for a discount.

Also for trading, the Steam Marketplace which was recently added currently supports the selling of Chests, Keys, and Vintage (Green Quality) Items all items.

What's this about a Test Beta Client?

Test patches come out occasionally, if no big bugs are left, they push it to live the next day.

When you get in the beta you'll notice a second client: Dota 2 Test. It's purpose is supposedly to find major bugs before they go on to live beta client, in actuality it's a bunch of people sitting in bot games playing the new hero if there is one. There's only 2000 slots available on the test servers, so nobody really uses it. You don't need to bother installing it.

Links

Current Events

Check out our PRO DOTA2 THREAD: http://forums.somethingawful.com/showthread.php?threadid=3601662
If you want to find the VOD for a match, check out DotaCinema's VOD site, it's real good!

Latest Patch - April 29th (Expected)

http://www.dota2.com/springcleaning/


In-Game Stuff

To join an inhouse:
  • Go to the Play tab
  • Find a Lobby
  • Private Games
  • Type in the password given into that box and hit search. The password is usually lljk, or lljk2, etc
Console and Autoexec commands:
To input any of these commands, add "-console" to the launch options for DotA2 on steam. You can also make a file called autoexec.cfg in X:\Program Files\Steam\steamapps\common\dota 2 beta\dota\cfg, and put in commands that you would put in console to have the automatically executed when the game starts.

There is also an (new) generator for this here.
  • chat_join lljk - Automatically joins a chat channel when you start dota, in this case, lljk.
  • con_enable 1 - Adds the console to your game, same as adding -console to the launch options. Press ` (by default) in game to toggle console.
  • dota_health_per_vertical_marker 200 - Changes how much health each of those bars is; by default it's 200, you might want to change it to 100 if you play League or want more accurate health bars.
  • dota_minimap_misclick_time 0 - You can up the time on this to set how long your mouse has to be on the minimap to click on it, if you constantly click on the minimap by accident.
  • dota_force_right_click_attack 0 - Right click deny Change the 0 to a 1 to enable it.
  • dota_disable_range_finder 1 - Range indicators If you set this to 0, you'll see a small red/green bar from your character to your mouse pointer that makes spell ranges much more visible than looking at the mouse cursor changing alone.
  • dota_sf_old_heropedia "1" Old hero learn tab thing? I dont know why you'd want it but there.
Credit to Minrad

Stuff to Change in Options:
  • To remove camera pan acceleration, put the 'camera acceleration' bar all the way to the right. I'd also put the camera speed bar to the right.
  • Your hotkeys start out silly, move the item hotkeys somewhere off of the numpad (like alt qweasd) and change your level-up skill and stats hotkey to something you can get without moving your hand super far (I use Z and X) Forgot to mention: B for buy! I'd like to set C to center on my hero but it wont let me.
  • Enable double activate item and enable shop hotkeys in Game (if you want, I plan on learning to buy from the shop)
  • Turn the render slider all the way to the right!
Credit to Gokuesque

Changing recommended items:
  • Go to your steam/steamapps/common/dota 2 beta/dota/itembuilds folder.
  • Paste "item" "item_tpscroll" in every hero's core item list.
  • Don't like having Mask of Madness as a core item on Night Stalker? Want an urn instead? Change that stuff all in the file.
  • There's a dota2alttab item list here.
  • http://dota2-itemchanger.googlecode.com/files/dota2itemchanger.zip - A program made to do the same thing, but easier. Requires .NET
    How to use the program:
    1. Unzip anywhere
    2. Run dota2itemchanger.exe, select a hero, and then drag&drop items from the left to the starting/early/... box in the right (the box appears after you select the item type at the top)
    3. Click save (you will get warnings if you don't add any items for a category)
    4. A new .txt file (for example, default_antimage.txt) will be created in the current directory. You can open it in notepad and check it, maybe make modifications about the item order
    5. Create a backup of the default hero itembuild (for example, c:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\itembuilds\default_antimage.txt)
    6. Copy the file from 4. to the location mentioned at 5.
    7. Start the game, create a practice game and check if everything is ok
Other Useful Scripts:
  • http://pastebin.com/FxPCueM8 - Adds aliases to search for hon and dota1 item names. Goes into "...\dota 2 beta\dota\scripts\npc", make sure to make a backup. Credit lprsti99
  • http://pastebin.com/pew7W7A2 - Courier Autofetch script. Goes into autoexec.
  • AND ON THE THIRD DAY IT WAS REBORN: NBA JAM ACCOUNCER
  • http://www.dota2layout.com/ - An online layout editor so you can make pretty pictures of dicks jizzing out agi carries and share it with the rest of the world more easily.
  • http://pastebin.com/EVQKkxgn - If the dota:// links dont work for you, running this (saved as a .reg) will fix it. Make sure you change the M:/ path to the correct drive/path for your dota2 installation


Ancient words of wisdom...

Long ago in a distant land, I, Terrorblade, the shape shifting master of darkness, unleashed an unspeakable evil. But a foolish samurai juggernaut wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time, and flung him into the future where my evil is law. Now the fool seeks to return to the past and undo the future that is Terrorblade.



Don't play with tcjimbo.


Epic Hamcat posted:

Goon Streams

Abadgoon, a shared stream, ask me via PM or IRC or Thread if you want to join!
Wangsbig
Protokoll
chronofx
Skyl3lazer
Lost-Viking/Hiid
Mezmerize
PyrionFlax
Headliner aka SelfKnockout
swmmrmanshen
dickboss
SuicideTrooper
PyronicEX
Shukaro
JollyPubJerk
Minrad
Ussr
MuffinMan
Cyborgmatt (Some DotA2, some datamining)
(if anyone else has a stream let me know via pm or on irc, as Skyl3lazer)

Other Streams

http://streamdota2.com/ tends to have every stream on it
Saltybet Dota!
Tobi-Wan, big-name English dota caster
Beyond the Summit
Luminous, another caster on BTS

Training Materials

Transitioning to DotA
League of Legends
  • Where did all my mana just go?
    You spent it all on that one ability! Generally mana pools start out much smaller and abilities are much more expensive. Some Heroes can't even cast a spell more than once off a full bar at level 1. Don't expect to be aggressive from level 1 in the same way you can in LoL. You will eat through your mana potions and sit there vulnerable.
  • What are all these stats? How do I build Bloodthirster?
    Itemization in DotA is very different than LoL. All Heroes have three stats, Str, Agi, Int. Str increases health and health regen. Agi increases armor and attack speed. Int increases mana and mana regen. Each hero has one stat as their primary, increasing that stat increases your attack damage. Itemization is pretty confusing but you can still build +damage and +attack speed.
  • That's cool, but where's my AP, how do abilities hit harder?
    As a general rule, ability damage only scales with rank, unless it explicitly scales off something else. Some items and abilities reduce magic resist, which effectively increases damage, but it's impractical to explicitly stack these.
  • Where are the bushes? How did that guy disappear up some stairs?
    Dota has no tall grass, it does have elevation. You can't see up onto higher ground so try to always ward higher ground as it gives more visibility.
  • Hey, where did my gold go!?
    You dropped some of it when you died. You can never lose gold from killing other Heroes. Other gold is "unreliable."
  • What's this courier thing?
    You don't have to go back to the fountain to buy. You can buy from anywhere! However, you can't retrieve the items you bought until you go back to the fountain and pick them up, or have the courier deliver them to you.
  • How do I b?
    You have to buy teleport scrolls. You can teleport with them to any friendly tower or your fountain. It's a quick cast and isn't interrupted by damage so you can use it as an escape against anyone without an interrupt.
  • This store is confusing!
    Yeah, pretty much. In addition to the stat stuff, nearly every higher end item has an on use effect or passive or both. Make sure you read up on items and make sure to use their abilites! Also each side has a "Secret Shop" in the jungle you have to go to for certain items.
  • Some other notes:
    Last hitting during early game is comparatively difficult to LoL since you do a very small amount of damage to creeps.
    Press A then click to last hit your own creeps for denials.
    Top and Bottom are not symmetrical.
    The jungle is huge and confusing as poo poo I'm still working this out also stuff hits hard.
    Alt is ping, Y is a chatwheel.
    There are gems in the river that do things! Just ping them for your team since you don't know what you're doing.
    Places on the map with eyeball graffiti are good places for wards.
    There's like 900x more CC abilities in this than LoL, watch your positioning.
Credit to mango sentinel
Heroes of Newerth
  • If you played HoN during it's beta, it won't be all that different for you. If not, read on!
  • Turn rates are drastically slower in dota than in HoN. This is at the top because the first thing you'll think upon playing your first DotA2 game is 'why is it lagging'. It isn't lag, heroes in this game have slower turn rates, and in some cases slower cast times (think pre buff Jereziah or Torturer)
  • There is a secret shop where HoN has observatories, as well as side shops. Some items are only available at these shops, and cannot be bought in base.
  • Many heroes that HoN has that came from DotA have been reworked in HoN or DotA since they were transferred. Important examples include Rampage/Spiritbreaker, and Keeper/Treant

Smite
  • heh

Fanart!

Feel free to post fanart in the thread without accompanying dota-related post. Make sure you source your art if you can, and LINK NWS STUFF.

Also note: There is a very loving thin line with NWS art and if you cross it you will probably be banned. NWS art is for funny fanart that shows a tit, not for posting hardcore dota porn you sick gently caress.

http://i.imgur.com/v8lgd.jpg(Slightly NWS)



Lots more, some NWS

Promos (Big versions of these available on the DotA2 Blog site):






also some Here


Epic Hamcat posted:




Posting Guidelines

The DotA threads had historically been areas of incredibly low effort/low content/generally lovely posts. We are breaking this tradition. Keep your posts in this thread congenial and useful. The mods watch this thread very closely so don't think you'll be an exception with your smugpost. Here are some rules to help you avoid getting yourself probated and banned.

  • Do NOT import any external drama into this thread. IRC drama especially is generally an instaprobo or ban
  • Nobody cares what you think of another dota-esque game
  • Don't gimmickpost about how good you are or whatever
  • If you disagree with someone, that's fine, but explain why you disagree
  • Try not be be stupidly insulting to your fellow posters
  • No callouts
  • If you post your stats you better loving have some content too. MS Paints of the game are also acceptable.
  • No racist/homophobic/whatever posts. There are people from all over the world playing, and we are all just as bad as each other.
  • NO COMPLAINS ABOUT THE CHATMUTE SYSTEM. YOU PROBABLY DESERVED IT STOP TALKING ABOUT IT.
  • Don't circlejerk. This isn't a war zone, it's a thread.
  • I guess don't post your stream link a lot

If you think someone is breaking the forum rules, report them and let the mods deal with it. DO NOT REPORT MULTIPLE POSTS BY THE SAME PERSON. DO NOT REPORT PEOPLE JUST BECAUSE YOU DISAGREE WITH THEM. The above list is not comprehensive, it's just based on what people have been probated for in the past. Be nice, and have fun discussing DOTA 2!

:siren:

:siren:


Length of Probation earned in DotA2 Thread #8: 0 Years 0 Months 2 Weeks 41 Days 0 Hours
Number of Bans: 0

Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮
I'm a homogay

Pomp
Apr 3, 2012

by Fluffdaddy

Silver Alicorn posted:

I'm a homogay

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

Luigi Thirty posted:

The Basics of Video Games

Video-games are an Interactive media with often visual/audio feedback that react to input given by an user, the player. This interactive medium of dota 2's concern, is currently being controlled through a digital computer system (PC/Mac) by the use of external input devices (mouse/keyboard)


Where do these video-games come from?

They come from people that are commonly called software engineers or "programmers" that construct these video-games starting from a ground structure often referred to as an "software development process" once they have a clear documentation of what is to be achieved/built/constructed. The people who creates the due process of designing these documentations are called Game Designers.


What are these "Game Designers"?

They are people who, as described above, either lay out ground-work for an entertainment software product or continue building/developing on an already existing product or a product idea procured by someone else. An example of this would be game-designers hired to continue working on a sequel for a game. These people can arguably be compared to directors of films, except they have been extremely negatively tied down in terms of freedom and creative thought due to a number of reasons including but not limited to: Marketing departments, producers, line producers, inflexible writers, publishers with little/no regard to working conditions/hours and sometimes even political/religious groups demanding changes or removal of content while trying to claim a moral high-ground. Needless to say, going from absolute freedom in your mom's basement to behind a desk inside a big corporate building is a huge downspiral for any designer when it comes to creativity.
What makes me a good Video-Game?
This is a question that can be answered in a multitude of ways but at the end of the road, it will always be dictated by one thing: Fun. I will extend to what kinds of "Fun" one can have in the next section.

While video-games have been progressing well into being considered an art-form, they are still classified as an entertainment medium even though it has been frequently dabbled into aspects of learning as well, be it military simulators or kid-math games. However, the most successful ones are always dictated to how much fun one would have playing them.

Games can also be compared to food, which comes down to everyone having a different taste. This can very often be classified with "genres" such as FPS (First Person Shooters), RTS (Real Time Strategy), RPG (Role Playing Game) and so forth. And with these "tastes" comes different expectations from the people that like these genres (except people that just got introduced to video-games, more on that later) because they played a game with the same genre in the past.

For example, If I came from playing Warcraft and into Starcraft or vice versa, I would have an expectation that I will be able to bind units to quick-selection keys or being able to select multiple units by holding down the mouse button and dragging it, causing a targeting rectangle to appear. If Starcraft would fail to deliver these features, I and other new players would be rendered not only confused over the controls but frustrated as well since I and any other new players are now forced to learn new routines in order to migrate from one game to another.

Things like this will contribute negatively to a game in the form of a steep "Learning curve". More on that later.
Fun you say? What kinds of "Fun" are there?
Life holds many pleasures and while I can state most if not all of them in this guide, i will stick to the kinds of fun that you can expect from the entertainment medium known as a video-game. There are roughly 7-10 types in total and I will explain most of them to the best of my ability while bringing them up in regards to Dota 2 later.

Also keep in mind that one man's pleasure is another man's pain which can be bent further depending on what game you are associating what kind of fun with.

---------------------------------.

1. Challenge.

This is probably the most well known fun one can have from video-games. Overcoming an obstacle, be it beating a difficult boss or finishing a really long, intense game, a strong feeling of accomplishment will always follow.


2. Sensation.

Arguably the second most known "fun" to be found in video games. It is experienced by looking at pretty graphics or listening to some really awesome sound-track as you play. The importance of this "fun" has come under heavy controversy the past few years. More recently, the guy responsible for the graphics in Crysis, AKA the Crytek "boss", has made a public statement believing that graphics account for 60% of a game which is fatuousness by all accounts since history and events of today has shown us that graphics does not even remotely account for 60% of a game, be it the old Ping Pong game that was insanely popular with the very bare minimum of graphics, Minecraft only consisting of blocks or Dwarf Fortress with no graphics at all besides text. The more accurate digit in percentage would be around 12.5-20% of a game. The statement in question can be found across the Internet but here's a link to a random article about it:
http://www.x360magazine.com/general/crytek-graphics-are-60-of-the-game/


3. Story.

There's nothing like experiencing a striking story inside a video-game you are strongly interested in. While it does not have the advantage of books allowing your imagination lay the visual groundwork, it can still have a striking, interactive appeal that is sure to leave a mark when presented right and without sacrifices from other kinds of fun.


4. Social Interaction.

As the Internet has proved countless amounts of times, a community not only pays the fees so a video-game can be made & progressed but also how it is received in the media and on the forums without even having a game to be multiplayer. If a game is multiplayer however, the community of a game/series becomes that more vital. Be it the important "first impressions" game designers work so hard on delivering in order to draw new players into using their product and growing an interest for it or just establishing an social medium in which you interact with other people that have the same interests.


5. Immersion.

This kind of fun comes in conjunction with a story. A game needs to have an intruiging make-believe fantasy world without sacrificing game-play elements. This is where game-designers that have freedom to do as they wish with a wild imagination and a sense of originality becomes invaluable. The current "Indie" market is famous for housing many original titles. While a game's story may be weak or even predictable, a game that has a good immersion can easily make up for those faults.


6. Discovery.

This fun can also be merged with the above Immersion. Having a vast world that lays between your feet to explore as you wish is the ultimate, immersive depth any interactive experience can offer you besides perhaps a game where you are swimming around in an ocean full of sharks with your body submerged in water and your eyes are in a 3d visor.


7. Expression.

Another important aspect of video-games is the ability to be able to express yourself creatively or otherwise culturally/emotionally. Be it building a 56 feet tall diamond genitalia in Minecraft or donning your unusual hats in Team Fortress 2, freedom of creativity and vanity choices can be worth it's weight in gold.


8. Pastime.

The last and arguably least "fun" one can derive of a game is the act of engaging in an activity that is more preferrable than work in order to make time pass faster. As "fun" itself is described as an activity in itself, I got no choice but to include it even though the act of engaging in replayability kills the original experience. There are however, certain positive elements to this "fun" that can be described as a game's replayability if there are a sufficient amount of dynamically changing elements to make it differentiate greatly from the original experience. Sadly, not many video-games have managed to do this as of today.
Learning curves and how they affect you, the Player
As probably most of you know, learning curves decide how difficult it is to learn the ropes of a game. The game in question does not even have to be new to you. Learning curves extend through the entire game, be it in the tutorial or at the end-game where a 10+ year old veteran of the game possess 1337 hax skillz. Fundamentally, all games are best off having a prominently going learning-curve that is smooth by managing to stay inbetween the graph of someone's personal ability and actual hard challenge. Unfortunately, the balance of this in modern games have been ruined due to the entertainment's industry realization of a new group of gamers most commonly referred to as "casuals", causing the learning curve to never achieve a point of actual consistent difficulty because the element of irreduceable complexivity is next to zero.

What is irreduceable complexivity you may ask? It's a bit hard to explain but to very crudely sum it up, It's the ability to use the meaningful choices and possibilities given to you by a game without having to know three books worth of information on the subject before you can use these choices and possibilities to play the game. Another way of summing it up would be to call it getting the most out of a game's depth with the minimal amount of mental stress that comes with putting your brain to it's best ability when learning all the things required to play.

Ironing out the learning curve of a game is the second to last thing a game-designer should do next to fixing critical bugs before even considering release because the learning curve always dictates on how well the features of your game will be picked up by the people that plays the game, least said, it's very vital to have a good one. If your learning curve is too steep in the beginning, there are probably too many elements or features for new players to adapt to. You can correct this by reallocating some excess features to the end-content of your game. An example of this kind of learning curve can be seen in the popular MMO, World of Warcraft.

Blizzard (Creators of World of Warcraft) have been carefully adjusting the learning curve of their game by locking abilities and skills, only to become available to the player bit after bit as he/she levels up the character and they are still adjusting this system with almost every expansion-pack released to this very day. If you have seen the result from someone that have never played wow suddenly buy an account with max-level characters in a MMO, you know what I'm talking about.

There are also more prominent examples such as in the new Planetside 2 where people were brutally thrown into the game (Literally shot in a drop-pod straight into combat at square one) with little to no chance to do stuff like even change options (Mouse sensitivity/graphics tuning) and as a result, a MASSIVE game with huge potential went from tens of thousands playing it to only a couple of thousands due to not only having a very steep learning curve but also boasting very bad community-developer relations. I will however not go into detail with this since I expect you to know what a learning curve is at this point.
Why Matchmaking is so critical
All games that feature multiplayer should have an immense design focus on creating a solid and fair method of pairing together players that are on a equal footing or have a complete removal of all automatic joining methods with the exception of 100% random games (See TF2's/CS server list). Ignoring this may not seem like a big deal at first glance but under the shell lies complete chaos, waiting to get out.

If an interactive medium fails to deliver a truly "fair" experience or otherwise unable to promptly and effectively correct any inbalances, be it technicalities with the system itself, the game concept or as discussed, Matchmaking, it will ultimately tip over, ruining the entire intended experience due to some arguably minor design flaws (that can easily be corrected in a patch or two) which not only runs the risk of building a game on a crooked groundwork but also alienates the fans that play the game from the rest of the world since they are consorting to error, most times without even reaching a point of self-realization by accepting mediocrity and failure on a daily basis.
Community and Developer relations
As I noted above, establishing a solid, trustworthy and open-doors Community & Developer relation is vital in this age of gaming history because the fans are the heart of any modern video-game, be it their ability to partake in the game's development and get their demands/expectations known early on in the development process or creating the content themselves in for example, the Steam Workshop. Having old fans beta-test new titles in a series or providing alpha/kickstarter funding to aspiring developers can also have immensively large impacts and as such, Community is key. if you use it right.

Normally, one would consider that creating a poll to change factor X to factor Y or factor Z on for example, a forum would be the most "fair" and "best" way to conduct game-design changes or to just listen to a public opinion overall. But they would be wrong in most cases if such votes would somehow affect the game-play balance. For every decision and choice made by an individual playing the game, they have a reason and a back-story for making this choice. Be it "nerfing" or "buffing" something, a personal gain is often included in such opinions one way or another.

To truly take a design "vote" into consideration, you would need to know the in-and-outs of decisions, compare them to the interests of your game's success as a whole (the fun factors) and then make a change, addition or substraction to the best of your ability.

This means, by par with logic, any player of your game that is inbetween the line of "Casual" and "Professional" (Actual job playing games) is a bad candidate to participate in any vote that involves the fundamentals or otherwise gameplay changing aspects of your game. Casuals will give you the most valuable insight of seeing from a brand-new neutral perspective which will allow you to lay out the vital ground-work every good game needs while professionals will be able (after prolonged playing) to give you technical details and modifications required for the end-game content.

This is why the middle-ground is considered one of the trickiest things to "get right" in games. You got a start and an ending but nothing in-between and there's no real shortcut to getting it right besides taking as much statistical data as humanly possible from people playing your game.

This is also a point where Dota 2 has failed immensively. They went from having a 2+ year ongoing beta, a fundamentally very good opportunity and borderline luxury for developers to receive loads of feedback and make changes to their game before release. Dota 2 received tons and tons of feedback along with hundreds of forum post pages & ingame reports of bugs and they did next to nothing to correct/change things before kicking the game into a "Released" status before taking another dive by making a violent change from making weekly updates to monthly ones. A big reason for this insanely stiff development process is both due to an seemingly experimental collection of methods on just how to manage a game along with some very incompetent staff that has been high-lighted quite nicely in the Diretide catastrophy.

Then again, all of these issues origin from mostly one thing. The pressure from the tournament players of the game. Since any significant change could seriously compromise their performance (that they have gotten from ages of repetition before competition), the developers cannot even fanthom the idea of perhaps remaking a hero almost completely as necessary (I'm looking at you, Chen/Visage/Broodmother).

Unfortunately, choosing tournament over us regular people means you cannot and never will have a game being used for competitive/professional purposes and at the same time have something regular or casual gamers can enjoy. Why? Because for example:


A Starcraft II professional player can hit up to 400 keystrokes, or "actions" being given out to troops per minute. The game designers sees some over-extravagant issue that can be abused by being able to have that amount of speed and control and make changes to perhaps reduce the efficiency of some agile unit the professional player was using. Now, the other races have a definitive weakness to go on due to the loss of agile firepower and the designers see another power-lapse problem and compensate it by boosting a more powerful, slower unit in the same race.

Now everyone gives up on using those agile units and instead resort to spamming these recently "buffed" powerful units with no way to balance or otherwise alter this in the same race and the result is a massive out-cry from the community, demanding changes so they go onto the next race and start to alter there instead, in turn creating more dilemmas that will go in an endless circle because they want to make all professional changes into the standard game which is not going to work out if mixed with several audiences at once. It is also a prime example of building a game ontop of crooked groundwork.
Video-game content, Quality over Quantity?
The amount of raw content a game has can either be deducted from how large the game-files are, how long it takes one to "finish" the game, amount of different dynamics and overall depth of it.

As attractive as it is to have several football fields of content, it's not going to matter much if the people playing it are not given enough meaningful choices from all the possibilities on your football fields or if it becomes too complex for someone to learn, reaching back to the learning curve section.

Essentially when you do have a sizeable chunk of content, filled with information, features, complex maps and ways to get around these maps, it will be the game-designers job to get as much accessability as humanly possible with the minimal amount of sacrifices to either the targeted audience while also keeping as much depth as possible. Unfortunately, this has not been the case for recent games on the market.

Instead of making a quality product for a selected audience, recent producers in today's world have instead decided to dilute entire games themselves in effort to reach out to all possible audiences, hoping to maximize profits made off said product and when a buzz is created due to this "everyone plays It so I will too" phenomenon, they would immediately start spewing out content in quick succession in order to "ride the wave". The recent occurance of this has been the Call of Duty series, which I have never seen a studio lose respect faster than Infinity Ward.
Summed Up / TL;DR :: Part 1
1. Community

This has to be the biggest problem of them all in Dota 2. Never In my entire life have I witnessed a worse community revolving around a video-game. The players/fans are: Egotistic, ego centric, unsporting, aggressive, hostile, uncaring, mean, mistrusting, immature, callous, apathetic, biased and incredibly pretentious while at every loss prompting everyone inside the current game to "Report player X" if someone on their team was even remotely new to the game or did any other action not sanctified by them, be it going in what lane you want, not purchasing courier/wards on demand or simply just having an unlucky run. Along with being completely miserable to be around, they frequently never speak the language in the region you're playing and nowhere else is this more apparent than the russian being spammed into the chat at all times thanks to the developers blatant denial to implement region-locks/other methods to encourage people to stick to their original regions. And if they do know English, trolling & false reports are nothing short but assured to come from all directions to all teams.

You can test for yourself and see just how wretched the community is at a whole by simply comparing the waiting times for low-priority (Supposed "punishment" automatically banished out by Valve if someone gets 2-3+ reports) and normal matchmaking. At an almost guaranteed rate even after they strangled the amount of reporting possible, Low priority matchmaking is very often much faster than the regular which means an almost majority of people playing the game are being put into the LP queue for "bad behavior".

Even Valve themselves have openly come out and shared their opinion about the Dota 2 fanbase/players being "Entitled Pricks" and that's saying alot. http://puu.sh/7vU35.jpg



2. Elitism

Second biggest problem with this game. Any behavior that breaks the typical dota 2's player routine of buying tango, healing salve, clarity potions, iron branches (perhaps with some boots of speed if they're feeling adventurous) and not casually kill-stealing mobs off teammates will result in a wave of F-bombs, intentional feeding, votes of surrender (LoL), rampant ragequits, spam prompts to report player X, inflammatory harassment and disconnecting users as far as the eye can see. I even had cases where players left the game because some guy forgot to buy a courier at the start of the game. In LoL, you can even report people for "being unskilled". As in, anyone. Even if they're level 1.To put it bluntly, it's a special kind of disgusting behavior that next to all MOBA games encourage.


3. Matchmaking

Coming close to nr 2 is the dota match-making. Broken, poorly thought through and executed horribly. You are prompted to select a variety of regions before initiating the match-making system and the more regions you have selected, the less waiting time.. Which begs the question, what is the point with the regional system if nobody sticks to their region? And why is the possibility to meet 4-5 organized people in a group, all sitting in ventrilo/teamspeak while packing thousands of hours in Dota 2 each as a new player with less than 10 hours can realistically get matched up against them with no complaints from the match-making system? This happens particulary often if you want to play with a friend or two and the last time I checked, the purpose of match-making was to find equally skilled opponents. Not Tyrannosaurus rex VS a duckling. Im reluctant to say that Dota 2 even has a match-making at all once you look at the facts and all the people creating new accounts just to stomp down the already bullied beginners.


4. Learning Curve

Accompanying Elitism comes the ferocious learning curve of Dota games. There are hundreds upon thousands upon millions of combinations available between the dozens of heroes to choose from and a large sum of different items. But don't expect to be able to actually try out combinations as your team screams their lunges out as you just bought the gloves of haste instead of wards, a courier, tango, potions and other "necessities", threatening to report, go AFK or simply outright leave the game if their demands are not met. Having a low-budget sight on things is nothing but mandatory as you attempt to try out your own builds in secret because any teammates you'll play with together in the lane WILL kill-steal from YOU whenever humanly possible, even standing idle for times on end, waiting to land the last hit instead of actively contributing DPS towards killing the opposite team's mobs diligently like one should. This screaming is especially loud and angry if you decide to play a support character.

I am well aware that there are dozens of bloated "tutorial" or "ai" modes all with laughable difficulties for you to try item combinations and the sort but it will have the same learning impact as an emulated store with grind required inbetween each purchases. Not being able to test things in actual hard practice without suffering from harassment by everyone you come across and all-around bullying will always leave you with an extreme disadvantage in the terms of knowledge & experience with little to no opportunities to learn or thrive unless you put the mindset of "Win or Rage" on which is the customs of dota players as seen in point 1. And the more time you play tutorials (Collecting Dota 2 hours), the even bigger chance you'll get from being ganked by people that only have played against other players.
Summed Up / TL;DR :: Part 2
5. Griefers

As of today, DotA 2 offers literally no punishment for exceedingly bad behavior. The current "Low Priority" matchmaking is nothing short of an laughing-stock disaster. Why? Let me go over some of the "consequences" It gives you.

--------------

1. No item drops - That's okay, I didn't want my inventory get filled with useless crates anyways.

2. Longer matchmaking - Uhh.. Sorry to break it to you but the "LP" matchmaking is more than often faster than normal priority. Why? Because the entire player-base is qualified to enter said low priority at any time by being as described in TL;DR 1. Even If it is seldomly a bit "longer" by 30 seconds, tabbing out of the game and watching a 1-2 minute youtube video is standard practice to begin with while waiting.

3. No Battle-Points - Seriously? The only loss from this is no treasure chests. And said content "Treasure chests" are less worth than unopened crates. Needless to say, It's like punishing someone at level 15 in an MMO by temporarily removing their chances of perhaps earning some level 2 items that are worth less than 0.01€ as everyone already have them.

4. Friends/Party will enter LP - Brilliant. Let's cripple the already mutilated friendship lists of those who play Dota 2 and subsequently turn down on the volume of future real-life death threats which fly around like poo from monkeys whenever a loss is aquired.

--------------

To test just how bad this system truly is, I decided to go ahead and join a couple of normal priority games, play for 5 minutes and then abandon, instantly queue up again and repeat the process. I managed to do so a whopping 5-6 times before I finally was aquired to LP. This means mathematically that you can ruin the game for 54+ people before ANY punishment is put on you. And from there, you can simply grief your way up from LP matches by playing KOTL (teleporting people to places they can't leave or just intentionally feeding/griefing) and repeat the process all over again because the genius developers for Dota 2 decided It was a good idea to remove 95% of people's ability to report actual abuse by restricting it to 3 reports per week.


6. Effect on People

Making the commitment to play DotA changes everyone as a person. For the worse. Why? Because the game inhabits "addictive" qualities similar with that of jamming needles full with dopamine into your spine every half hour. It's physically and mentally painful, it hurts your emotional stability, it hurts you as a person and it hurts the people around you and for what? A small kick of pleasure/self satisfaction as you managed to win a fundamentally unbalanced game that has an emphasis on gank above all else due to chance of getting a few players that have created new accounts to avoid the "ingame hours" matchmaking on your team or otherwise hope that no pre-meditated pubstomping will occur? Not worth it in so many ways as there are only very scarce cases of people actually starting to realize what the game is doing to them:

http://puu.sh/838Ie

http://puu.sh/838FF

http://puu.sh/7u8oD

This isn't just a coincidental thing. It is an reoccuring phenomenom that literally everyone will be guaranteed to feel not once but at several occassions as they helplessly continue to exposing themselves in harms way by playing. There's a scientific term for this and It's called Operant Conditioning. What does It sum up to and what's it's relation to Dota 2 you ask?

Positive Reinforcement, Appetite Stimulus: - Do something good (win a match or score a kill) and get a small dopamine release in your brain as a reward.

Consequence: Euphoria, Promotion of self-value/Self-entitlement, Agression towards threats of sourcing reinforcement.

----------

Negative Reinforcement, Disinclination/Disciplinary Stimulus: - Do something bad (die, lose a match, fail to meet your expectations) and get an ever growing yearning of a higher frequenting Appetite Stimulus.

Consequence: Increased aggression, Heightened expectations, Desperation, Growth of Yearning.

Summed up, Dota 2 is bad cocaine.



7. System Design

Dota 2, much like LoL, HoN and all the other Warcraft 3's Defenders of the Ancient Ripoffs, integrates roughly 95% of the original game-play, the only few changes being in a slightly different selection of heroes (Don't worry, they ripped plenty of old ones), very minor changes to items and different graphical designs, UI, shadows, etc. which is an incredibly stupid move considering there is so much that can be improved upon from letting a replacement join if someone leaves, adjusting gold-income for support characters, reducing the amount of "unreliable gold" which is lost at death since you can buy items anytime from a distance, punishing repetitive offenders more harshly such as banning/muting them or just giving the game an actual end-game or objective besides rince-and-repeat gank refined through decades of pub-stomping practice.

There is so much that can be done with ease to yield massive quality increases and yet Valve insists on tiny, miniscule changes, being afraid that altering something too much will cause their fancy hourly tournaments to collapse utterly because people who play the game for money (professionals) have only aquired the necessary knowledge to compete through rigorious repetivity rather than inhabiting any actual talent.

One can probably even learn to looking past on how'd they make such a dumb decision to go from weekly updates to monthly ones from the beta when It has now been a little over 3-4 months since the developers have introduced any new heroes to the mix which just shows that they have either too much on their plates or that they are too scared to act which is the opposite of what expanding MOBA's need, AKA a constant addition of new content.

But the real unforgiveable sin here is how they have over 500,000 active players (a big percentage of them wanting genuinely make Dota 2 a better playing experience for all) and utterly neglect the possibility to spearhead radical game changes in their test version of the game which can easily assimilate more data than the large hadron collider in a couple of weeks of testing thanks to the playerbase. I mean, come on Valve. You got the biggest player-base in the world, billions of cash, hundreds of talented developers, a practical infinite amount of servers and a game (which is currently rubbish) with a lot of potential. What are you waiting for?


8. Imbalance

For a company that made such an incredibly balanced game called Team Fortress 2, they sure haven't put much emphasis on making the game fair across all the oblivious ganking>skill habits and the horrendous mind-set they make people that play the game get into. I rarely play dota but from the rough thousands of hours I have played, I have seen (and still see) gigantic concerns on the Internet revolving the abilities or overall usage of certain heroes including but not limited to: Zeus, Drow Ranger, Viper, Sniper, Pudge, Spirit Breaker and more while also seeing these heroes partake in almost every dota 2 game I play.

It may seem inconsequental at first. Sure, a few heroes may be popular. But when there's over a hundred of them to choose from and a handful (5-7) of them are being played at a gross majority of all games being played, you're doing something wrong at a developer's standpoint. Be it having the hundreds of other heroes be too hard to get into for some players/looking too weak or just having said couple of heroes be too easy to play/too powerful.
Notes for Valve & Updates
On the off-chance that an employee of Valve or any other person that have any kind of influence over the games they make reads this, here are three golden pointers on what you can do to massively improve your games to avoid nasty guides like this one popping up.



1. LISTEN TO THE COMMUNITY!

I can't stress enough how important this is. The Internet is a global system of interconnected computer networks that all have people behind them. If you're a big-shot on the Internet with a big-shot multiplayer game, carefully listening to these people is pretty darn obviously important for any developer & producer worth his/her salary.


2. COMMUNICATE WITH THE COMMUNITY!

Almost equally as important is TALKING with these people and as with any serious conversation, you have to be able to fulfill the 5 golden R's since in this case, you are a company talking to your customers. I'll list these golden R's in the off-chance that you forgot.

Respect. Without respect.. Well, you wouldn't really be able to care for your customers and even less so be able to communicate with them properly so If you don't have any respect for your customers, you can stop reading right now.

Rapport. Having a close relation with the person/audience you're trying to talk to is the only real way you're gonna be able to understand what the other guy is thinking. You've kinda messed this one up at a number of occassions be it closing Valve's twitter account down, wildly permanently banning people on the Steam Forums or just having an overall huge lack of actual public statements whenever the community is involved (Yes, Including Give DIRETIDE༼ つ ◕_◕ ༽つ).

Relationship. No, not the part where we give you money and you give us games. That's called a business. Read the Community and Developer relations section of my guide for this one.

Reciprocity. Yes, this is the part where we give you money and you give us the privlege of playing your games. But think as it of this way: We would be a lot happier with giving you our money if we could see what you are up to now and then. Maybe even indulge us a small chat.

Respect. Yup, respect again. For this to work, we (the community) would have a need to respect you besides the quality of your games. Did you do something good and ethical recently like not having exclusive titles for the steamOS? Good! Did you do something bad lately like having the catastrophy that is no Diretide happen and still don't give the community any kind of serious action taken (firing/rehiring employees) and have no public statements made after a week while there's still on-going chaos and instead insult them http://puu.sh/57DRO.jpg Bad.

There's so much you can do to make us like you with ease but you insist on making change after change after change to make us hate you with big d!ckmoves like trying to take away our lawful right to file a class-action lawsuit against you by making us agree to something in your Terms of Use or the small things like taking away the /me functions in all steam chats which millions of users have been accustomed for years because some stupid brats allegedly got ripped off even with countless warnings to never give out account details every time you open up a chat window and the way you're going about doing things right now really Isn't working for either of us.


3. USE YOUR ASSETS TO CREATE A BETTER EXPERIENCE!

How about those servers huh, Valve? You kinda struggled for a couple of years after making Team Fortress 2 free, causing your entire infrastructre to be like a regular yo-yo for all the millions of users on Steam. Or how about the superB customer support you USED to have? Now it's seemingly all automatic and you still manage to have very lengthy response time with regular warnings of high customer support ticket traffic up while your Better Business Bureau profile now boasts over 200+ complaints that you have failed to respond to, all sent to your main complaint department PO box in Washington.

We understand that you're all big and complicated but when you are running an admittedly "all hands free" thing at your company and still have screw-ups like getting no halloween event to the most played game on Earth, It's one of the many signs that you probably need to put more people on that and a little bit of management here and there. Just sayin'



UPDATE 1: It's been quite a while now since the collosal f*ck up that was Diretide and while Valve still inherit the attitude of saying "Oh yeah.. That." whenever It's brought up, RockPaperShotgun recently asked the tough question of "What the hell are you guys doing?" and Valve's response was pretty much nothing short of disgusting:

http://www.rockpapershotgun.com/2014/01/10/valve-talks-steamos-and-diretide-defends-communication/#more-183761

The entire interview sums up to the editor, Nathan, questioning a few business fellas over at Valve on just how they plan to build their entire SteamOS/Steam Machine projects by using user feedback when they have effectively not been talking with the community whatsoever at all fronts for the past couple of years, be it Valve's own game development or just anything else over here on Steam and all It's other games/events.

He got the usual, generic Valve response that "Oh, we don't discuss with the community. We just read the forums" (which is quite depressing when one consider just how blatantly easy permanent bans are being thrown out left and right on the Steam forums, both by Valve employees, volunteer moderators and independant developers while things like the previous solo-matchmaking feature got removed shortly after the community gets it after asking for it for over 1-2 years and 60-70+ forum posts in one big thread in the devdota forums)

And when Nathan pointed out the fact that perhaps It would be in good order to change this since It has clearly not been working now for a multitude amount of times, the "business guy" called Jan-Peter (who is effectively a lawyer over at Valve) gave a disgusting response saying that "I don't think there is a lot of improvement to be done there" when Nathan brought up on just how they dealt with the Diretide catastrophy, effectively confirming that the company as a whole thought there was nothing they could have done better and that It's gonna happen in the exact same manner again in the future repeatedly without putting any blame or consequences on anyone.


This effectively confirms on what I have been saying all along. You cannot possibly ever hope to have a proper, healthy relationship with someone if you are not TALKING with them. It is completely null and impossible for any kind of solid respect or rapport to be formed since talking to a wall gets you nowhere. Even if said wall happens to mutate and bend a little differently If you yell hard enough at it, the damage of reaching the point where you have the anger and urge to sdo said yelling has already been done.

mspaint?

Pewdiepie
Oct 31, 2010

Epic Hamcat posted:




Posting Guidelines

The DotA threads had historically been areas of incredibly low effort/low content/generally lovely posts. We are breaking this tradition. Keep your posts in this thread congenial and useful. The mods watch this thread very closely so don't think you'll be an exception with your smugpost. Here are some rules to help you avoid getting yourself probated and banned.

  • Do NOT import any external drama into this thread. IRC drama especially is generally an instaprobo or ban
  • Nobody cares what you think of another dota-esque game
  • Don't gimmickpost about how good you are or whatever
  • If you disagree with someone, that's fine, but explain why you disagree
  • Try not be be stupidly insulting to your fellow posters
  • No callouts
  • If you post your stats you better loving have some content too. MS Paints of the game are also acceptable.
  • No racist/homophobic/whatever posts. There are people from all over the world playing, and we are all just as bad as each other.
  • NO COMPLAINS ABOUT THE CHATMUTE SYSTEM. YOU PROBABLY DESERVED IT STOP TALKING ABOUT IT.
  • Don't circlejerk. This isn't a war zone, it's a thread.
  • I guess don't post your stream link a lot

If you think someone is breaking the forum rules, report them and let the mods deal with it. DO NOT REPORT MULTIPLE POSTS BY THE SAME PERSON. DO NOT REPORT PEOPLE JUST BECAUSE YOU DISAGREE WITH THEM. The above list is not comprehensive, it's just based on what people have been probated for in the past. Be nice, and have fun discussing DOTA 2!

:siren:

:siren:


Length of Probation earned in DotA2 Thread #8: 0 Years 0 Months 2 Weeks 41 Days 0 Hours
Number of Bans: 0

Srice
Sep 11, 2011

Epic Hamcat posted:

:siren: 6.81 is upon us :siren:



Welcome to the 8th DOTA2 Thread! We have a long OP, but you should read it! Zeus help you if you post before reading the third post of this op!
:dota101:For totally new players check out the frog sirened NEW PLAYERS section before posting! Remember: One Game and One Training Bullet Point before posting!:dota101:

http://steamcommunity.com/groups/dotagoons is the steam group
In game we have guild GOON, just ask in the LLJK chat in game and you'll get an invite.

4th Thread* (Archives)
Probation Earned: 5 Months 2 weeks 3 days 6 Hours
Number of Bans: 2
5th Thread* (Archives)
Probations Earned: 4 Months 1 weeks 1 days 12 Hours
Number of Bans: 4
6th Thread* (Archives)
Probations Earned: 2 Months 1 Weeks 2 Days 6 Hours
Number of Bans: 3
7th Thread*
Probation Earned7: 3 Months 3 Weeks 5 Days 12 Hours
Number of Bans: 3


What is DotA/2?

DOTA2, simply, is the new engine sequel/remake to/of DotA. It makes sense to start with that then:

DotA, or Defense of the Ancients, is a Warcraft III mod that involves two teams of five players competing against each other to take down their opponents' bases. While the base engine of DotA may have been an RTS, the game plays more like a hourlong RPG; each team's army units (known as "creeps") simply attack move to the enemy base in three lanes (bottom, middle, and top) and each player in DotA controls one of 100+ heroes, and gains gold and experience to buy items that can drastically boost their powers. As a single game takes around 40-60 minutes and every individual member is integral in the team's success, the game is highly competitive!

DOTA2 has a full team at Valve working on it. Most importantly, Icefrog, the current developer of WC3-DotA is working on DOTA2. There are a few goons on the valve team floating around the thread as well!

https://www.youtube.com/watch?v=akUNmFAzS98


I wrote a history-thing about Dota 1's creation for TMC here.

Who plays DotA?

Today, almost a decade after its inception, DotA has an estimated 10 million players on battle.net, Garena, and other international servers. A patch can get up to six million downloads in a day.

The competitive scene is ridiculously large and alive as well; from the Chinese dynasties CCM and LGD frought with succession drama to the old-school European dominators like MYM, OK, and Na'Vi, competitors are drawn from all over the world. This large playerbase contributes to a diversity of playstyles and strategies, and the large hero pool and monthly patches ensure that the game never gets stale. Recently as well, Starcraft I/II heavy hitters TeamLiquid have officially began supporting DOTA2 as one of their games. You can now find competitive info and a TL team, just check their site!

Gosugamers, JoinDotA, and now TeamLiquid have all the competitive news and streams you could want.

:frogsiren:NEW PLAYERS:frogsiren:

Most of you fucks wonderful people won't read the whole OP before jumping in, then ask 'hey wat do i do ive never played' in the thread. Here are some things you can do to avoid this unhappy fate
  • Watch the 'How to play Dota2 in 4 minutes' video above
  • Read this
  • Check out the official guide here
  • If you have time, watch this.
Well should I just do bot games until I'm pro?
Some people find that bot games are less anxiety producing than jumping straight into a normal match. This may be true, but you'll see from even a bot game that there are plenty of people just as bad as you are. Still, I think I'd recommend your first game be a bot game just so you can get a feel of how the game controls, and how you buy things from the shop.

What hero should I play?
General recommendations for new players include
AGI: Viper (Carry, Ranged) or Ursa (Carry/Ganker, Melee)
STR: Sven (Carry/Ganker, Melee) or Tidehunter (Support, Melee)
INT: Lich (Support, Ranged) or Shadow Shaman (Ganker/Support, Ranged)

AVOID: Chen, Enchantress, Meepo, Visage, Invoker

All this being said, if you've done at least one of the above bullet points, and played a single game, feel free to ask any questions you have in the thread. It's just that 'I'm am entirely new and don't know what I don't know' isnt a very helpful point of reference for us!

IF YOU'RE COMING FROM LEAGUE OR HON: Welcome! Read the Transitioning to DOTA guide in the second post!

The International



The International 2014 has started!

It runs this year July 18-21 (Though qualifiers started on the 12th of May)



Here are the invitees this year. There will also be 5 qualifier places this year: NA, SEA, EU, and CN, with a wildcard for the 2nd place from each region.

So, what is The International?

Every year, Valve sponsors an over one million dollar tournament, with free broadcasts in multiple languages.
Yes, you read that correctly. OVER [strike]$1,000,000.[/strike] $4,000,000 loving dollars

All of the VODs for the Internationals past are available here. Be aware that TI2011 is a lot of farming however. Here's some quick info on what's what from each year, be aware that if you want to watch them all there may be spoilers if you click on the matches listed.

TI2011:
Champions:Na'Vi (Ukraine)
Set to Watch: The Semifinals and Finals

TI2012:
Champions: iG (China)
Set to Watch: LGD vs Navi

TI2013:
Champions: The Alliance (Sweden)
Set to Watch: Liquid vs TongFu and Na'Vi vs Alliance

This sounds awfully similar to...

Yes, all those games that seem familiar (LoL, HoN, Demigod, Bloodline Champions, Realm of the Titans) are all DotA-likes (or Multiplayer Online Battle Arenas aka MOBA or Action Real-Time Strategy aka ARTS). Make no mistake though, DotA2 may be prettier and have some new tricks, but in terms of mechanics and gameplay, it is the direct reincarnation of DotA. Direct. As in dont complain about last hitting in this thread, of course it's in. Discussions about mechanics are welcome, just consider that almost every mechanic in dota2 is a direct design decision, and isn't just a legacy feature.

Sounds good, how do I play?

Dota2 has officially launched! Just go to the page in the store and you can play! There's some sort of 'queue' when you go to install it but from what I've heard it goes by very quickly.

Other Info
  • DotA2 uses Valve's Source engine: global lighting, cloth simulation, and integrated voice chat are part of the game.
  • AI bots will eventually take over for disconnected players (maybe), and are available to play against in unranked training matches as well.
  • Some hero skills work slightly better with the replacement of the Warcraft III engine with the Source engine. Examples include Rubik's Spellsteal.
  • Valve has integrated Steamworks. You can create and submit new items which get voted on and potentially added on a weekly basis.
  • There are several available matchmaking modes, currently including All Pick (Any Hero), Single Draft (Select between 1 of 3 heroes, 1 per attribute), Captain's Mode (Draft of most heroes, captain makes picks), Random Draft (Pool of 20 heroes, players make picks), All Random (Everyone gets a random hero + bonus gold), Captain's Draft (Like Random Draft with a banning/picking captain), and Least Played (All Pick, but your top 40 most played heroes are unavailable)
  • A coaching system where veteran players can help out new players. "The coach sees the pupil's screen, and gets private voice and chat channels to communicate with them. The coach probably won't be able to take control of anything directly (once again, the details are currently under discussion)." This system is nearing release
  • The game is F2P with a cosmetic shop. All heroes are unlocked, you buy cosmetic items:

What does this game even look like?

You can watch some streams! See the next post for some recommendations. There are also some pictures/fanart at the end of the post. Some reviews have said it looks dated but they're honestly really mind-numbingly dumb.

Trailer:
https://www.youtube.com/watch?v=-cSFPIwMEq4

What's the deal with the store? This poo poo is expensive? What is a chest? I still can't read the op so this section also has :siren:TRADING INFO:siren: in it?

The store in DOTA2 works very similarly to TF2's store. You can buy individual items for prices varying from about 50 cents to 7+ dollars, or bundles of items for a group priced discount. Anything (not bundles) in the store can also drop in game, with the notable exception of Unusual Couriers, which only drop from chests.

Chests are the other random things you'll see dropping at the end of games. They don't do gently caress all, but you can buy a key for 2.50$ from the store to open it. Opening a chest will yield one random item from the list of items in the chest description, but like all good gambles also has a small (1%) chance of containing something super cool! These super cool things are unusual couriers, which is a courier with a coolio superneat effect attached to it. They can look something like this.


Generally the advice is 'dont open chests', since unusuals aside anything you want from them is probably worth less than that key, and you can just trade for it.

:siren: Don't post trades in this thread, we have a thread for that HERE

If you want to spend real money on Dota items but want them cheaper, goon Captain Invictus sells steam things, including dota items, for a discount.

Also for trading, the Steam Marketplace which was recently added currently supports the selling of Chests, Keys, and Vintage (Green Quality) Items all items.

What's this about a Test Beta Client?

Test patches come out occasionally, if no big bugs are left, they push it to live the next day.

When you get in the beta you'll notice a second client: Dota 2 Test. It's purpose is supposedly to find major bugs before they go on to live beta client, in actuality it's a bunch of people sitting in bot games playing the new hero if there is one. There's only 2000 slots available on the test servers, so nobody really uses it. You don't need to bother installing it.

Links

Current Events

Check out our PRO DOTA2 THREAD: http://forums.somethingawful.com/showthread.php?threadid=3601662
If you want to find the VOD for a match, check out DotaCinema's VOD site, it's real good!

Latest Patch - April 29th (Expected)

http://www.dota2.com/springcleaning/


In-Game Stuff

To join an inhouse:
  • Go to the Play tab
  • Find a Lobby
  • Private Games
  • Type in the password given into that box and hit search. The password is usually lljk, or lljk2, etc
Console and Autoexec commands:
To input any of these commands, add "-console" to the launch options for DotA2 on steam. You can also make a file called autoexec.cfg in X:\Program Files\Steam\steamapps\common\dota 2 beta\dota\cfg, and put in commands that you would put in console to have the automatically executed when the game starts.

There is also an (new) generator for this here.
  • chat_join lljk - Automatically joins a chat channel when you start dota, in this case, lljk.
  • con_enable 1 - Adds the console to your game, same as adding -console to the launch options. Press ` (by default) in game to toggle console.
  • dota_health_per_vertical_marker 200 - Changes how much health each of those bars is; by default it's 200, you might want to change it to 100 if you play League or want more accurate health bars.
  • dota_minimap_misclick_time 0 - You can up the time on this to set how long your mouse has to be on the minimap to click on it, if you constantly click on the minimap by accident.
  • dota_force_right_click_attack 0 - Right click deny Change the 0 to a 1 to enable it.
  • dota_disable_range_finder 1 - Range indicators If you set this to 0, you'll see a small red/green bar from your character to your mouse pointer that makes spell ranges much more visible than looking at the mouse cursor changing alone.
  • dota_sf_old_heropedia "1" Old hero learn tab thing? I dont know why you'd want it but there.
Credit to Minrad

Stuff to Change in Options:
  • To remove camera pan acceleration, put the 'camera acceleration' bar all the way to the right. I'd also put the camera speed bar to the right.
  • Your hotkeys start out silly, move the item hotkeys somewhere off of the numpad (like alt qweasd) and change your level-up skill and stats hotkey to something you can get without moving your hand super far (I use Z and X) Forgot to mention: B for buy! I'd like to set C to center on my hero but it wont let me.
  • Enable double activate item and enable shop hotkeys in Game (if you want, I plan on learning to buy from the shop)
  • Turn the render slider all the way to the right!
Credit to Gokuesque

Changing recommended items:
  • Go to your steam/steamapps/common/dota 2 beta/dota/itembuilds folder.
  • Paste "item" "item_tpscroll" in every hero's core item list.
  • Don't like having Mask of Madness as a core item on Night Stalker? Want an urn instead? Change that stuff all in the file.
  • There's a dota2alttab item list here.
  • http://dota2-itemchanger.googlecode.com/files/dota2itemchanger.zip - A program made to do the same thing, but easier. Requires .NET
    How to use the program:
    1. Unzip anywhere
    2. Run dota2itemchanger.exe, select a hero, and then drag&drop items from the left to the starting/early/... box in the right (the box appears after you select the item type at the top)
    3. Click save (you will get warnings if you don't add any items for a category)
    4. A new .txt file (for example, default_antimage.txt) will be created in the current directory. You can open it in notepad and check it, maybe make modifications about the item order
    5. Create a backup of the default hero itembuild (for example, c:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\itembuilds\default_antimage.txt)
    6. Copy the file from 4. to the location mentioned at 5.
    7. Start the game, create a practice game and check if everything is ok
Other Useful Scripts:
  • http://pastebin.com/FxPCueM8 - Adds aliases to search for hon and dota1 item names. Goes into "...\dota 2 beta\dota\scripts\npc", make sure to make a backup. Credit lprsti99
  • http://pastebin.com/pew7W7A2 - Courier Autofetch script. Goes into autoexec.
  • AND ON THE THIRD DAY IT WAS REBORN: NBA JAM ACCOUNCER
  • http://www.dota2layout.com/ - An online layout editor so you can make pretty pictures of dicks jizzing out agi carries and share it with the rest of the world more easily.
  • http://pastebin.com/EVQKkxgn - If the dota:// links dont work for you, running this (saved as a .reg) will fix it. Make sure you change the M:/ path to the correct drive/path for your dota2 installation


Ancient words of wisdom...

Long ago in a distant land, I, Terrorblade, the shape shifting master of darkness, unleashed an unspeakable evil. But a foolish samurai juggernaut wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time, and flung him into the future where my evil is law. Now the fool seeks to return to the past and undo the future that is Terrorblade.



Don't play with tcjimbo.

same

Tipme
Oct 30, 2009
Hi. I'm a Chelsea fan since 2010. Please murder me with a piece of pipe. thanks.

Professor Latency
Mar 30, 2011

Hot

Wangsbig
May 27, 2007

good thread

Professor Latency
Mar 30, 2011

Wangsbig posted:

good thread

This but unironically

Liquid Penguins
Feb 18, 2006

by Cowcaster
Grimey Drawer

hello traxex, I will fix that for you

tote up a bags
Jun 8, 2006

die stoats die

hey just making the only good post on this page ok bye

Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮

Stoat posted:

hey just making the only good post on this page ok bye

thankyou

Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮
http://dotabuff.com/matches/668365142

Carl Stole All My Omnislash Kills

CS AMOK

Zoq-Fot-Pik
Jun 27, 2008

Frungy!

Luigi Thirty posted:

The Basics of Video Games

Video-games are an Interactive media with often visual/audio feedback that react to input given by an user, the player. This interactive medium of dota 2's concern, is currently being controlled through a digital computer system (PC/Mac) by the use of external input devices (mouse/keyboard)


Where do these video-games come from?

They come from people that are commonly called software engineers or "programmers" that construct these video-games starting from a ground structure often referred to as an "software development process" once they have a clear documentation of what is to be achieved/built/constructed. The people who creates the due process of designing these documentations are called Game Designers.


What are these "Game Designers"?

They are people who, as described above, either lay out ground-work for an entertainment software product or continue building/developing on an already existing product or a product idea procured by someone else. An example of this would be game-designers hired to continue working on a sequel for a game. These people can arguably be compared to directors of films, except they have been extremely negatively tied down in terms of freedom and creative thought due to a number of reasons including but not limited to: Marketing departments, producers, line producers, inflexible writers, publishers with little/no regard to working conditions/hours and sometimes even political/religious groups demanding changes or removal of content while trying to claim a moral high-ground. Needless to say, going from absolute freedom in your mom's basement to behind a desk inside a big corporate building is a huge downspiral for any designer when it comes to creativity.
What makes me a good Video-Game?
This is a question that can be answered in a multitude of ways but at the end of the road, it will always be dictated by one thing: Fun. I will extend to what kinds of "Fun" one can have in the next section.

While video-games have been progressing well into being considered an art-form, they are still classified as an entertainment medium even though it has been frequently dabbled into aspects of learning as well, be it military simulators or kid-math games. However, the most successful ones are always dictated to how much fun one would have playing them.

Games can also be compared to food, which comes down to everyone having a different taste. This can very often be classified with "genres" such as FPS (First Person Shooters), RTS (Real Time Strategy), RPG (Role Playing Game) and so forth. And with these "tastes" comes different expectations from the people that like these genres (except people that just got introduced to video-games, more on that later) because they played a game with the same genre in the past.

For example, If I came from playing Warcraft and into Starcraft or vice versa, I would have an expectation that I will be able to bind units to quick-selection keys or being able to select multiple units by holding down the mouse button and dragging it, causing a targeting rectangle to appear. If Starcraft would fail to deliver these features, I and other new players would be rendered not only confused over the controls but frustrated as well since I and any other new players are now forced to learn new routines in order to migrate from one game to another.

Things like this will contribute negatively to a game in the form of a steep "Learning curve". More on that later.
Fun you say? What kinds of "Fun" are there?
Life holds many pleasures and while I can state most if not all of them in this guide, i will stick to the kinds of fun that you can expect from the entertainment medium known as a video-game. There are roughly 7-10 types in total and I will explain most of them to the best of my ability while bringing them up in regards to Dota 2 later.

Also keep in mind that one man's pleasure is another man's pain which can be bent further depending on what game you are associating what kind of fun with.

---------------------------------.

1. Challenge.

This is probably the most well known fun one can have from video-games. Overcoming an obstacle, be it beating a difficult boss or finishing a really long, intense game, a strong feeling of accomplishment will always follow.


2. Sensation.

Arguably the second most known "fun" to be found in video games. It is experienced by looking at pretty graphics or listening to some really awesome sound-track as you play. The importance of this "fun" has come under heavy controversy the past few years. More recently, the guy responsible for the graphics in Crysis, AKA the Crytek "boss", has made a public statement believing that graphics account for 60% of a game which is fatuousness by all accounts since history and events of today has shown us that graphics does not even remotely account for 60% of a game, be it the old Ping Pong game that was insanely popular with the very bare minimum of graphics, Minecraft only consisting of blocks or Dwarf Fortress with no graphics at all besides text. The more accurate digit in percentage would be around 12.5-20% of a game. The statement in question can be found across the Internet but here's a link to a random article about it:
http://www.x360magazine.com/general/crytek-graphics-are-60-of-the-game/


3. Story.

There's nothing like experiencing a striking story inside a video-game you are strongly interested in. While it does not have the advantage of books allowing your imagination lay the visual groundwork, it can still have a striking, interactive appeal that is sure to leave a mark when presented right and without sacrifices from other kinds of fun.


4. Social Interaction.

As the Internet has proved countless amounts of times, a community not only pays the fees so a video-game can be made & progressed but also how it is received in the media and on the forums without even having a game to be multiplayer. If a game is multiplayer however, the community of a game/series becomes that more vital. Be it the important "first impressions" game designers work so hard on delivering in order to draw new players into using their product and growing an interest for it or just establishing an social medium in which you interact with other people that have the same interests.


5. Immersion.

This kind of fun comes in conjunction with a story. A game needs to have an intruiging make-believe fantasy world without sacrificing game-play elements. This is where game-designers that have freedom to do as they wish with a wild imagination and a sense of originality becomes invaluable. The current "Indie" market is famous for housing many original titles. While a game's story may be weak or even predictable, a game that has a good immersion can easily make up for those faults.


6. Discovery.

This fun can also be merged with the above Immersion. Having a vast world that lays between your feet to explore as you wish is the ultimate, immersive depth any interactive experience can offer you besides perhaps a game where you are swimming around in an ocean full of sharks with your body submerged in water and your eyes are in a 3d visor.


7. Expression.

Another important aspect of video-games is the ability to be able to express yourself creatively or otherwise culturally/emotionally. Be it building a 56 feet tall diamond genitalia in Minecraft or donning your unusual hats in Team Fortress 2, freedom of creativity and vanity choices can be worth it's weight in gold.


8. Pastime.

The last and arguably least "fun" one can derive of a game is the act of engaging in an activity that is more preferrable than work in order to make time pass faster. As "fun" itself is described as an activity in itself, I got no choice but to include it even though the act of engaging in replayability kills the original experience. There are however, certain positive elements to this "fun" that can be described as a game's replayability if there are a sufficient amount of dynamically changing elements to make it differentiate greatly from the original experience. Sadly, not many video-games have managed to do this as of today.
Learning curves and how they affect you, the Player
As probably most of you know, learning curves decide how difficult it is to learn the ropes of a game. The game in question does not even have to be new to you. Learning curves extend through the entire game, be it in the tutorial or at the end-game where a 10+ year old veteran of the game possess 1337 hax skillz. Fundamentally, all games are best off having a prominently going learning-curve that is smooth by managing to stay inbetween the graph of someone's personal ability and actual hard challenge. Unfortunately, the balance of this in modern games have been ruined due to the entertainment's industry realization of a new group of gamers most commonly referred to as "casuals", causing the learning curve to never achieve a point of actual consistent difficulty because the element of irreduceable complexivity is next to zero.

What is irreduceable complexivity you may ask? It's a bit hard to explain but to very crudely sum it up, It's the ability to use the meaningful choices and possibilities given to you by a game without having to know three books worth of information on the subject before you can use these choices and possibilities to play the game. Another way of summing it up would be to call it getting the most out of a game's depth with the minimal amount of mental stress that comes with putting your brain to it's best ability when learning all the things required to play.

Ironing out the learning curve of a game is the second to last thing a game-designer should do next to fixing critical bugs before even considering release because the learning curve always dictates on how well the features of your game will be picked up by the people that plays the game, least said, it's very vital to have a good one. If your learning curve is too steep in the beginning, there are probably too many elements or features for new players to adapt to. You can correct this by reallocating some excess features to the end-content of your game. An example of this kind of learning curve can be seen in the popular MMO, World of Warcraft.

Blizzard (Creators of World of Warcraft) have been carefully adjusting the learning curve of their game by locking abilities and skills, only to become available to the player bit after bit as he/she levels up the character and they are still adjusting this system with almost every expansion-pack released to this very day. If you have seen the result from someone that have never played wow suddenly buy an account with max-level characters in a MMO, you know what I'm talking about.

There are also more prominent examples such as in the new Planetside 2 where people were brutally thrown into the game (Literally shot in a drop-pod straight into combat at square one) with little to no chance to do stuff like even change options (Mouse sensitivity/graphics tuning) and as a result, a MASSIVE game with huge potential went from tens of thousands playing it to only a couple of thousands due to not only having a very steep learning curve but also boasting very bad community-developer relations. I will however not go into detail with this since I expect you to know what a learning curve is at this point.
Why Matchmaking is so critical
All games that feature multiplayer should have an immense design focus on creating a solid and fair method of pairing together players that are on a equal footing or have a complete removal of all automatic joining methods with the exception of 100% random games (See TF2's/CS server list). Ignoring this may not seem like a big deal at first glance but under the shell lies complete chaos, waiting to get out.

If an interactive medium fails to deliver a truly "fair" experience or otherwise unable to promptly and effectively correct any inbalances, be it technicalities with the system itself, the game concept or as discussed, Matchmaking, it will ultimately tip over, ruining the entire intended experience due to some arguably minor design flaws (that can easily be corrected in a patch or two) which not only runs the risk of building a game on a crooked groundwork but also alienates the fans that play the game from the rest of the world since they are consorting to error, most times without even reaching a point of self-realization by accepting mediocrity and failure on a daily basis.
Community and Developer relations
As I noted above, establishing a solid, trustworthy and open-doors Community & Developer relation is vital in this age of gaming history because the fans are the heart of any modern video-game, be it their ability to partake in the game's development and get their demands/expectations known early on in the development process or creating the content themselves in for example, the Steam Workshop. Having old fans beta-test new titles in a series or providing alpha/kickstarter funding to aspiring developers can also have immensively large impacts and as such, Community is key. if you use it right.

Normally, one would consider that creating a poll to change factor X to factor Y or factor Z on for example, a forum would be the most "fair" and "best" way to conduct game-design changes or to just listen to a public opinion overall. But they would be wrong in most cases if such votes would somehow affect the game-play balance. For every decision and choice made by an individual playing the game, they have a reason and a back-story for making this choice. Be it "nerfing" or "buffing" something, a personal gain is often included in such opinions one way or another.

To truly take a design "vote" into consideration, you would need to know the in-and-outs of decisions, compare them to the interests of your game's success as a whole (the fun factors) and then make a change, addition or substraction to the best of your ability.

This means, by par with logic, any player of your game that is inbetween the line of "Casual" and "Professional" (Actual job playing games) is a bad candidate to participate in any vote that involves the fundamentals or otherwise gameplay changing aspects of your game. Casuals will give you the most valuable insight of seeing from a brand-new neutral perspective which will allow you to lay out the vital ground-work every good game needs while professionals will be able (after prolonged playing) to give you technical details and modifications required for the end-game content.

This is why the middle-ground is considered one of the trickiest things to "get right" in games. You got a start and an ending but nothing in-between and there's no real shortcut to getting it right besides taking as much statistical data as humanly possible from people playing your game.

This is also a point where Dota 2 has failed immensively. They went from having a 2+ year ongoing beta, a fundamentally very good opportunity and borderline luxury for developers to receive loads of feedback and make changes to their game before release. Dota 2 received tons and tons of feedback along with hundreds of forum post pages & ingame reports of bugs and they did next to nothing to correct/change things before kicking the game into a "Released" status before taking another dive by making a violent change from making weekly updates to monthly ones. A big reason for this insanely stiff development process is both due to an seemingly experimental collection of methods on just how to manage a game along with some very incompetent staff that has been high-lighted quite nicely in the Diretide catastrophy.

Then again, all of these issues origin from mostly one thing. The pressure from the tournament players of the game. Since any significant change could seriously compromise their performance (that they have gotten from ages of repetition before competition), the developers cannot even fanthom the idea of perhaps remaking a hero almost completely as necessary (I'm looking at you, Chen/Visage/Broodmother).

Unfortunately, choosing tournament over us regular people means you cannot and never will have a game being used for competitive/professional purposes and at the same time have something regular or casual gamers can enjoy. Why? Because for example:


A Starcraft II professional player can hit up to 400 keystrokes, or "actions" being given out to troops per minute. The game designers sees some over-extravagant issue that can be abused by being able to have that amount of speed and control and make changes to perhaps reduce the efficiency of some agile unit the professional player was using. Now, the other races have a definitive weakness to go on due to the loss of agile firepower and the designers see another power-lapse problem and compensate it by boosting a more powerful, slower unit in the same race.

Now everyone gives up on using those agile units and instead resort to spamming these recently "buffed" powerful units with no way to balance or otherwise alter this in the same race and the result is a massive out-cry from the community, demanding changes so they go onto the next race and start to alter there instead, in turn creating more dilemmas that will go in an endless circle because they want to make all professional changes into the standard game which is not going to work out if mixed with several audiences at once. It is also a prime example of building a game ontop of crooked groundwork.
Video-game content, Quality over Quantity?
The amount of raw content a game has can either be deducted from how large the game-files are, how long it takes one to "finish" the game, amount of different dynamics and overall depth of it.

As attractive as it is to have several football fields of content, it's not going to matter much if the people playing it are not given enough meaningful choices from all the possibilities on your football fields or if it becomes too complex for someone to learn, reaching back to the learning curve section.

Essentially when you do have a sizeable chunk of content, filled with information, features, complex maps and ways to get around these maps, it will be the game-designers job to get as much accessability as humanly possible with the minimal amount of sacrifices to either the targeted audience while also keeping as much depth as possible. Unfortunately, this has not been the case for recent games on the market.

Instead of making a quality product for a selected audience, recent producers in today's world have instead decided to dilute entire games themselves in effort to reach out to all possible audiences, hoping to maximize profits made off said product and when a buzz is created due to this "everyone plays It so I will too" phenomenon, they would immediately start spewing out content in quick succession in order to "ride the wave". The recent occurance of this has been the Call of Duty series, which I have never seen a studio lose respect faster than Infinity Ward.
Summed Up / TL;DR :: Part 1
1. Community

This has to be the biggest problem of them all in Dota 2. Never In my entire life have I witnessed a worse community revolving around a video-game. The players/fans are: Egotistic, ego centric, unsporting, aggressive, hostile, uncaring, mean, mistrusting, immature, callous, apathetic, biased and incredibly pretentious while at every loss prompting everyone inside the current game to "Report player X" if someone on their team was even remotely new to the game or did any other action not sanctified by them, be it going in what lane you want, not purchasing courier/wards on demand or simply just having an unlucky run. Along with being completely miserable to be around, they frequently never speak the language in the region you're playing and nowhere else is this more apparent than the russian being spammed into the chat at all times thanks to the developers blatant denial to implement region-locks/other methods to encourage people to stick to their original regions. And if they do know English, trolling & false reports are nothing short but assured to come from all directions to all teams.

You can test for yourself and see just how wretched the community is at a whole by simply comparing the waiting times for low-priority (Supposed "punishment" automatically banished out by Valve if someone gets 2-3+ reports) and normal matchmaking. At an almost guaranteed rate even after they strangled the amount of reporting possible, Low priority matchmaking is very often much faster than the regular which means an almost majority of people playing the game are being put into the LP queue for "bad behavior".

Even Valve themselves have openly come out and shared their opinion about the Dota 2 fanbase/players being "Entitled Pricks" and that's saying alot. http://puu.sh/7vU35.jpg



2. Elitism

Second biggest problem with this game. Any behavior that breaks the typical dota 2's player routine of buying tango, healing salve, clarity potions, iron branches (perhaps with some boots of speed if they're feeling adventurous) and not casually kill-stealing mobs off teammates will result in a wave of F-bombs, intentional feeding, votes of surrender (LoL), rampant ragequits, spam prompts to report player X, inflammatory harassment and disconnecting users as far as the eye can see. I even had cases where players left the game because some guy forgot to buy a courier at the start of the game. In LoL, you can even report people for "being unskilled". As in, anyone. Even if they're level 1.To put it bluntly, it's a special kind of disgusting behavior that next to all MOBA games encourage.


3. Matchmaking

Coming close to nr 2 is the dota match-making. Broken, poorly thought through and executed horribly. You are prompted to select a variety of regions before initiating the match-making system and the more regions you have selected, the less waiting time.. Which begs the question, what is the point with the regional system if nobody sticks to their region? And why is the possibility to meet 4-5 organized people in a group, all sitting in ventrilo/teamspeak while packing thousands of hours in Dota 2 each as a new player with less than 10 hours can realistically get matched up against them with no complaints from the match-making system? This happens particulary often if you want to play with a friend or two and the last time I checked, the purpose of match-making was to find equally skilled opponents. Not Tyrannosaurus rex VS a duckling. Im reluctant to say that Dota 2 even has a match-making at all once you look at the facts and all the people creating new accounts just to stomp down the already bullied beginners.


4. Learning Curve

Accompanying Elitism comes the ferocious learning curve of Dota games. There are hundreds upon thousands upon millions of combinations available between the dozens of heroes to choose from and a large sum of different items. But don't expect to be able to actually try out combinations as your team screams their lunges out as you just bought the gloves of haste instead of wards, a courier, tango, potions and other "necessities", threatening to report, go AFK or simply outright leave the game if their demands are not met. Having a low-budget sight on things is nothing but mandatory as you attempt to try out your own builds in secret because any teammates you'll play with together in the lane WILL kill-steal from YOU whenever humanly possible, even standing idle for times on end, waiting to land the last hit instead of actively contributing DPS towards killing the opposite team's mobs diligently like one should. This screaming is especially loud and angry if you decide to play a support character.

I am well aware that there are dozens of bloated "tutorial" or "ai" modes all with laughable difficulties for you to try item combinations and the sort but it will have the same learning impact as an emulated store with grind required inbetween each purchases. Not being able to test things in actual hard practice without suffering from harassment by everyone you come across and all-around bullying will always leave you with an extreme disadvantage in the terms of knowledge & experience with little to no opportunities to learn or thrive unless you put the mindset of "Win or Rage" on which is the customs of dota players as seen in point 1. And the more time you play tutorials (Collecting Dota 2 hours), the even bigger chance you'll get from being ganked by people that only have played against other players.
Summed Up / TL;DR :: Part 2
5. Griefers

As of today, DotA 2 offers literally no punishment for exceedingly bad behavior. The current "Low Priority" matchmaking is nothing short of an laughing-stock disaster. Why? Let me go over some of the "consequences" It gives you.

--------------

1. No item drops - That's okay, I didn't want my inventory get filled with useless crates anyways.

2. Longer matchmaking - Uhh.. Sorry to break it to you but the "LP" matchmaking is more than often faster than normal priority. Why? Because the entire player-base is qualified to enter said low priority at any time by being as described in TL;DR 1. Even If it is seldomly a bit "longer" by 30 seconds, tabbing out of the game and watching a 1-2 minute youtube video is standard practice to begin with while waiting.

3. No Battle-Points - Seriously? The only loss from this is no treasure chests. And said content "Treasure chests" are less worth than unopened crates. Needless to say, It's like punishing someone at level 15 in an MMO by temporarily removing their chances of perhaps earning some level 2 items that are worth less than 0.01€ as everyone already have them.

4. Friends/Party will enter LP - Brilliant. Let's cripple the already mutilated friendship lists of those who play Dota 2 and subsequently turn down on the volume of future real-life death threats which fly around like poo from monkeys whenever a loss is aquired.

--------------

To test just how bad this system truly is, I decided to go ahead and join a couple of normal priority games, play for 5 minutes and then abandon, instantly queue up again and repeat the process. I managed to do so a whopping 5-6 times before I finally was aquired to LP. This means mathematically that you can ruin the game for 54+ people before ANY punishment is put on you. And from there, you can simply grief your way up from LP matches by playing KOTL (teleporting people to places they can't leave or just intentionally feeding/griefing) and repeat the process all over again because the genius developers for Dota 2 decided It was a good idea to remove 95% of people's ability to report actual abuse by restricting it to 3 reports per week.


6. Effect on People

Making the commitment to play DotA changes everyone as a person. For the worse. Why? Because the game inhabits "addictive" qualities similar with that of jamming needles full with dopamine into your spine every half hour. It's physically and mentally painful, it hurts your emotional stability, it hurts you as a person and it hurts the people around you and for what? A small kick of pleasure/self satisfaction as you managed to win a fundamentally unbalanced game that has an emphasis on gank above all else due to chance of getting a few players that have created new accounts to avoid the "ingame hours" matchmaking on your team or otherwise hope that no pre-meditated pubstomping will occur? Not worth it in so many ways as there are only very scarce cases of people actually starting to realize what the game is doing to them:

http://puu.sh/838Ie

http://puu.sh/838FF

http://puu.sh/7u8oD

This isn't just a coincidental thing. It is an reoccuring phenomenom that literally everyone will be guaranteed to feel not once but at several occassions as they helplessly continue to exposing themselves in harms way by playing. There's a scientific term for this and It's called Operant Conditioning. What does It sum up to and what's it's relation to Dota 2 you ask?

Positive Reinforcement, Appetite Stimulus: - Do something good (win a match or score a kill) and get a small dopamine release in your brain as a reward.

Consequence: Euphoria, Promotion of self-value/Self-entitlement, Agression towards threats of sourcing reinforcement.

----------

Negative Reinforcement, Disinclination/Disciplinary Stimulus: - Do something bad (die, lose a match, fail to meet your expectations) and get an ever growing yearning of a higher frequenting Appetite Stimulus.

Consequence: Increased aggression, Heightened expectations, Desperation, Growth of Yearning.

Summed up, Dota 2 is bad cocaine.



7. System Design

Dota 2, much like LoL, HoN and all the other Warcraft 3's Defenders of the Ancient Ripoffs, integrates roughly 95% of the original game-play, the only few changes being in a slightly different selection of heroes (Don't worry, they ripped plenty of old ones), very minor changes to items and different graphical designs, UI, shadows, etc. which is an incredibly stupid move considering there is so much that can be improved upon from letting a replacement join if someone leaves, adjusting gold-income for support characters, reducing the amount of "unreliable gold" which is lost at death since you can buy items anytime from a distance, punishing repetitive offenders more harshly such as banning/muting them or just giving the game an actual end-game or objective besides rince-and-repeat gank refined through decades of pub-stomping practice.

There is so much that can be done with ease to yield massive quality increases and yet Valve insists on tiny, miniscule changes, being afraid that altering something too much will cause their fancy hourly tournaments to collapse utterly because people who play the game for money (professionals) have only aquired the necessary knowledge to compete through rigorious repetivity rather than inhabiting any actual talent.

One can probably even learn to looking past on how'd they make such a dumb decision to go from weekly updates to monthly ones from the beta when It has now been a little over 3-4 months since the developers have introduced any new heroes to the mix which just shows that they have either too much on their plates or that they are too scared to act which is the opposite of what expanding MOBA's need, AKA a constant addition of new content.

But the real unforgiveable sin here is how they have over 500,000 active players (a big percentage of them wanting genuinely make Dota 2 a better playing experience for all) and utterly neglect the possibility to spearhead radical game changes in their test version of the game which can easily assimilate more data than the large hadron collider in a couple of weeks of testing thanks to the playerbase. I mean, come on Valve. You got the biggest player-base in the world, billions of cash, hundreds of talented developers, a practical infinite amount of servers and a game (which is currently rubbish) with a lot of potential. What are you waiting for?


8. Imbalance

For a company that made such an incredibly balanced game called Team Fortress 2, they sure haven't put much emphasis on making the game fair across all the oblivious ganking>skill habits and the horrendous mind-set they make people that play the game get into. I rarely play dota but from the rough thousands of hours I have played, I have seen (and still see) gigantic concerns on the Internet revolving the abilities or overall usage of certain heroes including but not limited to: Zeus, Drow Ranger, Viper, Sniper, Pudge, Spirit Breaker and more while also seeing these heroes partake in almost every dota 2 game I play.

It may seem inconsequental at first. Sure, a few heroes may be popular. But when there's over a hundred of them to choose from and a handful (5-7) of them are being played at a gross majority of all games being played, you're doing something wrong at a developer's standpoint. Be it having the hundreds of other heroes be too hard to get into for some players/looking too weak or just having said couple of heroes be too easy to play/too powerful.
Notes for Valve & Updates
On the off-chance that an employee of Valve or any other person that have any kind of influence over the games they make reads this, here are three golden pointers on what you can do to massively improve your games to avoid nasty guides like this one popping up.



1. LISTEN TO THE COMMUNITY!

I can't stress enough how important this is. The Internet is a global system of interconnected computer networks that all have people behind them. If you're a big-shot on the Internet with a big-shot multiplayer game, carefully listening to these people is pretty darn obviously important for any developer & producer worth his/her salary.


2. COMMUNICATE WITH THE COMMUNITY!

Almost equally as important is TALKING with these people and as with any serious conversation, you have to be able to fulfill the 5 golden R's since in this case, you are a company talking to your customers. I'll list these golden R's in the off-chance that you forgot.

Respect. Without respect.. Well, you wouldn't really be able to care for your customers and even less so be able to communicate with them properly so If you don't have any respect for your customers, you can stop reading right now.

Rapport. Having a close relation with the person/audience you're trying to talk to is the only real way you're gonna be able to understand what the other guy is thinking. You've kinda messed this one up at a number of occassions be it closing Valve's twitter account down, wildly permanently banning people on the Steam Forums or just having an overall huge lack of actual public statements whenever the community is involved (Yes, Including Give DIRETIDE༼ つ ◕_◕ ༽つ).

Relationship. No, not the part where we give you money and you give us games. That's called a business. Read the Community and Developer relations section of my guide for this one.

Reciprocity. Yes, this is the part where we give you money and you give us the privlege of playing your games. But think as it of this way: We would be a lot happier with giving you our money if we could see what you are up to now and then. Maybe even indulge us a small chat.

Respect. Yup, respect again. For this to work, we (the community) would have a need to respect you besides the quality of your games. Did you do something good and ethical recently like not having exclusive titles for the steamOS? Good! Did you do something bad lately like having the catastrophy that is no Diretide happen and still don't give the community any kind of serious action taken (firing/rehiring employees) and have no public statements made after a week while there's still on-going chaos and instead insult them http://puu.sh/57DRO.jpg Bad.

There's so much you can do to make us like you with ease but you insist on making change after change after change to make us hate you with big d!ckmoves like trying to take away our lawful right to file a class-action lawsuit against you by making us agree to something in your Terms of Use or the small things like taking away the /me functions in all steam chats which millions of users have been accustomed for years because some stupid brats allegedly got ripped off even with countless warnings to never give out account details every time you open up a chat window and the way you're going about doing things right now really Isn't working for either of us.


3. USE YOUR ASSETS TO CREATE A BETTER EXPERIENCE!

How about those servers huh, Valve? You kinda struggled for a couple of years after making Team Fortress 2 free, causing your entire infrastructre to be like a regular yo-yo for all the millions of users on Steam. Or how about the superB customer support you USED to have? Now it's seemingly all automatic and you still manage to have very lengthy response time with regular warnings of high customer support ticket traffic up while your Better Business Bureau profile now boasts over 200+ complaints that you have failed to respond to, all sent to your main complaint department PO box in Washington.

We understand that you're all big and complicated but when you are running an admittedly "all hands free" thing at your company and still have screw-ups like getting no halloween event to the most played game on Earth, It's one of the many signs that you probably need to put more people on that and a little bit of management here and there. Just sayin'



UPDATE 1: It's been quite a while now since the collosal f*ck up that was Diretide and while Valve still inherit the attitude of saying "Oh yeah.. That." whenever It's brought up, RockPaperShotgun recently asked the tough question of "What the hell are you guys doing?" and Valve's response was pretty much nothing short of disgusting:

http://www.rockpapershotgun.com/2014/01/10/valve-talks-steamos-and-diretide-defends-communication/#more-183761

The entire interview sums up to the editor, Nathan, questioning a few business fellas over at Valve on just how they plan to build their entire SteamOS/Steam Machine projects by using user feedback when they have effectively not been talking with the community whatsoever at all fronts for the past couple of years, be it Valve's own game development or just anything else over here on Steam and all It's other games/events.

He got the usual, generic Valve response that "Oh, we don't discuss with the community. We just read the forums" (which is quite depressing when one consider just how blatantly easy permanent bans are being thrown out left and right on the Steam forums, both by Valve employees, volunteer moderators and independant developers while things like the previous solo-matchmaking feature got removed shortly after the community gets it after asking for it for over 1-2 years and 60-70+ forum posts in one big thread in the devdota forums)

And when Nathan pointed out the fact that perhaps It would be in good order to change this since It has clearly not been working now for a multitude amount of times, the "business guy" called Jan-Peter (who is effectively a lawyer over at Valve) gave a disgusting response saying that "I don't think there is a lot of improvement to be done there" when Nathan brought up on just how they dealt with the Diretide catastrophy, effectively confirming that the company as a whole thought there was nothing they could have done better and that It's gonna happen in the exact same manner again in the future repeatedly without putting any blame or consequences on anyone.


This effectively confirms on what I have been saying all along. You cannot possibly ever hope to have a proper, healthy relationship with someone if you are not TALKING with them. It is completely null and impossible for any kind of solid respect or rapport to be formed since talking to a wall gets you nowhere. Even if said wall happens to mutate and bend a little differently If you yell hard enough at it, the damage of reaching the point where you have the anger and urge to sdo said yelling has already been done.

Zoq-Fot-Pik
Jun 27, 2008

Frungy!

Epic Hamcat posted:

:siren: 6.81 is upon us :siren:



Welcome to the 8th DOTA2 Thread! We have a long OP, but you should read it! Zeus help you if you post before reading the third post of this op!
:dota101:For totally new players check out the frog sirened NEW PLAYERS section before posting! Remember: One Game and One Training Bullet Point before posting!:dota101:

http://steamcommunity.com/groups/dotagoons is the steam group
In game we have guild GOON, just ask in the LLJK chat in game and you'll get an invite.

4th Thread* (Archives)
Probation Earned: 5 Months 2 weeks 3 days 6 Hours
Number of Bans: 2
5th Thread* (Archives)
Probations Earned: 4 Months 1 weeks 1 days 12 Hours
Number of Bans: 4
6th Thread* (Archives)
Probations Earned: 2 Months 1 Weeks 2 Days 6 Hours
Number of Bans: 3
7th Thread*
Probation Earned7: 3 Months 3 Weeks 5 Days 12 Hours
Number of Bans: 3


What is DotA/2?

DOTA2, simply, is the new engine sequel/remake to/of DotA. It makes sense to start with that then:

DotA, or Defense of the Ancients, is a Warcraft III mod that involves two teams of five players competing against each other to take down their opponents' bases. While the base engine of DotA may have been an RTS, the game plays more like a hourlong RPG; each team's army units (known as "creeps") simply attack move to the enemy base in three lanes (bottom, middle, and top) and each player in DotA controls one of 100+ heroes, and gains gold and experience to buy items that can drastically boost their powers. As a single game takes around 40-60 minutes and every individual member is integral in the team's success, the game is highly competitive!

DOTA2 has a full team at Valve working on it. Most importantly, Icefrog, the current developer of WC3-DotA is working on DOTA2. There are a few goons on the valve team floating around the thread as well!

https://www.youtube.com/watch?v=akUNmFAzS98


I wrote a history-thing about Dota 1's creation for TMC here.

Who plays DotA?

Today, almost a decade after its inception, DotA has an estimated 10 million players on battle.net, Garena, and other international servers. A patch can get up to six million downloads in a day.

The competitive scene is ridiculously large and alive as well; from the Chinese dynasties CCM and LGD frought with succession drama to the old-school European dominators like MYM, OK, and Na'Vi, competitors are drawn from all over the world. This large playerbase contributes to a diversity of playstyles and strategies, and the large hero pool and monthly patches ensure that the game never gets stale. Recently as well, Starcraft I/II heavy hitters TeamLiquid have officially began supporting DOTA2 as one of their games. You can now find competitive info and a TL team, just check their site!

Gosugamers, JoinDotA, and now TeamLiquid have all the competitive news and streams you could want.

:frogsiren:NEW PLAYERS:frogsiren:

Most of you fucks wonderful people won't read the whole OP before jumping in, then ask 'hey wat do i do ive never played' in the thread. Here are some things you can do to avoid this unhappy fate
  • Watch the 'How to play Dota2 in 4 minutes' video above
  • Read this
  • Check out the official guide here
  • If you have time, watch this.
Well should I just do bot games until I'm pro?
Some people find that bot games are less anxiety producing than jumping straight into a normal match. This may be true, but you'll see from even a bot game that there are plenty of people just as bad as you are. Still, I think I'd recommend your first game be a bot game just so you can get a feel of how the game controls, and how you buy things from the shop.

What hero should I play?
General recommendations for new players include
AGI: Viper (Carry, Ranged) or Ursa (Carry/Ganker, Melee)
STR: Sven (Carry/Ganker, Melee) or Tidehunter (Support, Melee)
INT: Lich (Support, Ranged) or Shadow Shaman (Ganker/Support, Ranged)

AVOID: Chen, Enchantress, Meepo, Visage, Invoker

All this being said, if you've done at least one of the above bullet points, and played a single game, feel free to ask any questions you have in the thread. It's just that 'I'm am entirely new and don't know what I don't know' isnt a very helpful point of reference for us!

IF YOU'RE COMING FROM LEAGUE OR HON: Welcome! Read the Transitioning to DOTA guide in the second post!

The International



The International 2014 has started!

It runs this year July 18-21 (Though qualifiers started on the 12th of May)



Here are the invitees this year. There will also be 5 qualifier places this year: NA, SEA, EU, and CN, with a wildcard for the 2nd place from each region.

So, what is The International?

Every year, Valve sponsors an over one million dollar tournament, with free broadcasts in multiple languages.
Yes, you read that correctly. OVER [strike]$1,000,000.[/strike] $4,000,000 loving dollars

All of the VODs for the Internationals past are available here. Be aware that TI2011 is a lot of farming however. Here's some quick info on what's what from each year, be aware that if you want to watch them all there may be spoilers if you click on the matches listed.

TI2011:
Champions:Na'Vi (Ukraine)
Set to Watch: The Semifinals and Finals

TI2012:
Champions: iG (China)
Set to Watch: LGD vs Navi

TI2013:
Champions: The Alliance (Sweden)
Set to Watch: Liquid vs TongFu and Na'Vi vs Alliance

This sounds awfully similar to...

Yes, all those games that seem familiar (LoL, HoN, Demigod, Bloodline Champions, Realm of the Titans) are all DotA-likes (or Multiplayer Online Battle Arenas aka MOBA or Action Real-Time Strategy aka ARTS). Make no mistake though, DotA2 may be prettier and have some new tricks, but in terms of mechanics and gameplay, it is the direct reincarnation of DotA. Direct. As in dont complain about last hitting in this thread, of course it's in. Discussions about mechanics are welcome, just consider that almost every mechanic in dota2 is a direct design decision, and isn't just a legacy feature.

Sounds good, how do I play?

Dota2 has officially launched! Just go to the page in the store and you can play! There's some sort of 'queue' when you go to install it but from what I've heard it goes by very quickly.

Other Info
  • DotA2 uses Valve's Source engine: global lighting, cloth simulation, and integrated voice chat are part of the game.
  • AI bots will eventually take over for disconnected players (maybe), and are available to play against in unranked training matches as well.
  • Some hero skills work slightly better with the replacement of the Warcraft III engine with the Source engine. Examples include Rubik's Spellsteal.
  • Valve has integrated Steamworks. You can create and submit new items which get voted on and potentially added on a weekly basis.
  • There are several available matchmaking modes, currently including All Pick (Any Hero), Single Draft (Select between 1 of 3 heroes, 1 per attribute), Captain's Mode (Draft of most heroes, captain makes picks), Random Draft (Pool of 20 heroes, players make picks), All Random (Everyone gets a random hero + bonus gold), Captain's Draft (Like Random Draft with a banning/picking captain), and Least Played (All Pick, but your top 40 most played heroes are unavailable)
  • A coaching system where veteran players can help out new players. "The coach sees the pupil's screen, and gets private voice and chat channels to communicate with them. The coach probably won't be able to take control of anything directly (once again, the details are currently under discussion)." This system is nearing release
  • The game is F2P with a cosmetic shop. All heroes are unlocked, you buy cosmetic items:

What does this game even look like?

You can watch some streams! See the next post for some recommendations. There are also some pictures/fanart at the end of the post. Some reviews have said it looks dated but they're honestly really mind-numbingly dumb.

Trailer:
https://www.youtube.com/watch?v=-cSFPIwMEq4

What's the deal with the store? This poo poo is expensive? What is a chest? I still can't read the op so this section also has :siren:TRADING INFO:siren: in it?

The store in DOTA2 works very similarly to TF2's store. You can buy individual items for prices varying from about 50 cents to 7+ dollars, or bundles of items for a group priced discount. Anything (not bundles) in the store can also drop in game, with the notable exception of Unusual Couriers, which only drop from chests.

Chests are the other random things you'll see dropping at the end of games. They don't do gently caress all, but you can buy a key for 2.50$ from the store to open it. Opening a chest will yield one random item from the list of items in the chest description, but like all good gambles also has a small (1%) chance of containing something super cool! These super cool things are unusual couriers, which is a courier with a coolio superneat effect attached to it. They can look something like this.


Generally the advice is 'dont open chests', since unusuals aside anything you want from them is probably worth less than that key, and you can just trade for it.

:siren: Don't post trades in this thread, we have a thread for that HERE

If you want to spend real money on Dota items but want them cheaper, goon Captain Invictus sells steam things, including dota items, for a discount.

Also for trading, the Steam Marketplace which was recently added currently supports the selling of Chests, Keys, and Vintage (Green Quality) Items all items.

What's this about a Test Beta Client?

Test patches come out occasionally, if no big bugs are left, they push it to live the next day.

When you get in the beta you'll notice a second client: Dota 2 Test. It's purpose is supposedly to find major bugs before they go on to live beta client, in actuality it's a bunch of people sitting in bot games playing the new hero if there is one. There's only 2000 slots available on the test servers, so nobody really uses it. You don't need to bother installing it.

Links

Current Events

Check out our PRO DOTA2 THREAD: http://forums.somethingawful.com/showthread.php?threadid=3601662
If you want to find the VOD for a match, check out DotaCinema's VOD site, it's real good!

Latest Patch - April 29th (Expected)

http://www.dota2.com/springcleaning/


In-Game Stuff

To join an inhouse:
  • Go to the Play tab
  • Find a Lobby
  • Private Games
  • Type in the password given into that box and hit search. The password is usually lljk, or lljk2, etc
Console and Autoexec commands:
To input any of these commands, add "-console" to the launch options for DotA2 on steam. You can also make a file called autoexec.cfg in X:\Program Files\Steam\steamapps\common\dota 2 beta\dota\cfg, and put in commands that you would put in console to have the automatically executed when the game starts.

There is also an (new) generator for this here.
  • chat_join lljk - Automatically joins a chat channel when you start dota, in this case, lljk.
  • con_enable 1 - Adds the console to your game, same as adding -console to the launch options. Press ` (by default) in game to toggle console.
  • dota_health_per_vertical_marker 200 - Changes how much health each of those bars is; by default it's 200, you might want to change it to 100 if you play League or want more accurate health bars.
  • dota_minimap_misclick_time 0 - You can up the time on this to set how long your mouse has to be on the minimap to click on it, if you constantly click on the minimap by accident.
  • dota_force_right_click_attack 0 - Right click deny Change the 0 to a 1 to enable it.
  • dota_disable_range_finder 1 - Range indicators If you set this to 0, you'll see a small red/green bar from your character to your mouse pointer that makes spell ranges much more visible than looking at the mouse cursor changing alone.
  • dota_sf_old_heropedia "1" Old hero learn tab thing? I dont know why you'd want it but there.
Credit to Minrad

Stuff to Change in Options:
  • To remove camera pan acceleration, put the 'camera acceleration' bar all the way to the right. I'd also put the camera speed bar to the right.
  • Your hotkeys start out silly, move the item hotkeys somewhere off of the numpad (like alt qweasd) and change your level-up skill and stats hotkey to something you can get without moving your hand super far (I use Z and X) Forgot to mention: B for buy! I'd like to set C to center on my hero but it wont let me.
  • Enable double activate item and enable shop hotkeys in Game (if you want, I plan on learning to buy from the shop)
  • Turn the render slider all the way to the right!
Credit to Gokuesque

Changing recommended items:
  • Go to your steam/steamapps/common/dota 2 beta/dota/itembuilds folder.
  • Paste "item" "item_tpscroll" in every hero's core item list.
  • Don't like having Mask of Madness as a core item on Night Stalker? Want an urn instead? Change that stuff all in the file.
  • There's a dota2alttab item list here.
  • http://dota2-itemchanger.googlecode.com/files/dota2itemchanger.zip - A program made to do the same thing, but easier. Requires .NET
    How to use the program:
    1. Unzip anywhere
    2. Run dota2itemchanger.exe, select a hero, and then drag&drop items from the left to the starting/early/... box in the right (the box appears after you select the item type at the top)
    3. Click save (you will get warnings if you don't add any items for a category)
    4. A new .txt file (for example, default_antimage.txt) will be created in the current directory. You can open it in notepad and check it, maybe make modifications about the item order
    5. Create a backup of the default hero itembuild (for example, c:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\itembuilds\default_antimage.txt)
    6. Copy the file from 4. to the location mentioned at 5.
    7. Start the game, create a practice game and check if everything is ok
Other Useful Scripts:
  • http://pastebin.com/FxPCueM8 - Adds aliases to search for hon and dota1 item names. Goes into "...\dota 2 beta\dota\scripts\npc", make sure to make a backup. Credit lprsti99
  • http://pastebin.com/pew7W7A2 - Courier Autofetch script. Goes into autoexec.
  • AND ON THE THIRD DAY IT WAS REBORN: NBA JAM ACCOUNCER
  • http://www.dota2layout.com/ - An online layout editor so you can make pretty pictures of dicks jizzing out agi carries and share it with the rest of the world more easily.
  • http://pastebin.com/EVQKkxgn - If the dota:// links dont work for you, running this (saved as a .reg) will fix it. Make sure you change the M:/ path to the correct drive/path for your dota2 installation


Ancient words of wisdom...

Long ago in a distant land, I, Terrorblade, the shape shifting master of darkness, unleashed an unspeakable evil. But a foolish samurai juggernaut wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time, and flung him into the future where my evil is law. Now the fool seeks to return to the past and undo the future that is Terrorblade.



Don't play with tcjimbo.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



please dont quote my op w/o permission

Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮
original material DO NOT STEAL

Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮

Stoat posted:

hey just making the only good post on this page ok bye

Dugong
Mar 18, 2013

I don't know what to do,
I'm going to lose my mind

I want a mode that is like Least Played but based on the pick rate of the entire player base.

Mr.Unique-Name
Jul 5, 2002

a bunch of people that have no idea what they're doing playing meepo visage tree skywrath tusk and vs would be interesting

ellic
Apr 28, 2009

I never asked for this

Grimey Drawer
How do I play Dota?

Nanomashoes
Aug 18, 2012

click on things at the right times

Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮
also don't click the wrong things at the wrong time

Mr.Unique-Name
Jul 5, 2002

but always be clicking something at all times

Luigi Thirty
Apr 30, 2006

Emergency confection port.

si quieres comunicar con jugadores de dota vería Family Feud en Univisión cada noche a las 6

Squeezy Farm
Jun 16, 2009
How to Use this Guide
Before starting your first game, you probably want to prepare yourself at least a little bit.
Whether you want to jump right in and play or read up on everything you can will determine which sections you should read over.

New players with no experience should carefully read the first half of this guide. The earlier sections try to explain the basics in great detail. They're things that should be known before even entering a game against other people. The guide then goes into playing your first game and later sections describe more intermediate to advanced concepts that can be read once you have some experience.

Videos and wiki links can be considered supplementary and are useful for more in-depth detail if the guide text isn't enough.

The last section contains links to other sites where you can find more guides, videos, news, streams, and forums for Dota 2.
What is Dota 2? A Brief Description
Dota is a game played between two teams of five. The teams are called the Radiant and the Dire with bases on opposite corners of the map. On the map there are three paths, known as lanes, connecting the two bases with a river that runs through the paths, dividing them and the map in half. Every 30 seconds three small groups of units spawn at each team's base, one for each lane. These units are called creeps, and they will travel down a lane and fight any enemy unit or building in the way.

The objective of the game is to destroy the enemy team's Ancient, a building located in their base.
On the enemy's side of the map are buildings protecting the enemy Ancient that must be killed before a team can reach the enemy Ancient.

Each player controls a unit known as a hero. When a player's hero is killed, they remain dead for a certain period of time and then are resurrected in their own base. Throughout the course of the game, players spend time making their heroes stronger while pushing towards the enemy Ancient by killing enemy creeps, heroes, and buildings. Killing enemy creeps, heroes, and buildings also rewards players with gold. Gold can be used to purchase items for your hero, making them even stronger.

The first team to kill the other team's Ancient wins.

Here's a brief 4 minute video by nigmanoname containing the information above as well as information covered in later sections.
Basic Elements, Mechanics, and Concepts
Here you will find descriptions of units, items, game mechanics, important terms, and concepts.
Clicking a term will take you to its wiki page.

Gold[https://www.dota2wiki.com]
You accumulate 1 gold every 0.6 seconds, which is a rate of 5 gold every 3 seconds.
Used to purchase items
Players begin a game with 625 gold.
You lose some gold when your hero dies[https://www.dota2wiki.com].
Gold is also rewarded for killing other players and various things that will be described later.

Item[https://www.dota2wiki.com] - An object that can be purchased at a shop with gold. (More detail in the Item section.)
Makes heroes stronger and may have an ability.
A hero may carry up to six items in their inventory.
Additional items may be kept in storage, called a stash, located in the Fountain. Stashed items do not affect the hero.

Distance - Used in describing the range and radius of all things. Distance is measured in units.

Experience[https://www.dota2wiki.com] - Points awarded to a hero when in the vicinity of an enemy creep or hero death.
When enough experience is accumulated, a hero will gain a level.
The amount of experience an enemy creep or hero grants on death is equally divided among all heroes in a 1300 unit radius.

Creep[https://www.dota2wiki.com] - A small autonomous unit that fights for your team.
Gives experience to enemy heroes in the area upon death.
Melee, Ranged, and Siege creeps


Creep Wave[https://www.dota2wiki.com] - A group of creeps that spawn every 30 seconds from Barracks at the ends of each lane and travel towards the enemy base.
Waves are composed of three different types of creeps. There are ranged creeps, melee creeps, and siege creeps.
The first wave of creeps consists of 3 melee and 1 ranged creep.
Siege creeps begin to spawn at 3:00.
Siege creeps only spawn every seventh wave.
Wave sizes increase periodically throughout the game.

Last-hit[https://www.dota2wiki.com] - the killing blow on a creep.
A player receives gold for landing the killing blow on an enemy creep.


Deny [https://www.dota2wiki.com]- last-hitting your own creep
Denying a creep reduces the amount of experience given to the enemy team when it dies.
Enemy melee heroes receive more experience than ranged heroes from a denied creep, i.e. melee heroes are less affected by denies than ranged heroes.
It also denies the enemy team gold, because they did not get the last-hit on the creep.
You can only start to attack your own creeps once they hit 50% health.
Denying is done by pressing the attack move key (default 'A') and then left-clicking the target creep.


Farming - Last-hitting neutral and enemy creeps for gold. Takes place in a lane or in the jungle.

Tree[https://www.dota2wiki.com] - A terrain element found all over the map.
Trees obstruct vision[https://www.dota2wiki.com]

Some abilities and items can be used to clear trees
There are two heavily forested areas on the map known as the jungle.
Trees will regrow 5 minutes after they're destroyed.
A tree on the Radiant side of the river and a tree on the Dire side of the river.


Neutral Creep Camp[https://www.dota2wiki.com] - A small group of special creep units that are not part of either team.
Located in the Jungle and the first camps spawn 30 seconds into the game.
Camps respawn at the top of every minute, XX:00 on the game clock.
They are an additional source of gold and experience
More details about neutral creep camps are discussed in "Intermediate Game Mechanics" and "The Jungle" sections.

Mega Creep[https://www.dota2wiki.com] - Stronger versions of normal creeps.
Begin to spawn in place of normal creeps when barracks (see Buildings section) are destroyed.
Give less gold and experience when killed.
Once all six barracks have been destroyed, Upgraded Mega Creeps, an even stronger version of mega creeps begin to spawn.
Mega melee and ranged creeps


Damage[https://www.dota2wiki.com]
There are several different types of damage that heroes may inflict and receive.
There are three main types of damage one should learn about first.
Physical - This type of damage is generally associated with normal attacks. A hero's regular attack, unaffected by any abilities, is physical damage. Regular attacks dealt by other units such as creeps is also physical.
There are different types of physical damage, but a beginner need not concern themselves with knowing them all right away. Those interested in reading up about them can see the wiki page on Damage. Physical damage can be reduced by a hero's armor[https://www.dota2wiki.com] property.
Magic - This type of damage is generally associated with spells. It can be reduced by a hero's magic resistance[https://www.dota2wiki.com], a hero property similar to armor.
Pure - A notable form of magic damage, pure damage is not reduced by magic resistance and armor.
Dota 2 is full of exceptions, and there are many abilities, items, and heroes that don't follow this general behavior. You will get to know these exceptions as you play the game.

Role[https://www.dota2wiki.com] - The part a hero plays in contributing to its team based upon their attributes, abilities, and items.

Pushing[https://www.dota2wiki.com] - Killing enemy creep waves to advance your own creep wave down a lane in order to kill buildings.
Heroes that excel at pushing are known as pushers.

Gank[https://www.dota2wiki.com] - A (surprise) kill on a hero.
Heroes that excel at ganking are known as gankers.
The Buildings
Buildings make up the Radiant and Dire bases. They have health and can be destroyed. Buildings give gold to the enemy team when they die.

Ancient [https://www.dota2wiki.com]- The main building each team wants to protect on their side and destroy on the other.
Can only be destroyed once the two towers guarding it have been destroyed.
Also referred to as a Throne (from the original Dota).

Tower [https://www.dota2wiki.com]- Buildings that guard lanes, barracks, and the Ancient. They are stationary and ranged, shooting strong projectiles at enemies that come too close.
There are 4 tiers of towers, labeled according to how far away from the Ancient they are. Tier 1 towers are the furthest outer towards, and Tier 4 towers are the two towers directly in front of the Ancient.
Higher tier towers do more damage.
Higher tier towers reward more gold to the enemy team when killed.
Will attack enemy heroes that are attacking allied heroes.
Have an attack range of 700 units.
Rewards the enemy team with gold when destroyed.
Can be denied. As a result, the enemy team receives less gold.
You can begin to deny your tower when it reaches 10% of its total health, as opposed to 50% health for denying creeps.
A Radiant and Dire tower.


See wiki for more details on how towers determine their attack targets and other specific numbers.
This link[https://www.satanion.dk] also has great in-game images showing tower attack ranges and points out markings on the ground that you can use to help you remember them.

Barracks[https://www.dota2wiki.com] - The buildings at the beginning of each lane where creeps spawn.
Barracks cannot be attacked until the tower guarding them has been destroyed
There are two types of barracks:
Ranged Barracks
Melee Barracks
When a ranged barracks is destroyed, the enemy will spawn mega ranged creeps in that lane instead of regular ranged creeps from then on.
When a melee barracks is destroyed, the enemy will spawn mega melee creeps in that lane instead of regular melee creeps from then on.

Towers, Ancient, and the Fountain all have true sight[https://www.dota2wiki.com]. They can see invisible enemies.

Backdooring - Attacking buildings without the support of creeps.
Tier 2, 3, and 4 Towers and the Barracks have backdoor protection[https://www.dota2wiki.com].
Buildings with backdoor protection and without nearby creeps will regenerate health when attacked.
It is possible to kill buildings and overcome their backdoor protection. If a team's damage output is high enough, a building can lose health faster than the backdoor protection can regenerate.
The Hero
There are currently 112 heroes[https://www.dota2wiki.com] in the original Dota. So far, 107 of them (as of 3/7/2014) have been ported to Dota 2 with the rest being steadily released.

Heroes gain experience and gold for killing enemy heroes and creeps.
Heroes start the game at level 1 and can reach a max level of 25.
A hero will increase in level when it gains enough experience.
Heroes have different attack ranges[https://www.dota2wiki.com] - how close they must be to their target in order to hit them.
Melee heroes must be next to their target in order to hit them. Most melee heroes have an attack range of 128 units.
Ranged heroes fire projectiles and may be farther away from their target. Attack ranges vary from hero to hero, with the highest attack range being 700 units.

Health[https://www.dota2wiki.com] - Also known as hit points, this represents how much life your Hero has.

Mana[https://www.dota2wiki.com] - A resource used by your hero to cast abilities. Most abilities consume mana when used, and can only be used when a hero has enough mana.



Death
Your hero dies when your health reaches zero.

Your hero will respawn in the Fountain after a short period of time has passed.
The time delay before you respawn gets longer as your hero increases in level.
Gold can be spent to purchase a buyback[https://www.dota2wiki.com] which instantly revives your hero, but this can only be done once every 6 minutes.

Attributes
There are three attributes[https://www.dota2wiki.com] that heroes have.
strength[https://www.dota2wiki.com] (str)
Affects a hero's total health and health regeneration
agility[https://www.dota2wiki.com] (agi)
Affects a hero's armor and attack speed.
intelligence[https://www.dota2wiki.com] (int)
Affects a hero's total mana and mana regeneration.
Every hero has one of these three attributes as their primary attribute. A hero's primary attribute is where their attack damage comes from.

Leveling up passively makes your hero stronger by raising its attributes. Each hero differs in the growth rate of their three attributes. In general, your hero's primary attribute grows the fastest.
For example, Lich[https://www.dota2wiki.com] starts out with 18 base strength, 15 base agility, and 18 base intelligence. His primary attribute is Intelligence and he gains 1.55 strength, 2 agility, and 3.25 intelligence per hero level.

The amount of health and mana your hero has is determined by your strength and intelligence, respectively. As you gain more strength and intelligence, your health and mana will increase.
Other hero properties affected by increases in attributes include hero attack damage, health regeneration speed, armor, attack speed, and mana regeneration speed.

See Attributes[https://www.dota2wiki.com] for more details on numbers and mechanics affected by attributes.

Abilities
Every hero has a unique set of abilities[https://www.dota2wiki.com]. In general, every ability has a mana cost (the amount of mana needed and consumed when it is used) and using an ability puts them on a cooldown which limits how often they can be used. Ability effects can range from being very simple to very complex.

Every hero also has an ultimate[https://www.dota2wiki.com] ability which is their most powerful ability. Using them can be a game-changer and they often have long cooldowns so they must be used sparingly.

All heroes have four main abilities including their ultimate.
Some heroes have abilities that are broken down into multiple sub-abilities.
The most extreme example of this is the hero Invoker[https://www.dota2wiki.com] who has 10 extra skills that are the result of combining combinations of his three main abilities with his ultimate.

Ability types and effects are discussed in more detail in the Ability section.
The Hero - Roles
Brief Hero Roles Overview
Since all heroes have different abilities, starting numbers in attributes, and attribute gains per level, this makes some heroes better at performing certain roles[https://www.dota2wiki.com] than others.

A couple examples to get you thinking about where roles come from.
Since the agility stat affects a hero's attack speed and armor, a hero whose primary stat is agility will generally be able to do more damage than other heroes. You would want these heroes to be the ones purchasing items that increase their damage and have them kill the other team's heroes.
A hero with abilities that allow them to be more mobile than others and output a lot of damage in a short amount of time (burst damage) would excel at killing heroes. You would want them to be moving around the map trying to pick off lone enemy heroes.
A hero with a large area of effect ability would want to catch as many enemies as possible with it. You would want them to be focused on using their abilities during large teamfights involving many heroes.

The makeup of a hero, its abilities and attributes, affect what items a hero needs to reach its potential and be most effective in a game. A hero's abilities, attributes, and items determines what role the hero is suited for.

Roles are important, because they allow players to describe heroes in general without having to point out specific heroes.

While there are many ways to define roles, here's the categorization you will find in-game. These roles are not mutually exclusive, so a hero can fit many of these roles at the same time.
Carry[https://www.dota2wiki.com] - Heroes with abilities that scale well later into the game and with items. These are the heroes teams rely on to do most of their damage and end up being the strongest heroes on a team later into the game.
Disabler[https://www.dota2wiki.com] - Heroes with abilities that are good at locking down a single target or multiple heroes on the enemy team.
Lane Support[https://www.dota2wiki.com] - Heroes that are good at supporting their allies in a lane. They can either pressure enemies in the lane, allowing their allies to farm, or are able to provide some sort of heal to sustain their allies in a lane.
Initiator[https://www.dota2wiki.com] - Heroes that are good at starting teamfights.
Jungler[https://www.dota2wiki.com] - Heroes that excel when put in the jungle to farm.
Support - Heroes that don't need expensive items to be effective. They can contribute enough just based on their abilities. They are not relied on to do damage, but they can assist others in getting kills and keeping teammates alive.
Durable - Heroes that can endure taking a lot of damage.
Nuker - Heroes with abilities that can deal a lot of damage in quick bursts or in a single attack, especially in an AoE.
Pusher[https://www.dota2wiki.com] - Heroes that can kill creep waves and destroy buildings faster than most.
Escape[https://www.dota2wiki.com] - Heroes fitting this role have abilities that make them hard to chase down and kill. This often means some sort of invisibility ability or an ability that gives the hero extra mobility.

Additional roles[https://www.dota2wiki.com]. These roles aren't listed in the game, but they are just as commonly used to describe heroes.
Roamer - Rather than stay in lanes trying to get gold and experience, these heroes are good at freely moving around the map, trying to get kills in other lanes and trying to get map control.
Ganker - These heroes are good at getting quick hero kills on their own or have good abilities for setting up others to get a quick kill, such as an ability that stuns an enemy for a long time.
Semi-Carry - Heroes that are the strongest during the middle of the game, usually because of their ability to gain many kills early giving them an early lead. However, their abilities and attributes don't scale as well with items into the late game, so they are eventually overshadowed by a true Carry type hero.

Basic knowledge of roles is important when choosing what hero to play. Choosing a hero is discussed in the section "Choosing a Hero and Team Composition".

For a more detailed discussion on this topic, see the section on Hero Roles and Distributing Farm.


A DotaCinema video explaining hero roles.
The Ability
Abilities can also be referred to as skills and spells.

Characteristics
All heroes have them, but what are they and what do they do?

Some general defining characteristics of an ability are:
Type - Some abilities are active while others are passive. Active abilities require the player to command their hero to use them while passive abilities have their effects always on.
Target type - Some abilities may only be cast on units and others may only be cast somewhere on the ground. There are also non-targeted abililties and using them applies some instant effect on your hero.
Range - How close to the target you have to be to use the ability.
Target Units - What units can be affected by this ability? Heroes, creeps, or both. Allies, enemies, or both. Some abilities only affect your own hero.
Area of Effect - Abbreviated AoE. An AoE ability affects all valid targets within a certain radius.
Channeling - A channeled ability is one that requires the hero to stop moving and doing anything else for a period of time. Some abilities have their effects active while a hero is channeling the ability, while other abilities require the full channel period to pass before its effect is used. Channeled abilities can be interrupted, stopping its effect or preventing it from happening.

Effects
Abilities can also be characterized by what their effects are. Some common effects are:
Disables[https://www.dota2wiki.com] - Can affect a hero's ability to cast spells, use items, and move.
Stun[https://www.dota2wiki.com] - A stun prevents a hero from moving and using any abilities or items.
If a team has multiple heroes with stuns and disables, they should be used one after another. As one stun is about to expire, another should be used. This is known as chain stunning and maximizes the amount of time an enemy is disabled. Stuns do not stack, so using them all at once is a waste.

Silence[https://www.dota2wiki.com] - A silence prevents a hero from using an abilities. A hero can still use items and move. These generally can last much longer than a stun.

Slow[https://www.dota2wiki.com] - A slow hinders a hero's movement or attack speed.
Hex[https://www.dota2wiki.com] - A hex transforms a hero into a small weak creature for a short period of time. In this form, a hero's movement is hindered and they cannot use abilities or items.

Buffs - Affects a hero's attributes or properties in some positive way.
Debuffs - Affects a hero's attributes or properties in some negative way.
Auras[https://www.dota2wiki.com] - An AoE buff or debuff.
Teleport[https://www.dota2wiki.com] - Moves the hero to a target point on the map.
Blink - A form of teleport with a limit on the distance between the teleport destination and the hero's current location
Magic Immunity[https://www.dota2wiki.com] - Heroes under this effect are unaffected by most spells and items. For a full description of the specific interactions between magic immunity and different abilities, see the wiki page.

Invisibility[https://www.dota2wiki.com] - Heroes under invisibility cannot be seen by their enemies in the game or on the minimap, unless revealed by some sort of detection item.

Illusions[https://www.dota2wiki.com] - Units that are physical copies of a hero that the player can control. They appear identical to the original hero to enemies, but allies see illusions as a different color. They usually take more damage and deal less damage than the real hero.

Lifesteal[https://www.dota2wiki.com] - Returns a % of damage done by the hero as life.
True Sight[https://www.dota2wiki.com] - Reveals invisible enemies in range.
Damage over Time (DoT) - Deals damage over a period of time.
Heroes under the effects of some DoT abilities can be denied[https://www.dota2wiki.com] by their allies in the same way creeps are denied.
Denying any ally prevents the enemy from gaining experience and gold for the kill, but the denied hero still loses gold from dying.

Unique Attack Modifiers
Some abilities (as well as items) have special effects called Unique Attack Modifiers[https://www.dota2wiki.com]
Unique Attack Modifiers are effects that alter a hero's normal attack, imbuing their attack with the effect. Some effects are a chance to slow, steal life, or burn mana from enemies hit by the hero's normal attack.
In general, Unique Attack Modifiers do not stack. A hero may only use one UAM effect at a time.
(The exception is the UAM given by the Eye of Skadi[https://www.dota2wiki.com] item which may be stacked with a UAM which gives lifesteal.)


See Abilities[https://www.dota2wiki.com] for more in-depth descriptions and examples of abilities

Skill Points
You gain a skill point each time you level up. Skill points can be used to level up one of your abillities.

There are limitations on the max level of an ability and when you can spend skill points to level up an ability. In general, 3 is the max level for ultimates and 4 for everything else.

The max level for an ability (the number of points that can be put into an ability) is determined by your hero level. Skill points can only be spent on an ultimate at hero levels 6, 11, and 16. The max level for all other abilities starts at 1 at hero level 1 and increases by 1 every 2 hero levels.

So you can have up to 2 skill points in any one ability at hero level 3 , 3 skill points at hero level 5, and 4 skill points at hero level 7.

Such restrictions prevent players from spending their first few skill points on a single ability and making it too powerful relative to their hero level.

Attribute Bonus[https://www.dota2wiki.com]
One ability common to all heroes is called Attribute Bonus, also known as Stats.
Leveling Attribute Bonus increases your strength, agility, and intelligence attributes by 2. Unlike other abillities, there is no restriction on when you can put points into your Attribute Bonus, but it still has a max level. In general, you want to level your Attribute Bonus last, because for most heroes leveling up other abilities is more beneficial.

See Upgrading Abilities[https://www.dota2wiki.com] for an alternate description of leveling abilities.

Below is a view of the ability section of the HUD for a hero with 4 abilities. A hero's ultimate can always be found on the right. Right below each ability is a series of small squares which indicate how many skill points have been put into that ability.
In this particular picture note that only one skill point has been spent on the second ability. This means the hero only has access to its second ability.
The Map
There are many locations on the map you should become familiar with before you start playing.

Jungle - There are two jungle areas on the map one on the Radiant side and one on the Dire side. They are located between the three lanes. Neutral creep camps are located in the jungle.

The river divides the map into the Radiant side and the Dire side. The river is traversable, but it can only be entered from the following ramp locations.


Vision[https://www.dota2wiki.com] - The areas of the map you can see.
Areas you don't have vision of are hidden by the fog of war[https://www.dota2wiki.com].
Every hero has vision of a certain area around themselves.
You have vision of your team's buildings and heroes.
Trees obstruct vision.

Some areas of the map are more elevated[https://www.dota2wiki.com] than others. This also affects vision.
A hero's vision at the bottom of a ramp, top of a ramp, and on top of a cliff.


Ancient Creep Camp[https://www.dota2wiki.com] - Two powerful camps of neutral creeps located in their own area, one on each side of the river.

Significantly stronger than normal neutral creep camps making them much harder to kill.
Killing them gives more gold and experience than other neutral camps.
Like other neutral camps, these camps can also be stacked[https://www.dota2wiki.com].

The locations of all towers, barracks, and the ancients.


Fountain[https://www.dota2wiki.com] - The area where each player spawns to begin the game.

It is where heroes can go to quickly heal and regenerate mana.
Will shoot many high damage projectiles at enemies who try to enter it.

Shop - The place where items can be purchased. There is a main shop located in each base next to the fountain. There are also two additional types of shops located on the map.
Side Lane Shop[https://www.dota2wiki.com] - Offers a smaller selection of items than the shop in the Fountain, but it is conveniently placed in the side lanes.
Secret Shop[https://www.dota2wiki.com]
Offers a selection of some of the most expensive items in the game most of which cannot be bought in any other shops.
Items found in the secret shop are often components used to make more powerful items.


Runes[https://www.dota2wiki.com] spawn at two special locations on the map. See the section Runes for more details.


Roshan[https://www.dota2wiki.com] - A powerful boss neutral creep
Located in an area known as Roshan's Pit, the Rosh Pit, or simply the Pit.
Respawns at a random time between 8 and 11 minutes after he is killed.
When killed, Roshan drops an item known as the Aegis of the Immortal[https://www.dota2wiki.com].
If a hero holding the aegis is killed, the aegis is consumed and the hero will respawn 5 seconds later with full health and mana at the place of death. The aegis expires after 6 minutes if not used.
When Aegis expires unused, it heals the hero fully over 5 seconds. (regen dispels on damage from players or buildings)
Will drop an item called Cheese [https://www.dota2wiki.com]beginning with his third death in addition to dropping an Aegis. Cheese is a consumable that instantly restores 2500 health and 1000 mana to the user.
Unlike the Aegis, Cheese does not expire and can be given to teammates.

The HUD
The HUD, short for Heads Up Display, is where you'll find information about your hero and other important game information.


Description of HUD Elements
Radiant Heroes and Dire Heroes - A portrait of each hero in the game is placed here. If a hero is dead or disconnected, their portrait changes. The time left before a dead hero respawns is also displayed here.
Clock - The game clock which measures how much time has elapsed.
Minimap[https://www.dota2wiki.com] - A small version of the entire map showing areas where you and your team have vision. Heroes and buildings that you and your team have vision of will show up on the minimap.
Left-clicking an area on the minimap will move your camera there.
Experience Bar - Tracks how much experience your hero has gained. When this bar is full your hero will gain a level.
Use Skill Point - Clicking this button allows you to spend skill points you've acquired through leveling your hero. Clicking an ability after clicking this button will spend a skill point on that ability.
Attributes - In this section you can see specific numbers on your hero's three attributes, as well as your attack damage range, armor, and movement speed.
Abilities - Shows which abilities are available for you to use and how many points you've put into them. You can also use abilities by clicking them here or by using the hotkeys.
If you hover over these icons a detailed description of the ability will appear including information on its effects, manacost, cooldown, and duration.
Hovering over an ability icon will also display a green ring around your hero which indicates the range of the ability, i.e. how close you need to be to your target.
Creep Kills/Denies - Also known as your Creep Score (CS). This shows you how many last hits and denies you have made so far.
Kills/Deaths/Assists - The number of kills and assists your hero has made, and how many times you've died.
Inventory - The six items your hero carries go here and can be used from here or using their hotkey.
Quickbuy - A feature that allows you to queue up an item and its components so they can easily be bought without having to open the shop.
Buy Sticky - An item can be dragged here where it can be easily bought by right-clicking or using the Purchase Sticky hotkey.
Use Glyph - Activates your team's Glyph of Fortification[https://www.dota2wiki.com]
When activated makes all structures on your team invincible for 5 seconds.
Any player can activate the glyph.
It has a 5 minute cooldown between uses.

Effects your hero is under from items and abilities are displayed above your health bar. For effects with a duration, the green border indicates how much time is left.

Selecting Units and Hero Display UI
For heroes with multiple units to control, their portraits will be displayed in the top right of the screen along with their health and mana bars. The portraits change to indicate whether the units are selected and if they are taking damage.
Also note that when multiple units are selected, the attributes area of the HUD changes to information on your selection.

Purchasing a buyback

The Items
Items
When describing what items a particular hero should get, they are often broken down into the following categories:
Starting Items - Items that a hero buys to begin the game.
Core items - Items that a hero would always want to get in most games.
Situational Items - Items that a hero might get if the particular game calls for it. Usually bought based on the enemy team's heroes and item choices.
Luxury Items - Items that a hero would get if they're doing exceptionally well and have the gold to buy them. These are most often bought in longer games.
The item suggestions in the shop menu follow the same categorization and the order in which the categories have been listed is generally the order in which they should be purchased, i.e. buy core items before buying luxury items.

Items have several defining characteristics.
Consumable vs Non-consumable
Consumable items are items that have a limited amount of uses. Some consumable items are used on single heroes such as Healing Salves and Mana Potions while others are meant to be placed on the map such as Observer Ward and Sentry Wards. Other consumable items have an area of effect such as Dust of Appearance and Smoke of Deceit which are used to reveal and conceal heroes.

Active vs Passive
Items can have active and passive properties. The active and passive effects that are possible on items fall under the same categories as those seen on hero abilities.

Active item abilities can be used just as one would use an active ability on a hero.

A passive ability on an item functions like a passive ability on a hero. Its effect is always on.

See the earlier section on hero abilities for more detail on the type of effects items can have.

Stat Bonuses
Almost all items also give some sort of boost to certain hero properties. For every hero property such as stat attributes, damage, regeneration, armor, movement speed, etc. there are items that affect them.

Basic, Upgrade, and Recipe Item
Basic items are items that are not made from combining other items. These items are found in the Basic tab in the shop menu.

Upgrade items are items that are made from combining other basic, upgrade, and recipe items.
These items are found in the Upgrades tab in the shop menu.
To purchase an upgrade item, one simply needs to purchase all its component items. Once all the component items and recipe item (if the upgrade item calls for it) are in a hero's inventory, they will automatically combine to form the upgrade item.

Recipe Item[https://www.dota2wiki.com]
Some upgrade items have a corresponding recipe item as one of their components. The recipe item alone does nothing. Their only purpose is to combine other component items.

Notable Items
These are some basic, important items that are frequently used in every game.
(g stands for gold.)
Town Portal Scroll or TP[https://www.dota2wiki.com] (135g) - A consumable item that allows a hero to teleport to any allied building on the map. This item is cheap and should be carried at all times. It can be used to escape a dangerous area, defend a tower across the map, or to simply travel back to the fountain to heal or back to a lane to farm.
Observer Ward[https://www.dota2wiki.com] (150g) - A consumable item that can be placed on the map providing vision of the area around it.
Sight range of 1600 units day and night.
Essential for maintaining vision and control of the map, allowing your team to spot enemy heroes.
Always try to have these placed across the map as much as possible.
Lasts 7 minutes after being placed, and disappear afterwards.
Sentry Ward[https://www.dota2wiki.com] (200g) - A consumable item similar to Observer Wards.
They do not provide very much vision, but they allow you to see invisible heroes and units in the area.
Sight range of 70 units day and night.
Their detection range is larger than the actual vision they provide.
True sight[https://www.dota2wiki.com] range of 800 units.
Lasts 4 minutes after being placed, and disappear afterwards.
Animation showing an observer ward and sentry ward.

Healing Salve[https://www.dota2wiki.com] (115g) - A consumable item that can be used for a quick burst of health regeneration. If attacked, however, the effect of the salve is canceled.
Tango[https://www.dota2wiki.com] (125g) - A consumable item that is used to eat trees and regenerate health. Tangos heal slower than healing salves, but are not dispelled if damage is taken.
How to use a tango.


Most items can also be dropped and picked up by other players, or directly given to other players. This does not mean other players can use those items, although consumables can be shared.
To drop an item on the ground, simply left-click drag and drop the item from your inventory to the ground.
To give an item to another hero, left-click drag and drop the item from your inventory to the hero on the screen.

To pick up an item on the ground, right-click it.
Three items that have been dropped on the ground.


Some upgrade items can disassembled into their component items.
Items with a recipe as a component cannot be disassembled, and only a few non-recipe upgrade items can be disassembled.
To disassemble an item, right-click it in your inventory and select "Disassemble". The component items that the item was made from will be dropped on the ground.

Items that should be bought at the beginning of the game are discussed in a later section.

For those that want to know about almost every item in the game, here's an hour long video by Purge.
The Runes
Runes
Runes are special items that only appear on the ground in one of two locations on the map, one on each end of the river.

There are several different types of runes, and they may be picked up by any hero. Picking up a rune consumes it, granting the hero a special buff for a short period of time.

Runes spawn every 2 minutes starting at 0:00 at one of the two rune spawn locations. The rune location it spawns at is random. Only one rune may be on the ground at a time, so a new rune will not spawn unless the existing rune has been consumed.

Types of Runes[https://www.dota2wiki.com]:
Regeneration - Quickly regenerates a hero's health and mana. The effect is canceled if the hero takes damage or reaches full health and mana. Last 30 seconds.
Invisibility - Makes the hero invisible to enemy heroes. When the rune is activated, it takes 1 second for the invisibility to take effect, known as "fade time". The effect is canceled if a hero performs an attack, uses an item, or uses an ability. Last 45 seconds.
Haste - Grants the user maximum movement speed. Lasts 30 seconds.
Illusion - Creates two illusions[https://www.dota2wiki.com] of the hero that uses it. Lasts 75 seconds.
Double Damage - Grants your hero and your illusions within a small area +100% damage. Only affects your base damage and damage which comes from attributes, not pure damage from items. Lasts 45 seconds.

Storing Runes
Rather than picking up and immediately consuming runes, runes may be stored in a bottle[https://www.dota2wiki.com]:
A bottle is a regeneration item which a hero can drink from 3 times before needed to be refilled at the Fountain. Drinking from a bottle, regenerate's a hero's health and mana for over 3 seconds. Simply returning the bottle to the Fountain, whether using a courier or a hero will refill it.

Runes may be stored inside a bottle by right-clicking the rune while having a bottle in your inventory. Once a rune has been stored in a bottle, it can be activated at any time by simply activating the bottle, as one would normally to drink from it. But rather than consume one of the bottle's 3 regeneration charges, the rune will be consumed instead.

Below is an image of of an inventory containing an empty bottle, full bottle, and bottle with an invisibility rune inside it.


In addition, storing and then using a bottled rune will refill the bottle completely. Therefore, to get the most out of your bottle, you can drink all its remaining charges before bottling a rune. Once you use the rune, you'll have a full bottle again without having to refill it at the Fountain.

However, bottled runes will only last until it is time for the next rune to spawn. If they have not been used by then, they will automatically be consumed and activated.


The Shop
Types and Locations
Main shop is located next to the Fountain. Most items can be purchased here.

Secret Shop[https://www.dota2wiki.com]
Offers a selection of some of the most expensive items in the game most of which cannot be bought in any other shops.
Items found in the secret shop are often components used to make more powerful items.


Side Lane Shop[https://www.dota2wiki.com] - Offers a smaller selection of items than the shop in the Fountain, but it is conveniently placed in the side lanes.


Navigating the Shop Menu
To purchase an item from a shop, first you must send your hero to where the shop is.
Then there are several ways to open the shop menu.
Pressing the Open Shop hotkey on your keyboard.
Clicking the Shop button on the HUD located on the bottom right. The button will change to indicate when you're in range of a shop.
Near a shop.

Too far from a shop.

Clicking the shopkeeper unit in the game.

Using the shop can be overwhelming and confusing at first, because of the number of different items available.

Some things to note about purchasing items:
Most items can be sold back to the shop. To sell an item, right-click it in your inventory or stash and select "Sell".

If an item is sold back to the shop within 10 seconds of purchasing it, you get a 100% gold refund.
After 10 seconds, you can sell back items for 50% of their gold value.
To purchase items from the side lane shops and secret shops, you must be within a certain distance of them and you must have space in your inventory.
If you try to purchase an item from the base shop and you are too far away or your inventory is full, the item will be stored in your stash and not your hero's inventory.

Going back to the Fountain/shop will allow you to move items between your stash and inventory

Below is what the shop menu looks like and a description of its features and elements.

List and Grid Views
There are two different types of views you can use and you can switch between them by clicking the different view icons in the top right. However, it is recommended that new players stick with the default list view since it shows the item name.

Basics and Upgrades Tabs and Buttons
Items in the shop are divided into two main tabs, Basics and Upgrades. As shown in the picture, the Basics tab has four columns of items. In Grid View, all four columns are shown at once on the menu. In List view only one column is shown at a time, but the name of the item is also shown next to its icon. Items in other columns can be viewed by pressing one of the four buttons below the Basics tab.

Basics[https://www.dota2wiki.com] - Columns 1-4

Consumables
Attributes - Stat boosting items
Armaments - Damage and armor related items
Arcane - Miscellaneous utility items

The Upgrades tab is laid out similarly, except there are six columns of items instead of 4.

Upgrades[https://www.dota2wiki.com] - Columns 1-6

Common - Mostly composed of relatively cheap items that provide more stats. 3 boot upgrades are here.
Support - Items that help your team or yourself whether it's through heals, auras, or other protective buffs. 2 boot upgrades are here.
Caster - Magic damage and intelligence items. All have active abilities, except Aghanim's Scepter[https://www.dota2wiki.com] which modifiers some ultimate abilities
Weapons - Damage items
Armor - Items for improving survivability
Artifacts - Most of these items have Unique Attack Modifiers

Search Bar
Below the view options is a search bar. You can enter a full or partial item name and the menu will display a list of results. Players should take advantage of this feature when they cannot find the item they are looking for.

Suggested Items
On the left side of the menu there is a panel for suggested items. Each hero has a set of suggested items and they are divided by into sections according to when you should get them. You can also customize these suggestions with your own item builds.


Purchasing an Item

The controls for purchasing an item are fairly simple.
You can left-click any item icon in the shop menu to see what its component items are and also what further items it can be upgraded into. This will be displayed in a small item tree at the bottom of the shop menu.
Right-clicking an item icon anywhere in the shop menu will purchase that item if you have enough gold for it.
If it is an upgrade item and you have already purchased some of the components, right-clicking the item will only purchase the components you are missing, so you do not have to worry about buying duplicate copies of component items.
You can left-click and right-click the item icons in the item tree as well with the effects being the same as described above.
Items in the item tree that you already own will have a small checkmark in the top right corner.

The picture above shows the shop after an item was left-clicked in the grid.
Things to note:
Items the player can afford are highlighted with a gold border in the shop menu.
The particular item in the picture is composed of 3 other items, one of them being a recipe item.
The player already owns one of the other component items.
The item can be further upgraded into another item.

Sticky Buy
This feature allows you to bind an item to the sticky slot on your HUD without having to open up the shop. After dragging an item from the shop menu to your sticky slot, all you need to do is right-click it to purchase the item or use the Purchase Sticky hotkey. Town Portal Scrolls[https://www.dota2wiki.com] are stickied by default. If you sticky buy an item away from a shop, it will be stored in your stash.

Quickbuy
Items can be placed in your quickbuy bar where they can be purchased later. To add an item to your quickbuy bar simply hold shift and left-click the item. You can also drag an item into your quickbuy bar. If it's a basic item it will be put in your quickbuy bar. If it's an upgrade item, its components will be put in the quickbuy bar. Each item in the quickbuy area can be purchased by right-clicking it or using the Purchase Quickbuy hotkey. Items are removed from your quickbuy as they are purchased.

If you quickbuy an item away from a shop, it will be stored in your stash.

An empty quickbuy, an item's components in the quickbuy, and a few items purchased from the quickbuy.

The Courier
Animal Courier
The Animal Courier[https://www.dota2wiki.com] is an item that one person on each team should buy every game. A courier's function is to buy and deliver to your hero without your hero having to travel to a shop.

It is sold in the shop for 150 gold.

When activated by the person that bought it, the courier is deployed and remains as a permanent unit. Control of the courier is shared by all teammates, so anyone can order it to move and use its abilities.

Without a courier, purchasing an item and putting it in a hero's inventory requires the hero to travel to a shop. However, a courier does that for the hero. If the courier is near a shop, a player can purchase an item at the shop with the courier selected and the item will be placed in the courier's inventory. The courier can then be ordered to deliver the item to the hero without the hero having to move at all.

Using the courier to ferry items from a shop to a hero is incredibly useful, because it saves a hero travel time, allowing them to stay in lane to farm and gather experience or perform other tasks on the map such as ganking or taking a tower. It is especially useful in the early game, where you want to stay in lane as long as possible.

Having your hero make too many trips to the fountain to heal and pick up items can result in your hero being underleveled and underfarmed compared to other players.

Flying Courier
There is an upgrade for the animal courier that can be purchased which turns it into a Flying Courier[https://www.dota2wiki.com]. It costs 220 gold.

Flying couriers move faster and can fly over cliffs and walls which an animal courier would have to walk around. It also has an ability which can be activated to give the courier a short speed burst.

Courier Usage
Couriers should be kept close to a shop when not in use. This usually means just keeping it in your team's Fountain where the main shop is accessible. If an item from the Secret Shop is required, then simply move the courier there.

Don't let the courier die. Kill the enemy's courier whenever the opportunity arises.
Care should be used when handling the courier, because it can be killed by enemies. When killed, it rewards every player on the enemy team with 175 gold, which is a very signfiicant amount. For comparison, consider that Tier 1 towers give 200 gold to each player when killed.

A dead courier will respawn after 3 minutes and any items it was carrying are inaccessible until it respawns. Because of the gold bounty and the potential to delay a team from getting items, it is a high priority target whenever a hero has the opportunity to kill one.

When using the courier you should always be aware of where it is and keep it away from dangerous areas where heroes might be. Always send it back to base when it is done delivering items.

Couriers can also transfer items to and from your stash.

Squeezy Farm
Jun 16, 2009
few minutes of the game.

One of the first items you'll want to buy after you enter lane are Boots of Speed[https://www.dota2wiki.com] (450g) . Boots increase your hero's movement speed and can be upgraded. Upgraded boots provide extra stats and have active abilities.
(total gold cost given)
Tranquil Boots[https://www.dota2wiki.com] (975g) - When activated, heals the hero for 170 health over 5 seconds. Works similar to a healing salve.
Phase Boots[https://www.dota2wiki.com] (1350g) - When activated, grants a boost of movement speed and allows the hero to walk through units for a short period of time.
Power Treads[https://www.dota2wiki.com] (1400g) - Grants +8 to one of the three hero attributes. Activating the boots switches between attributes.
Arcane Boots[https://www.dota2wiki.com] (1450g) - When activated, grants mana to yourself and allies in the area.
Boots of Travel[https://www.dota2wiki.com] (2450g) - When activated, allows the hero to teleport to any allied building or unit. Shares cooldown with Town Portal Scrolls[https://www.dota2wiki.com].

All the components for Phase Boots, Arcane Boots, and Power treads can be bought at a side lane shop. This means you can purchase and upgrade your boots without having to leave a lane.
The only component of Tranquil Boots that cannot be bought at a side lane shop is the Ring of Protection.

The Magic Wand[https://www.dota2wiki.com] (509g) is another excellent item that most heroes should buy every game.
It is made of a Magic Stick[https://www.dota2wiki.com] (200g), 3 Iron Branches[https://www.dota2wiki.com] (3x53g), and the Magic Wand Recipe[https://www.dota2wiki.com] (150g).
Most heroes start the game with several iron branches, which makes it easy to complete the wand.
A magic stick gains a charge whenever an enemy hero uses an ability around you. When the magic stick is activated, all charges are consumed and the hero is instantly restored 15 health and mana per charge.
A magic stick can have up to 10 charges.
The magic wand functions the same way as a magic stick, but can have up to 15 charges.
Do not forget to use them. Saving charges and using them at the right time can save your life.

Mid Game Notes
As teams gain levels and items on their heroes, they will begin to move their heroes around the map, coordinating ganks and pushes.
An extremely helpful item for quickly moving your team undetected across the map, through the enemy jungle, or into the Roshan pit is the Smoke of Deceit[https://www.dota2wiki.com] (100g).
When activated, it places a buff which makes yourself and all allies in a 1200 unit radius invisible for 40 seconds and grants them extra movement speed.
A player's invisibility and movement speed buffs are lost if they get within 1025 units of an enemy hero or tower.
Smoked units are always hidden until the buff is removed. They cannot be seen on the map or minimap even with detection such as sentry wards.
You will often see a hero in the middle lane leave and move to one of the sidelanes to try to get a kill.
You will also see players start to group up and move together to take a tower in one of the lanes or to kill anyone who might be farming the jungle.
Large teamfights, involving many players start to occur as teams fight for map control.

Late Game Notes
Outcomes of teamfights can decide the game, as respawn times get longer and heroes are able to take down buildings and kill roshan faster.
Losing a teamfight can mean a lost barracks or roshan kill.
Carry heroes peak while others fall off.
Ending a Game
Ending a Game
At some point in the game, you and your team should look to make a push into the enemy base to take their tier 3 towers, barracks and eventually the Ancient.

In many games, a team will lose even after dominating the early and mid game, because they aren't pushing and looking to destroy a set of barracks when they have the chance to. You don't want to drag a game into the late game phase when you don't need to, especially if the enemy has stronger late game heroes.

Moving into the enemy's base is called taking the high-ground, because of the ramps that are in front of the barracks.

There are several strategies and tactics for doing this. Some of them are:
Roshan and Aegis - It's a good idea to kill Roshan and pick up the aegis before trying to push into the enemy base, especially if you're trying to force a teamfight inside the base.
Teamfight - One of the most common ways to push into an enemy base is to just win a teamfight and push while some of the enemy heroes are dead.
If possible, look to teamfight in an area where you have an elevation advantage, i.e. you're uphill while they're downhill.
It's harder to win a teamfight that occurs inside the enemy base. They have the elevation advantage as well as the towers to help them. Unless you're confident you can completely overpower the enemy team, you should avoid fighting inside their base.
Gank - Similar to teamfighting, the idea is to pick off one or more enemy heroes, and then push while you have the numbers advantage.
Slow push - This involves chipping away at a team's tier 3 towers and barracks. This is a good tactic if you're not sure your team can win a teamfight inside the enemy base and you have the right lineup to execute a slow push.
When slow pushing, you want to keep applying pressure to the enemy tier 3 tower and slowly kill it from a safe distance outside the enemy base.
This can be done when you have heroes with long range attacks and abilities that can damage buildings, or heroes that can summon a lot of units or illusions that can help attack buildings while you stand back and watch.
This can be very effective if the enemy lacks AoE abilities that can quickly kill off your creep wave, summoned minion units, and illusions.
Split push - If you have a hero with good mobility and pushing abilities, you can have them push and destroy buildings in another lane while the rest of your team engages in a teamfight or pushes a different lane across the map.
Forces the enemy to split up and defend two different lanes, or completely ignore the buildings being destroyed in one lane.
You can have four players on your team try to force and drag out a teamfight as long as possible. This serves as a diversion to give your remaining teammate time and space to split push a lane and destroy buildings.
It can also be used to slow push, as you slowly chip away at the buildings in two lanes.
Learning From Your Games
When you play your first games of Dota 2, you're not going to have any idea what the majority of heroes do. Teamfights will happen and you'll get lost and confused, because you'll see things you've never seen before. You'll die and feed a lot. Rather than be overwhelmed by all the things you don't know, focus on what you do know and build upon that.

Here are some things you should be looking at to get the most out of your games.

Learn and practice basic mechanics. Many were covered in this guide so far, so start to master them.
Some important mechanics you can practice during a game.
Controlling your hero
Using abilities
Using items
Using the shop
Controlling the courier
Learn some items. Start with basic starting items and items that are frequently bought in every game. From there you can start to learn additional items. Check other players' hero inventories and look at what items they bought and learn what they do.
Learn the hero you're playing and the heroes you play against. It will take more than a few games playing against each hero to get to know them.
Ask yourself these questions during and after games. Most questions can be answered using the in-game hero page.
What are the names of the heroes I just played against?
What did those heroes look like?
How can their abilities help or hurt me? Take note of disables especially.
What abilities did they use?
What is their ultimate?
What role do they fill and how are they played?
Every death is a great learning experience. Your deaths will either be due to poor execution from fumbling with controls, not knowing another hero's abilities and their kill potential or not being aware of your own survivability and durability. All of these things will improve as you play, so analyze why you died and learn from it.

After enough games of following this, you'll have learned all the basic controls in the game, all the heroes and their abilities, and all the items.

Once you build a good working knowledge of the game, you can start to learn more hero specific, advanced, and situational strategies.

XVRogue's School of Thought video on How to Learn
Miscellaneous Do's and Don'ts
Here's a collection of tips you should keep in mind as you play.

Do's
Do carry a teleport scroll with you all the time.
Do buy health/mana regeneration and cheap stat boosting items at the start of the game.
Do use the courier to buy and deliver items. Purchase it yourself if you have to, because every team needs one.
Do place wards. Vision keeps you and your teammates alive.
Do watch the minimap and be aware of where enemy heroes are and if any are missing from the lane. They are probably out looking for kills.
Do tell your teammates in voice or chat when enemy heroes have left your lane.
Do help your team control the runes by going to one of the two spawns and guarding them before they spawn.
Do try to help out your middle lane by ganking if you're playing a support on a side lane.
Do stack before you pull.
Do buy sentries, dust, and possibly a gem of true sight if there are enemy heroes that can go invisible. Such heroes can easily dominate a game when a team doesn't have the necessary detection, allowing the them to freely stalk and kill your team and then escape undetected.
Do place an observer ward and sentry ward around Roshan before you and your team attempts to kill him. Knowing if the enemy team is coming is important. Buying a smoke of deceit and having your team smoke and go into the Rosh pit while invisible is even better.
Do spend your gold if you know you're about to die. You might not be able to afford the item you want to get after you die, due to the gold loss on death.
Using the Quickbuy and Sticky feature will allow you to buy items quickly.

Don'ts
Don't autoattack creeps unless you're trying to push the lane.
Don't teleport in front of a tower when it is being pushed by several enemy heroes, you will get picked off easily. Teleport behind it or to another nearby structure and walk to the tower.
Don't run through the river when you have no idea where the enemy team is. Take safer paths to get to your destination.
Don't get the courier killed.
Don't buy boots as a first item.
Don't buy bottle as a first item. There are only a few situations when it is viable.
Don't take unnecessary hits from creeps. The benefit of harassing a hero in lane is negated if you are taking just as much damage from enemy creeps.
Don't overstay your welcome in the enemy team's base. If you've done some damage to their base and possibly taken a tower or barracks while a few of them were dead, but they're about to respawn, then it's time to retreat.
Don't creep block the safe lanes at the beginning of the game. If you block too much you end up having the enemy creep wave so close to your tower that your tower starts attacking. It's more difficult to last hit with the tower hitting creeps. It also quickly kills of their creep wave meaning by the time your next creep wave comes your lane will be completely pushed towards their tower.
Don't walk back and forth to your base too much. Use a teleport scroll to save time.
Don't stand around doing nothing. Sometimes teams will stand on opposite sides of the river and stare at each other just waiting to see what the other team will do. Unless you're actively looking for a fight, or it's clear they're right at your doorstep about to attack a structure, go somewhere else and farm or push a lane.
Intermediate Game Mechanics
This section describes previously mentioned game mechanics in a little bit more detail with more specific numbers. These are things a new player should not concern themselves with when first trying to learn the game, but should start to learn once they've understood the basics.

Gold
There are actually two types of gold which differ in how they're acquired and spent, Reliable and Unreliable Gold[https://www.dota2wiki.com]
Reliable Gold - The gold awarded for any hero kill or assist.
The item Hand of Midas and the ability Track also give reliable gold.
Unreliable Gold - Everything else, i.e. the passive gold per second, creep kills, building kills, and Roshan kills
Reliable gold is not lost on death.
Each time you die you lose 30*(Your Hero Level) in unreliable gold.
When purchasing items, all of your unreliable gold is spent first before your reliable gold is spent.
Hovering over the gold display on the HUD will show you how much reliable and unreliable gold you have. It will also show you if you have enough money to purchase a buyback.


Buyback
Purchasing a buyback spends reliable gold first before unreliable gold.
Buyback prevents gaining unreliable gold (creeps, neutrals, etc) until your normal respawn time finishes.
When buying back, 25% of the remaining respawn time will be added to your next death.

Denies
Denied creeps only give experience in a 1000 unit radius, less than the 1300 unit experience radius.

Towers
When killed, the amount of gold rewarded to the enemy team depends on who got the last hit
If last hit by a creep, the entire team gets gold
If last hit by a hero, the entire team gets less gold, while the hero that got the last hit will receive bonus gold.

Vision
Vision is affected by the the Day/Night cycle
Day/Night Cycle[https://www.dota2wiki.com] - As time passes, the game shifts between periods of daytime and nighttime.
A full day/night cycle is 8 minutes. Day and Night last 4 minutes each.
The first night begins at 4:00 on the game clock.
Heroes have different sight ranges during the day and night. Most heroes' vision is restricted at night.
A couple of heroes can manipulate the day and night.
Night Stalker's ultimate ability - Darkness[https://www.dota2wiki.com]
Luna's ultimate ability - Eclipse[https://www.dota2wiki.com]
Most heroes have sight ranges[https://www.dota2wiki.com] during the day up to 1800 units and vision at night up 800 units.

Elevation[https://www.dota2wiki.com]
Ranged heroes attacking an enemy on higher elevation have a 25% chance to miss with their attack.

Neutral Creep Camps
A neutral camp will not respawn if there is a unit in the camp area.
Camps fall into one of three groups based on how hard they are to kill. There are small camps, medium camps, and hard camps.
Multiple creep groups can be stacked[https://www.dota2wiki.com] in one camp area by luring the existing creeps in the camp away before the timer reaches a new minute. More details in the Jungle section.
Can also be drawn into the path of lane creeps to disrupt their path. This tactic is called pulling and is discussed later.
A neutral creeps camp will not spawn the same set of neutral creeps twice in a row.

Creep/Tower Aggression (Aggro) - A creep or tower's behavior and targeting priorities when encountering an enemy.
Understanding the creep aggro mechanic is important to knowing how to harass effectively in lane and why stacking and pulling works.
Creep Aggro
Creeps will look to attack enemies in a 500 unit radius around them.
They check for enemies every 2 seconds and may switch targets depending on the following:
Creeps will look to attack the closest enemy to them.
They will chase their current target as long as it is still the closest.
Siege creeps prioritize towers over other creeps
Creeps will attack enemy heroes that try to attack their allied heroes, regardless of the above conditions.
Neutral creeps are "leashed" to the camp they spawn in. They will chase their target for a certain distance and then return back to the camp.
Lane creeps are not leashed and may chase an enemy indefinitely.
Tower Aggro
An image describes the tower aggro mechanics and priorities.


DotaCinema video on Creep and Tower Aggro
The Jungle
New players jungle to play PvE for the early game without having to worry about an enemy in lane. Competitive players jungle to maximize the amount of gold their team is farming, because otherwise the neutral creeps in the jungle are an unused source of gold.

Regardless of why you're jungling, being able to do it effectively requires knowledge of how the jungle works and how your hero should approach jungling. Not every hero is capable of effectively farming the jungle and some are better at it than others.

There are very few heroes that can jungle at level 1 and a jungler is not needed every game.

Jungling is different than laning, because it requires the player to go up against the neutral camps alone without the aid of allied creeps. So good junglers have abilities that allow them to mitigate this damage, whether it's due to an ability to kill neutral camps quickly without taking too much damage or more commonly some sort of unit summoning ability that allows the hero to stand back while their minions kill the camp and tank damage.

Starting items are also important for junglers and can determine whether a player successfully jungles or not.

Additional Details on Neutral Creep Camps

There are several different types of creep groups that may spawn in a camp. The type of creeps that spawn in a camp is random.
Each type of creep camp also has a special ability.
Small camps

Medium camps

Large camps


Stacking
Neutral creeps will spawn if there is no unit in or around the area of their neutral camp. This area is known as a neutral camp spawn box.
Here's links to several images showing the neutral camp spawn boxes in-game.
Radiant Neutral Camps[https://www.satanion.dk]
Dire Neutral Camps[https://www.satanion.dk]
Ancient Neutral Camps[https://www.satanion.dk]

Pulling
As mentioned earlier, neutral creeps can be lured into a lane to divert the path of lane creeps.
Here's an image showing timings of when a player should attack a neutral camp to begin drawing their aggro.


A video by NinjaX titled "Jungling: Beyond The Basics"
Laning Concepts in Detail
Lane Control
Understanding how a hero's presence can affect a lane and techniques for controlling a lane will allow a player to manipulate a lane to accomplish whatever they set out to do, such as farm safely near their own tower or push the lane out to kill the enemy tower.

Lane/Creep Equilibrium
Throughout the game, where creeps meet and fight each other is constantly shifting, especially once heroes are helping to kill them. During the laning phase, it's important to be aware of how far up or down the lane these fights are happening.
It's much safer to last-hit creeps when the creeps are fighting closer to your tower, because of the protection it offers.
If the enemy team tries to kill you as you attempt to last-hit, you can quickly retreat to to the tower where they will be less likely to pursue you.
If the creeps are fighting further down the lane you're in a more dangerous position when you try to last-hit, because you're farther away from your tower.

Depending on your hero's strengths you may want to actively try to push your lane towards the enemy tower to put pressure on it and allow you to eventually kill it. Having the enemy tower also killing off your creeps means that creep wave will be killed off faster, allowing the enemy creep wave to advance back to your tower sooner. This shifts the creep equilibrium for subsequent waves back closer to your tower.

Last-hitting creeps disturbs the creep equilibrium, because you're helping your creeps kill off the enemy creeps. Over time this means your creep wave will slowly push towards the enemy tower, where it becomes more dangerous and difficult to continue to last-hit. This is why it is important to carefully time your attacks and only attack creeps if it's to get a killing blow.

To counter the effects of last-hitting pushing the lane, you want to balance your last-hits with denies. This doesn't mean you need to wait to get a last hit on your own creeps. Attacking your own creeps once they half health will suffice since it will make your creep die quicker.
Helping to kill off your own creeps negates the advantage you give to your creeps when you kill enemy creeps.

Maintaining creep equilibrium through balanced last-hitting and denying results in creep waves meeting at the same place in the lane every time, wave after wave. Farming a lane while maintaining its equilibrium is known as static-farming[https://www.dota2wiki.com].

Manipulating Creep Line with Creep Aggro
A technique beneficial for melee heroes is to draw creep aggro by attempting to attack an enemy hero in lane (right-clicking them) and then immediately moving away and back to your tower. The creeps will follow you until they reprioritize their target and return to attacking your creeps. This will result in a reversal of where your creeps and the enemy creeps are as pictured below.


Having the enemy creeps on your side makes it safer to last hit, because now they're closer to you and you have your creeps in front to defend against enemy heroes.

Pulling
Neutral pulling is also a tactic used to divert your creeps from the lane.
Instead of allowing your creeps to continue to move down the lane and ultimately engage the enemy creeps, they can be drawn out of a lane to fight the neutral creeps in a nearby jungle camp instead.
This lets the enemy creep wave move all the way up to your own tower.
If a neutral camp is stacked before your creep wave is pulled into it, the stacked neutral camp can completely kill off your own creep wave, thereby denying the enemy an creep wave of experience and gold.
You can also last-hit the neutral camp and deny your own creeps just as you would if your creeps were fighting enemy creeps.
Most of the time before you pull, you'll want to have the neutral camp stacked. So in general, always stack before you pull.
However, a good enemy won't allow you to freely pull camps uncontested.
They can completely prevent your neutral camp from spawning by placing a ward inside the camp, because neutral camps won't respawn if there is a unit in the area.
They can also try to pull your pulled creeps back into the lane, or just try to farm off your creeps and the neutrals.

Creep Block
Heroes can slow down the movement of creeps by getting in front of them. This obstructs the creeps and forces them to move around the hero. If the hero does this at the beginning of a lane and keeps moving forward with the creeps while blocking them, this can make a significant impact on where the two creep lines will fight in lane.

A hero creep blocking in the middle lane.


The first picture below shows where the creeps would meet in the middle lane if both sides are unblocked. The second picture shows where the creeps meet if the player on the Dire side blocks his creeps. Note that the creeps meet at the top of the ramp. This gives the Dire player the elevation advantage, because it forces the Radiant player to stand in the river if he wants to last hit.


Creep blocking is usually done on the first creep wave of the game and only by the middle lane and the Radiant players in the top lane and Dire players in the bottom lane.

Harrassment
You can control a lane by harassing enemy heroes that are in range of the creeps. With enough harassment, you can deter enemies from being able to get close enough to last-hit. And with dominating lane harassment, you can even push them so far away from the creeps to the point where they aren't getting experience.
You want to maintain a presence in lane and make it felt by the other team so they don't feel they can safely last-hit.
Ranged heroes are particularly effective at harassing, especially against melee heroes, because they can harass without the melee hero being able to counterattack.
Harassing also forces heroes to use consumables to regenerate their health. Effective harassment will make the enemy use up all their consumables and keep them on low life which allows them to be killed easily. Enemies under harassment won't want to leave the lane to heal unless they're on the verge of dying, because they'll miss out on experience and gold from being in lane. This forces them to play more passively as they might just choose to stay in experience range and not get close enough to last-hit.
Often times an enemy that is missing health from good harassment will still attempt to last-hit and overextend to the point where they can be easily finished off.

Pictured below is an example of good harassment. The red arrow shows where the hero should move right after attacking to avoid taking damage from creep aggro and the enemy hero.

Pictured below is an example of bad harassment. The hero is too close to the creep line and will take damage from creep aggro.


You can also position yourself where it makes the enemy harder to harass you. In the above image, if the hero under harassment was positioned farther to the left and behind his creeps, it would eliminate good positions for the enemy to harass from.

A DotaCinema video on basic pulling, and a great video by FiercE explaining Zoning and Positioning
A video by FiercE demonstrating advanced creep pulling.
The Middle Lane
The shortest lane on the map. During the laning phase this lane is mostly a 1v1 between two solo mid heroes. Playing the mid lane is probably the hardest lane to play, but also one of the most rewarding as a good player in the mid lane can singlehandedly control and win a game.

Heroes in the mid lane generally get a bottle so they can control the runes. Having a ward with vision of at least one of the rune spawns greatly helps in rune control. Heroes in the side lanes can also guard the rune spawn location right before a rune spawns to ensure their mid hero gets it.

After hopefully winning their lane and picking up a good rune, mid heroes generally try to gank the enemy in the side lane. Pulling off a successful gank requires good knowledge of the game, because they needs to know the right time and place to gank.

Most mid heroes are ranged, intelligence gankers although notable melee heroes include Tiny[https://www.dota2wiki.com], Pudge[https://www.dota2wiki.com].

A dual mid lane is also viable. It is usually a melee carry with a support.

A video by FiercE on how to solo mid.

Bottle Crowing
(Flying couriers were crows in the original DotA)
Empty bottles can be refilled at the fountain while in a courier's inventory. While players are in a lane they can use their courier to refill their bottle without having their hero go back to the fountain to refill the bottle themselves. Players simply put their empty bottle on the courier, send the courier back to the fountain to refill the bottle, and then send the courier back to the player where the bottle can be put back on the hero.

Note: Couriers move 30% slower while carrying an empty bottle.

Bottle crowing is almost always only done by the player in the middle lane because they are usually the only ones who buy a bottle in the early game. The benefit of being able to get more health and mana regeneration without having to leave the lane can be the difference between winning and losing against your opponent in the middle lane.

Another benefit of bottle crowing is that it allows a greater variety of heroes to start the game in the middle lane. Without the ability to refill a bottle, some heroes would not be able to sustain themselves in a lane against heroes that are better suited to laning in the middle lane. Such heroes are usually melee heroes who are trying to mid lane against ranged heroes who could easily harass them out of lane if it weren't for the regeneration given by a bottle. Another set of heroes that benefit from bottle crowing are those that rely on being able to use their abilities often to be effective in the lane, but would not have enough mana to do so if it weren't for bottle crowing.

One of the downsides to this tactic is that the player bottle crowing prevents his teammates from also using the courier. However, with some coordination and communication, you can have the courier pick up your teammates items while also refilling the bottle. It is also not unheard of for competitive teams to pick up a second courier used solely by the player in the middle lane for bottle crowing constantly.
The Side Lane
There are two side lanes and they are both different in terms of strategy.

They are called the top and bottom lane, but they can also be as the hard lane and easy (safe) lane. What you call each lane changes depending on which side of the river you're on.

Lanes are called the easy or safe lane, because the Jungle offers some protection from ganks as well as an additional source of farm. They're easier lanes to farm and stay alive in.

For the Radiant, their bottom lane is the easy (safe) lane, and their top lane is the hard lane. The opposite is true for the Dire, their easy (safe) lane is the top lane, and their bottom lane is the hard lane.

Dual Lane
In most non-competitive level games, the common lane setup is a dual lane. This is usually composed of a carry and a support. The carry will take most or all the farm in the lane, while the support harasses the enemy and tries to maintain lane control by stacking and pulling the jungle. Other common and effective dual lanes are strong combinations of heroes with stuns, allowing for aggressive early ganks on the enemy.

Trilane
Trilanes, 3 heroes in a lane, are common in competitive level play. However, they should be avoided in public games, especially at beginner levels, because of the added teamwork and coordination they require which is difficult to accomplish among a group of random players.

Trilanes are usually composed of one carry hero being supported by two supports and they can either be aggressive or defense. They can be played in either side lane, and teams will usually go to the lane that gives them the best match up.

The goal of an aggressive trilane is to get several early kills on the enemy, and the goal of a defensive trilane is just to secure farm for the carry. Trilanes are a big investment, because it requires your other lane to play solo and end up underfarmed and underleveled. So to be considered successful, a trilane needs to either get a lot of kills or secure a lot of farm for their carry. A game's outcome can hinge on the success of a trilane which is why it should only be played by experienced players.

Trilanes require a lot of teamwork and coordination among the players in the lane, especially the two supports who must be actively trying to control the lane through neutral pulling. They have to be aware of their positioning as well, because if all three heroes spent the entire time sharing experience, their carry would be underleveled. So to allow their carry to gain enough experience, one or both of the supports will try to stay out of experience range as much as possible by moving around the jungle and zoning the enemy away from the creep line.

The support stacking and pulling the jungle is also free to roam and often helps try to gank the mid lane.

Solo Lane
The hard lane can also be known as the solo lane, or suicide lane because it is usually where you would put a single hero as a result of having a jungler or a trilane in the other lane.

Players in the solo hard lane role (suicide solo) are just expected to get as much experience as they can while keeping a safe distance. Most of the time they won't be able to get close enough to last hit creeps and they aren't expected to.

FiercE's guide to suicide laning and Purge's guide to trilaning.
Positioning, Awareness, and Warding
Positioning - Knowing where your hero should be and how it should be moved.

Map Awareness - Knowing where the enemy is and anticipating where they will be.

Situational Awareness - Knowing when and how to adapt your playstyle to what is happening in the game. Includes knowing what the enemy is trying to do as well.

Good positioning, map awareness, and situational awareness are important skills players should develop as they gain experience playing Dota 2. In addition to knowledge of game mechanics, these factors can be used to measure a player's skill. A player can learn all the heroes, items, and abilities in the game, but if they never improve their positioning and awareness, they'll never improve beyond a beginner level.

Consequences of bad positioning and awareness.
Putting your hero in dangerous places where they can be killed.
Not recognizing what your team's lineup is good at doing, therefore not pursuing the optimal strategy that will help your team win. A couple examples are not taking towers with a push heavy team or trying to force early teamfights when your team is weaker early to mid game but stronger late game rather than play defensively and farm.
Taking unnecessary amounts of damage from creep and hero harassment.
Losing out on possible enemy hero kills because you're in a bad position from being overly cautious.
Not being able to properly support teammates in lane or in teamfights.
Arriving late to teamfights or to aid another hero.
Letting the enemy team get an easy Roshan kill when it's clear they've been missing from the map for a while.

Some examples of having good awareness:
Knowing when a teammate can be helped, or if helping them will just result in your death as well. Sometimes it's better to just cut your losses.
Knowing when it's time to completely retreat, or when it's time to turn back around and fight. It can be scary only having a small amount of health left, but under the right circumstances you can still make contributions to a teamfight or gank without taking too much risk.
Knowing when and how to gank a hero.
Knowing when you're in a vulnerable position and are likely to get ganked, because of missing enemy heroes.

Warding
Warding is the act of placing observer wards on the map. It's an important aspect of the game, because having vision of the map allows a team to react to what the enemy is doing. Having vision of key areas can prevent an ally from being ganked or it can help you gank the enemy.

Wards can be placed almost anywhere on the ground, but there are a few common and important locations for them which provide vision of the most useful areas. In general, these are areas of higher elevation, provide vision of a rune spawn location, or provide vision of heavily trafficked ramps and choke points on the map.

Good vision from wards will help your team position themselves in preparation for a teamfight, because you can see how the enemy is positioned.

Wards should generally be bought by support heroes since they are the least farm and item dependent on a team. However, even carries can buy wards if they see their supports aren't willing to ward. Wards are well worth the 150 gold cost in this case, because having vision of the map can keep you from getting ganked and allows you to farm safely.

Counterwarding
Enemy observer and sentry wards are invisible to you, but your own sentry wards can reveal them.

Counterwarding or dewarding is the act of removing the enemy's observer and sentry wards using your own sentry wards. Eliminating an enemy's ward removes their vision of that area. This gives your team more freedom to move around and gank or farm without being seen.

Warding and counterwarding are important to gaining map control and vision. In the early game, a ward which provides vision of a rune spawn location can help your team get the runes. As the game progresses, you will want to place wards in the enemy jungle to get vision to set up for ganks, or wards in your own jungle to prevent ganks from the enemy if you need to play defensively.

Another important time and place to ward and counterward is before attempting to kill Roshan, You should always try to ward and counterward the area around the Roshan pit. This will allow your team to kill Roshan without the enemy knowing. If they do try to stop you from killing Roshan, you will be able to see them coming and then retreat.

A good support player should try to keep wards on the map as much as possible and will also attempt to counterward.

gso's Ultimate Guide to Warding[https://www.team-dignitas.net]
This guide lives up to its name. It contains many ward locations, shows what vision they provide, and when you would use them.
Hero Roles and Distributing Farm
Some heroes can make better use out of certain items than others, because of their abilities and attributes. For example, it's better to have items that increase a hero's damage on a hero that has abilities and attributes that already give them high damage. On the other hand, a hero with a skillset that is focused more on supporting allies rather than dealing damage, wouldn't make good use out of an item that gives damage.
There's only a limited amount of gold that can be gained by farming across the map, and it is not enough for every hero on a team to buy expensive items.
In general, it's more effective to have farm concentrated on a few heroes rather than try to divide farm evenly among 5 heroes.
Players need to consider which heroes on their team require more gold than others. To do so, it is important to learn which heroes are more item dependent than others.

Because of the first point, we can start talking about heroes in terms of their item/farm dependence, i.e. how much gold they need to make a significant impact on the game relative to the other heroes in the game. Hard carries are item and farm dependent. Before they can start living up to their potential, they need to farm the for the necessary items. Hard supports are item independent. They can run around with nothing but boots and wards and still be useful and make an impact on the game. In terms of item and farm dependence, all heroes fall somewhere on the line between hard carry and hard support.

Considering item and farm dependence, and the second point, we can conclude that the most farm should be given to your item dependent heroes and little farm should be given to item independent heroes. In other words, supports should make way for carries when it comes to farm.

Entire strategies, and decisions are made based on securing farm for carries. Teams may be constantly ganking to make it unsafe for carries to farm. Teams may run a trilane to secure farm for a carry in that lane. Teams may stack ancient and jungle camps to get more farm. Teams may aggressively push down towers to limit space for the other team's carry to farm. Four players applying pressure to a tower allows their 5th player on a carry to freely farm elsewhere since the push forces the enemy team to TP and defend.

Every hero has a different time during the game when they are most effective relative to other heroes. This may be a result of their abilities becoming stronger or weaker as the game progresses or as a result of acquiring certain items as the game progresses. Recognizing at what phase of the game your team will be the strongest is important when developing a strategy for winning. This also means giving farm to the heroes that need it the most.
If your team has better heroes that excel in the late game than the other team, then the best strategy is to defend until that point.
If your team excels in the early game with a strong ability to push and kill buildings quickly, then it would be best to try to end the game in the early to mid game before the enemy team gets too strong.
Advanced Game Mechanics
Disjointing Projectiles
Ranged attacks and most spell projectiles can be dodged using various abilities and items. The idea is to use the ability or item while the projectile is in mid-air and before it hits your hero. Disjointing requires good awareness and reflexes.
Possible ways to disjoint:
Becoming invisible
Using blink dagger or similar teleport abilities
Activating illusions
Sometimes only the disable portion of a spell can be avoided, with the damage still being taken by the hero.

Activating manta style[https://www.dota2wiki.com] and a few other illusion abilities[https://www.dota2wiki.com] can purge debuffs from your hero.

Animation Canceling
Heroes have specific animations they perform before and after their attacks and abilities are performed.
Before performing an attack, a hero goes through a frontswing animation. Once this animation is completed, either the damage is applied or the projectile is launched.
After the attack is performed, the hero then goes through a backswing animation.
The frontswing and backswing animations a hero goes through is analogous to throwing or hitting a ball. The frontswing is the windup, the actual attack is the moment of contact or release, and the backswing is the follow-through.

The frontswing animation must always be performed, but the backswing animation may be canceled by ordering your hero to move.

Canceling your hero's backswing animation allows you to cover some distance between your attacks. This allows you to pull off more hits on an enemy that is running away from you.

Note: Animation canceling doesn't decrease the time between your attacks. Your attack speed is determined by other mechanics, see base attack time and increased attack speed[https://www.dota2wiki.com].

Casting abilities is similarly broken down into two animations, a cast frontswing and cast backswing. The idea behind animation canceling abilities is to stop them from being used even after you've already ordered your hero to use the ability. This is possible by ordering your hero to stop using the stop command while the hero is still performing the cast frontswing animation. If done successfully, the hero will stop and not cast the ability, saving its mana and keeping the ability off cooldown.

Animation canceling abilities is useful for heroes that have long cast frontswing animations. If you see that your ability is going to miss, because the enemy has moved, you can animation cancel and try again.

DotaCinema video on Animation Canceling

Exceptions
Dota 2 is full of exceptions. Exceptions usually involve some more complex mechanics that aren't well-known, something a new player wouldn't be expected to learn right away. You will come across these all the time as you start to play. Do not let them frustrate or discourage you.

Here's an example involving the hero Juggernaut[https://www.dota2wiki.com], his ability Blade Fury[https://www.dota2wiki.com], and its interaction with Healing Salves[https://www.dota2wiki.com].
Consider a Juggernaut using a level 1 Blade Fury on an enemy hero. If the enemy hero were to use a healing salve, you'd expect Blade Fury to dispel it and stop the salve from healing, right? The basic description of a Healing Salve is "Restores HP over time. If the user is attacked, the effect is lost."
But the reality is that a level 1 Blade Fury will not dispel a healing salve. To understand why, one needs to understand the mechanics behind how Blade Fury damage is applied and what precisely causes a healing salve to be dispelled.

Contrary to the description, a healing salve will not dispel if the tick of damage taken after reductions is less than 20. So what about level 1 Blade Fury?

Level 1 Blade Fury deals 400 damage over 5 seconds. What makes level 1 Blade Fury not dispel a healing salve is that the damage is delivered in ticks of 16 damage (12 after reductions), 5 times per second. Since each tick of damage is below 20, it is not enough to dispel a healing salve.

Many other exceptions are based on obscure mechanics such as in the example just mentioned.
References and Links
Official
Dota 2 Blog[blog.dota2.com]
Dota 2 Developer Forum[dev.dota2.com]

Wikis and Other Information
http://www.dota2wiki.com/wiki/Dota_2_Wiki
Team Liquid Dota 2 wiki[wiki.teamliquid.net]
Cyborgmatt's Patch Analysis[https://www.cyborgmatt.com]

Guides and Image References
Dota 2 Alt-Tab Guides[https://www.dota2alttab.com]
Ultimate Guide to Warding[https://www.team-dignitas.net]
Neutral Camp Pull Timings, Spawn Boxes, Dewarding, Tower Aggro[https://www.satanion.dk]

Dota 2 Community
Dota 2 Reddit
GosuGamers Dota 2 Forums[https://www.gosugamers.net]
joinDOTA Forums[forum.gamesports.net]
Team Liquid Dota 2 Forums[https://www.teamliquid.net]
PlayDotA Forums[https://www.playdota.com]

Original Dota
http://www.playdota.com
Has sections on Heroes, Items, Mechanics, and a Learn page.

Competitive Scene, Community News, Articles, and Headlines
GosuGamers Dota 2[https://www.gosugamers.net]
joinDOTA[https://www.joindota.com]
Team Liquid Dota 2[https://www.teamliquid.net]

Dota 2 Statistics and Analysis
datDota[https://www.datdota.com]
"Statistics and analysis for the professional Dota 2 scene."
Dota Academy[dota-academy.com]
"Our objective is to bring you the most comprehensive Pro Dota 2 Database."
DotaMetrics[dotametrics.wordpress.com]



Streams - Watch live games of Dota 2, whether it's casters commentating professional games, or players streaming their own matchmaking games
Twitch.tv Dota 2 Directory Listing[https://www.twitch.tv]

Youtube Channels
DotaCinema
Weekly highlight videos, guide videos, and hero spotlights.
PurgeGamers
Youtube channel for Purge, a popular caster and streamer who creates content for teaching new players.
XVRogueGaming
"Here you will find high definition and in-depth Dota 2 analysis/tutorials to take your game to the next level."
Professor FiercE
"Educational Dota 2 videos and other Dota 2 related content."

Squeezy Farm
Jun 16, 2009
Here's a cool guide i found on how to create a ward for DOTA 2: http://steamcommunity.com/sharedfiles/filedetails/?id=257882054

Coolguye
Jul 6, 2011

Required by his programming!
this page is one hell of a trip to navigate on the mobile app

Nanomashoes
Aug 18, 2012

The Task You Are Undertaking.

You are going to be constantly reminded of how much you suck for about 1-3 months (if you learn). If you read this guide and use your brain and be actively aware of how bad you suck, you can easily shave time off of your complete noob status. You could even make some kids think that you’re really good, but only if they are bad.

Unfortunately, Dota 2 has a massive learning curve.

You need to play each of the 110 heroes at least once each to have basic understanding of the power levels of each hero.

Each game takes on average 30-50 minutes. Prepare to play a lot of DotA. If you want to cut this down, go to websites and read hero skills and guides, and from there you should get basic ideas of how to play these heroes.

You are going to have to learn items, strategies, laning combos, abbreviations, and MASSIVE AMOUNTS OF TEAMWORK.

However, I promise that once you get the basics down, and you start playing casually with your friends, that you are going to have a TON of fun.

There is no grinding for weeks to get that gear you want like in an MMO. Rolling a new hero is as easy as playing one game, and each game you can go different skill/item builds with different team setups.

Basically, it is going to take a really long time to get bored with this game. Every game is different. I’ve spent about 3+ years of my full gaming time focused on DotA and Dota 2, and I have no intention of stopping anytime soon.

You may be interested in playing Heroes of Newerth(HoN) or League of Legends(LoL), but we arguably have the best developer, Icefrog. He has been working on DotA since 2005 with no income(until getting hired by valve to make Dota 2) and no release of his real name. DotA and Dota 2 are both considered to be extremely balanced games at the professional level, and new hero and item additions always add new flavor and slight nudges to any heroes that are considered overpowered.

I see no reason to pick HoN or LoL, and please, never mention Storm of the Imperial Sanctum ever again, unless you want to try playing DotA circa 2004 with good graphics and a tiny map.




How to Survive Public Games and Learning Dota with Emotions intact, as a Noob.

You are going to feed. You are going to ruin games, and someone is going to be happy to tell you why. DotA was originally played in Warcraft 3, and they had the most bad mannered, whining, assholes on the gaming internet. The only thing that comes close is Xbox Live. Luckily, with Dota 2, Valve has been making some really great strides to create a better environment for all players involved. The people playing the game are better than they used to be, but you are still playing a TEAM game that requires your allies to not be idiots for you to succeed. There will almost always be some levels of disappointment, and frustration between your aliies, and you.

My #1 tip to playing Dota 2, is that if someone flames you, or is freaking out about your play in an OVERLY(key word) critical way, press the mute button on them immediately, and then enjoy the rest of the game from your peaceful, but mysteriously quiet ally. Ignoring them doesn't work. Let them say 1 mean thing, and let that be it. Your day will be much better this way, I promise.

If you don't know how to mute, I made a super easy diagram. If you can count to 2 YOU ARE SET!

You are going to have to have thick skin to play Dota 2. To get around this major barrier of entry, PLAY AGAINST THE BOTS WHEN YOU FIRST START. The Bots will not rage at you, they won’t care if you feed. They will teach you the heroes by destroying you with them, and no one has to know.

Here are a couple screenshots with directions on how to play against the Bots if you are unsure how to. You can either play against Bots with allies, or play against Bots with Bots on your team.

Here are a couple quick hero modes that you might be confused about as well. Not all of these are available in matchmaking quite yet.

All Pick(AP) lets you draft(pick) your hero from the entire pool. You can also random for an extra 200 gold at the start of the game.

All Random(AR) forces everyone in the game to receive a random hero. Randoming is a great way to learn all of the hereos.

Single Draft(SD) is a mode that gives you 1 strength hero, 1 agility hero, and 1 intelligence hero to choose from. The heroes are random. As of this writing, you CANNOT swap heroes in Single Draft mode, but it will be fixed eventually.

Random Draft(RD) is a mode that randomly chooses 20 heroes of the hero pool for the players in the game to choose from. You take turns between your team and the opponents to pick your heroes, similar to kickball. If you don't choose in time you get a random hero, so make sure you choose fast!

Captains Mode(CM) is the mode that you see the professionals play, which involves rounds of banning, picking, banning again, and then final round of picking. This mode is not recommended at all for new players.

Captains Draft(CD) is the mode that is a blend of Random Draft and Captains Draft. You get to draft and ban based on a limited hero pool, which ends up being like Captains mode, but with less repetition. I really like this mode for pubs!




Picking Your Hero

Heroes to avoid playing early in your dota experience:


AVOID THESE HEROES:

InvokerInvoker
VisageVisage
ChenChen
MeepoMeepo


PROBABLY AVOID THESE HEROES:

WispWisp
Nortrom the SilencerSilencer
PuckPuck
Shadow FiendShadow Fiend

Templar AssassinTemplar Assassin
SniperSniper
These are just general guidelines. None of those heroes are bad necessarily, but they take a little getting used to. You can’t just play your first game of dota and go 15-0-17 with silencer. It just isn’t going to happen.

This is just small selection of all the heroes in DotA, and this doesn't mean that the rest of the heroes aren't challenging to learn.

Here are some pretty easy heroes who's usefullness is easy to take advantage of. I'd recommend playing them to any new person to DotA. In parenthesis are the most common names for those heroes even if they aren't the proper titles.


PICK ME IF YOU ARE NEW:

CentaurCentaur
VenomancerVenomancer
Chaos KnightChaos Knight
LionLion

Sand KingSand King
Skeleton KingSkeleton King
TidehunterTidehunter
Vengeful SpiritVengeful Spirit

Ogre MagiOgre Magi
Rylai, Crystal MaidenCrystal Maiden
SvenSven
SlardarSlardar

Witch DoctorWitch Doctor
LichLich
WarlockWarlock
All of the heroes I just listed are not super complicated to play, and that is why they are great heroes to play for new people. Most of these heroes have 1 or 2 important skills, and that covers most of their usefulness. I will not explain how to play these heroes, but go search for a guide for each of these heroes. Usually the guides give you very good guidelines and let you play those heroes to 80-100% effectiveness. Keep in mind that I listed a few Hard Carries there, and I listed the ones who are pretty simple. I listed those heroes because of their simplicity, not because you can easily dictate the game with them. Keep in mind that any hero with a Stun is going to be WAY more useful/easy to use, generally. Stuns are your friend. They make it much easier to win the game.

Now, really talented players will ALWAYS play these heroes WAY better than newbies, but for a new person who can't handle more than one spell to cast, these are the heroes you will want to play to get used to DotA, and make the skill curve hurt less. At the least, you won't feel confused when you read their skills and try playing the heroes.

You may not realize this, but I listed virtually no carries as heroes to recommend. The only ones I did were Skeleton King and Chaos Knight. They have very few skills(1 of which is a stun), you farm up, and you right click a hero until they die. Other carries are more complicated, and at the least, you NEED to know the strengths and weaknesses of the heroes you are fighting because it allows you to play to your heroes' strengths.

Some people would argue that any new player should not play carries(which I agree with), but we can't hold your hand forever, so at least play the ones that are easy to get used to and execute(compared to other carries).


Very Basic DotA Breakdown

DotA is a game about teamwork, gaining experience, and gaining gold.

Ultimately you want to destroy the enemy team’s throne. The throne is deep inside their base and to get there, you have to beat down enemy creeps, enemy towers, and enemy heroes.

There are basic units spawned every 30 seconds from each of the three lanes. For most of the game there are 3 melee creeps and 1 ranged creep. Periodically a Catapult is added, and eventually in the game there are more melee and ranged creeps. Creeps also slowly gain max hp over the course of the game.

At early levels your heroes are very weak and cannot clear creep waves and towers by yourself. To get stronger you need items. To get items you need money.

You gain gold for getting the last hit on the heroes or creeps. When you land the final blow on an enemy creep (last hit or lh) you receive a random amount of gold for the kill(about 35-45 gold per creep). If you land the final blow on an allied creep(you can only attack allied creeps below 50% hp) then you deny your lane opponents the chance to last hit that creep, and THEY ALSO GET LESS EXP AS A RESULT. The amount of creeps you've killed in a game is called cs, or creep score.

You also get gold when your team destroys a tower(about 350-450 for a last hit on a tower, 200 if your teammates or team kills it, 100 if the enemy denies a tower). Your tower has to be below 10% hp to deny it. The magic number on lv. 1 towers is below 130 hp. If you deny a tower, you are denying your enemy team a total of 500-750 gold. That is a huge amount of gold.

KILLING CREEPS IS THE FASTEST WAY TO FARM WITH VERY FEW EXCEPTIONS. If you want to get farmed(get a lot of gold quickly) you want to last hit every single creep in each wave.

You gain experience when enemy creeps and heroes die around you, defeated by your team.

When you gain enough experience, you gain a level. You start at lv. 1, and the max is lv. 25.

Almost every single hero gets 3 basic skills, 1 ultimate(or ult), and the option for stats instead of levels. Each basic skill can be leveled up 4 times, each ultimate 3 times, and you can get 10 levels of stats by lv. 25. Each level of stats gives you +2 str, +2 agi, and +2 int. Stats will be explained later. Every hero has some kind of combos between each of his skills. Usually you can figure these out by reading the skills, sometimes it takes watching another player perform them.


Basic Dota 2 Controls
*Note that most hotkeys are customizable in the Dota 2 settings! Go poke around in there.*

Left click to select your Hero. When your hero is selected right click to move to a location. To attack a hero, press the A hotkey and left click their hero, OR right click on the enemy hero.

If you press the A hotkey and left click on the ground(not on a hero) you will move to that position attacking the closest enemy, creep or hero on the way there.

To use an enemy or ally targeted ability, click the ability icon or PLEASE FOR THE LOVE OF GOD LEARN AND PRESS THE HOTKEY and then left click on the hero.

I strongly recommend selecting your hero and pressing Control+1(unless you use the number keys for hotkeys in Dota 2). This hotkeys your hero to number 1. F1 is also permanently selected to your hero without any setup. If you ever need to find your hero or select him, just double tab 1(or F1) and the screen will center your hero, and he will be under your control.


Animation Cancelling
Every hero has an amount of time it takes to perform an attack, like swinging your sledgehammer back before crushing brains. This is called an attack animation.

All heroes have different attack animations. Some are very long, some are very short. They are all quite reduced late game when your hero gets more attack speed. Slow attack animations are most notable early game. All attack animations have attack points. I am going to explain this with an example.

Lets say it takes Necrolyte 1.5 seconds to finish an attack animation, but he actually throws his attack at 1.1 seconds. This means that you ONLY have to wait 1.1 seconds to throw an attack. The best way to cancel this is to right click on the ground to move at 1.1 seconds. THIS IS EXTREMELY IMPORTANT WHEN CHASING. It is normally called attack move or Orb Walking(when heroes have orbs like slows).

If you do not cancel your animation at 1.1 seconds, you will stand there for NO reason for .4 seconds, which could be used to move towards your opponent, and is sometimes the difference between getting a kill or not. Always, always learn the animation cancel for your character if they have a long animation. Most melee heroes have a faster animation, and generally ranged heroes have the longer animations.


Phases of Game (Laning, Gank, Push)

As was said before, you want levels and you want gold. Because of item, level, and skill limitations early game, heroes generally stay in very close proximity to the other team in their lanes. This is mostly because their skills lack enough killing and chasing power. Lv. 1 spells do low damage, and their slow and stun durations are usually low, etc.


Laning

The purpose of laning is to get experience from enemy creeps dying, and gold from getting creep last hits. With the experience you gain levels and with the gold you gain better items. Generally if all things are equal(picks, skill, etc.), whichever team has a level and gold advantage will win the game if they continue the trend. If you play right(perfect teamwork) against another perfect teamwork team, the little things matter.

To improve your experience and gold advantage over your opponent, your best option is to KILL THEM. When you KILL THEM you gain about 250 gold and usually about a level’s worth of experience. Anyone who supported you in that kill also gets some support gold even though they didn’t land the final blow.

Your second best option is to ALMOST KILL THEM and make them go back to base to heal. If they go back to heal, they spend 20-40 seconds walking slowly all the way back to base. This is .5-1 levels worth of experience they are missing out on, and they also miss all chances of last hits and denies.

To reduce the effect of ALMOST BEING KILLED you should purchase a tp scroll from base and make the trip back shorter. Yes, it is worth the 135 gold. This is hard for noobs to get over, but that is simply 3 last hits and you are even again. That’s 3 last hits and a lot of creep exp that you would spend time walking back and forth. Simply put, ALWAYS BUY A TP SCROLL AND USE IT WHEN GOING SOMEWHERE LONG RANGE. The noobs that are ALWAYS under leveled spend a lot of time walking back and forth to base to heal. I don’t care if you are only 250 gold from getting boots. Buy a tp scroll. Also, ALWAYS CARRY A TP SCROLL AT ALL TIMES IN CASE YOU NEED TO GET SOMEWHERE NOW.

The final most important thing you can learn about laning, is PLEASE FOR THE LOVE OF GOD DO NOT AUTOATTACK THE CREEPS. There is a place where the creeps meet and beat on each other until they die. This is called the creep line. The creeps do a very exact amount of damage. Generally, if two waves of creeps fight endlessly on flat ground, THE CREEP LINE WILL NOT MOVE. If you start auto attacking or nuking the creeps, the creep line will be pushed closer to the enemy’s tower. When they enemy is closer to their tower, they are closer to being safe. It is so much more difficult to gank heroes when you can’t sneak behind them before initiating the gank. For this reason, DON’T AUTOATTACK THE CREEPS. Instead of auto attacking, right click all over the ground, run in circles until you are ready to last hit, spam the S key(stop) to animation cancel your hero(BEFORE he throws his attack). Just don’t auto attack.


Who Goes Where?
Because of the mechanic of experience being generally split between close by heroes, you do not want to put 5 heroes in the same lane. You will all be lv. 1 for a looonnnngg time.

For basic skill level games or non-tryhard games, there will then be 2 heroes top, 1 hero in the middle lane, and 2 heroes in the bottom lane. Occaisionally throw in a jungler as a possibility, then you have 2 solos, 1 jungle, and a dual lane.

In high level skill games or tryhard games, there can also be a 3 hero(trilane), with 2 solo lanes. I would recommend to not attempt a trilane unless you are SURE your heroes are appropriate for a trilane, which is unlikely at low skill levels.


Reasons for Who Goes Where?
You want to solo a hero that gets very powerful with levels who can do so safely, and possibly own the other solo. You can also solo heroes that get very powerful with items and not necessarily levels. Since you are in a lane by yourself, you get all of the experience and gold(that your opponent does NOT deny). Once you get to the 6-9 levels, your mid is usually going to want to gank a top or bottom lane, to establish some LANE CONTROL. Lane Control is either when you KILL THEM or ALMOST KILL THEM. Their team will lose exp and gold, your team will then have an advantage.

Mid is also the easiest lane to defend yourself in. It is short in length between each tower so you will be generally safe by hiding next to your tower. There are also ledges, and you will miss(25%) trying to ranged attack up a hill, so you will have some more survivability as a result.


These are the two reasons to consider when you pick a solo mid.
• Are you a ganking hero that can take advantage of level gaps?

• Is your hero going to greatly benefit from a level advantage AND a farm advantage from sitting in a lane generally undisturbed for 6-12 minutes(we are talking about noobs right?)?

You will learn which heroes are better for the solo mid(usually int caster heroes or semi-carries are the best), but for now respect someone’s wishes when they call a solo mid lane. Later on you can call them a horrible noob for soloing mid as Crystal Maiden, but today is not that day.

The final, most important part of laning is DON’T FEED YOU NOOB. Feeding is the quickest way to tell if someone is bad at dota. This means you will do completely stupid things in lane for the first 5-10 minutes which will get your enemies kills, and if you give your enemies kills and they are good at Dota, they will push that advantage the whole game and THE GAME WILL BE OVER BECAUSE YOU FED THEM.

This is by far THE most discouraging thing about DotA(aside from players who bad mouth or act cocky). I can promise that once you learn the heroes and you get some experience under your belt and actually become good at the game, that you will stop feeding. This is why you need to play AI games for a couple days(week or two really) so that you can understand the basics of how powerful heroes are, and be aware that no hero is overpowered(for 90-95% of all players). They all have strengths and weaknesses that when exploited, give you a favorable outcome.

IN SUMMARY: Get last hits to gain gold, deny creeps to deny your lane enemies their gold, KILL THEM or ALMOST KILL THEM and DON’T FEED YOU NOOB.


Ganking

The ganking phase is ongoing through the course of the whole game. You can do ganks before the first round of creeps spawn, and a successful gank can win the game(during the later stages of the game).

Properly ganking is 50-100% player skill(depending on if allies are involved) and 50-0% teamwork. Communication in Dota is huge, so please learn to do it. If you want to gank a hero, ping on the minimap(Alt+left click on map) and type something. Ex: “Ganking Rhasta in 15 seconds, I stun first”. Typing that into chat window is going to clear up ALL confusion with your gank. Communication mistakes are even made in high level of play, so good communication at low levels is going to give you a huge advantage. ALWAYS give a time estimate if possible, which hero you want to target, and who stuns first. Stacking your stuns makes the difference in whether your gank is successful.

DO NOT blame your teammate for not knowing EXACTLY what you were planning to do at the noob level. They are probably focusing on getting last hits, and making sure no one has to say DON’T FEED YOU NOOB. Blaming other people for failing during bad communication is a very common mistake people make.

STUN STACKING- If you have a 1.5 second stun and your ally has a 1.5 second stun, always start the first stun that is most reliable (single target easy to click on a hero). Wait 1.5 seconds in your head, then land your stun. This results in a whole 3 seconds of stun. If you both stun at the same time, 1.5 seconds of stun is WASTED. Stun Staggering is going to pretty much guarantee that you get a kill early in the game during ganks(if you are animation cancelling and attack moving or orb walking).

The most important advice I can give you about ganking is DON’T GET BALSY. If you start tower diving(going close to a tower to kill a hero when you have zero creeps around) then you had better be able to kill that hero in less than 5 seconds, without dying, or you shouldn’t be there. Any time you get balsy and DIE as a result means you lost some advantage(if any) that you just had. All because you were greedy and balsy. DO NOT GET BALSY.

When you are ganking late in the game, always bring other people with you(ESPECIALLY late game). Ganking solo is a wonderful way to FEED THE ENEMY EXP AND GOLD. Do not gank solo. Just don’t do it. Bring 1 person, bring 2 people, bring your whole team. This all but guarantees a kill or great outcome if you have a gold advantage.

Here is a more detailed video guide to ganking and roaming if you want more information:





Pushing
A push is a very important part of the DotA game. In pub games(public player games) it is almost always very hard to organize your team to do a push or to defend a push. Most people want to go into the jungle and farm neutral creeps the entire game until they have full items. This is not how you play DotA well.

Generally, when your heroes are powerful enough to do so, you want to organize into a 5 man pushing team, and you want to destroy enemy towers. This gives you map control, and this gives your team 1000-1250 gold. If you destroy 3 enemy towers and they have 0 of your towers, your team has a 3000-3750 gold advantage. This is a huge advantage.

If any enemy tries to 5 man push your tower, you probably need to get there and 5 man defend your tower. You will always have an advantage when fighting by a tower(damage, see invis, etc.) so defending a tower is almost always beneficial.

The most important advice I can give you about pushing that doesn’t get too complex is DON’T GET BALSY. You are pushing to destroy towers or Rax(barracks). Once you destroy all the towers in a lane, you can destroy the Rax. When you destroy both sets of rax, both your melee creeps in lane and your ranged creeps in lane get more hp and more damage. This results in the Creep line being constantly pushed against your enemy, which creates pressure on them to defend, which means they spend less time pushing and farming.

Raxing your opponents is the single most important way to put the game in your favor.

When you are raxing a lane, DO NOT GET BALSY. If you chase them to their fountain and kill one more hero, that’s 10-20 seconds you could have been ATTACKING THE RAX. Which could make the difference between your push being successful. DO NOT CHASE HEROES BACK TO THE FOUNTAIN. DESTROY THE RAX.

PLEASE communicate to your allies when you want to start pushing. Often times players naturally group up in a lane and pushing seems to be the obvious thing, but ONLY to the 4 players who are grouped up. Make sure to at least ASK the carry jungling to come meet you guys, don't just assume he's paying attention to your push. Ask him to show up, and he probably will. If you don't say anything, don't get mad afterwards because he wasn't there.

Pushing wins the game. If you mess around with your push or you are off farming when your team pushes, you are potentially throwing the game away. I’ve thrown the game away like this, and I have had teammates throw the game away like this. Don’t throw the game away. It is the worst feeling to lose a game that was a sure win. Other than losing because of feeders or leavers. Stop feeding, you noob.


Hero Types

There are 3 basic types of heroes that you will need to know. I will not get very far into this.


Carry

Almost every team needs a carry. A carry is usually an agility hero who is weak in the early game but becomes VERY strong in the late game with the correct items. Carries are probably 80% dependent on items late game, so you usually end up farming for 20-30 minutes before you start owning. Carries are arguably the most fun to play because you get to see “YOUR NAME” DOUBLE KILL, TRIPLE KILL, RAMPAGE, etc. This does not mean everyone should play them.

When you are playing with noobs, your teamsetups are usually 2-5 carries per team. This is wrong. A normal team only needs 1 carry, SOMETIMES 2.

There is a small branch of carry called the semi-carry. These are heroes that can and do fit other roles like support/gank/teamfight. Generally semi-carries are strong throughout the whole game, though they will never be as strong as a Hard Carry. Hard carries are the strongest carries in the game. Sometimes they cannot be stopped once they get certain item advantages.

ALWAYS WIN THE GAME AS EARLY AS POSSIBLE IF THE ENEMY TEAM HAS MORE CARRIES THAN YOU. DO NOT SCREW AROUND. YOU WILL LOSE THE GAME EVENTUALLY IF YOU LET IT DRAG OUT.


Support

Support heroes are pretty much any hero who has some type of control. Slows, heals, stuns, disables, nukes, etc. Casters make good supports. Stuns are usually valued over almost anything else, but anything else is always valued more than another carry, unless you have no carry.

Supports keep your carries alive in lanes, they give you map control, they give you lane control, they let you KILL THEM early in the game.

Always remember when playing a support, someone NEEDS to buy a courier, and ALWAYS let your carry get the farm in the lane, and last hits on enemy heroes, if you can help it.

The bigger advantage your carry has over the enemy team, the better chance your team is going to win. Kill enemy towers while your carry farms. Let your carry kill a tower while you guard him, harass enemy heroes in lane while your carry gets last hits on creeps. This is how you support a carry.

You play your support to allow your carry to farm their balls off. It is not about getting kills, it’s not about having the best items. It’s about letting your carry do this. His success is a result of YOUR success. Nothing feels better than owning so hard as a support that your carry can farm for the first 25 mins of the game untouched, and then use that farm to finish the game handily.

However, the hardest skill to master as a support hero is knowing how to contribute with very minimal farm WITHOUT FEEDING. For example, if you are in the mid game, and you have little survivability and less farm, is it worth it to run back into the battle with no mana when your team is losing the fight? NO.

Contribute WITHOUT feeding. Those are the best supports.


Gank

Gank heroes are generally heroes with stuns or slows who are very strong throughout the whole game(especially early). Going ganking and taking a few gank heroes is going to prove successful. When ganking, try to nail their carries. If you keep their carries under leveled and without experience while your carry is at a normal level with items, your team is going to win the game.

Ganking heroes sometimes need a little bit of farm before they become ganking machines, so they usually get cs(creep stats, or farm) preference over support or teamfight heroes. Gank heroes should either be ganking, or trying to farm a major item(blink dagger) and then they should start ganking, followed immediately by pushing after successful ganks(5v4 means you are more likely to win a teamfight and destroy towers or raxes).


Teamfight

Teamfight heroes are hardly worth mentioning, but I felt like making it its own section. A few heroes are better known as walking ults, or walking ultimates. Their entire purpose on your team is to land a good ult, because if that is done, you are more or less in an amazing position during a teamfight. Heroes like Tidehunter who have amazing aoe stuns that are mostly guaranteed to stun every person on the field, make a HUGE difference in teamfights.

Some teamfight heroes need that first major item(usually a blink dagger), so they get farm(cs) preference over gankers and supports until they get that item. If an enigma can land a 3 second Black Hole on the entire enemy team and your team is attacking them the entire time, you have a really good chance to win. Let them farm the blink dagger.


Good Team/Lane Setup

This is going to be a very vague noob level Good Lane Setup/Good Team Setup.

The most important advice I can give you that will increase your win/loss ratio, is PLEASE GOD PICK THE HEROES THAT YOUR TEAM NEEDS. If your team already has 2 carries, PLEASE DON'T PICK ANOTHER CARRY, get a support. Every time my allies pick badly I very much facepalm, as a lot of the game is decided by laning.

For solo lanes, try to get a hero that benefits from early level advantage or good farm who can gank well with runes or bottle(Lion, Puck, Tinker, Storm, Akasha, etc.). They are usually going to cover a Gank/Teamfight role, and some carries can solo as well(Morphling, Shadow Fiend, Obsidian Destroyer, etc.). However, the most important role you can follow in noob games, is MAKE SURE YOU HAVE AT LEAST ONE RANGED HERO IN EACH LANE.

Even in noob games, a double melee lane means you fail at DotA. Always pick a ranged hero if your team only picks melee. If you have the right melee heroes and you are fighting noobs you can make it work, but this general rule applies. Your opponents will have many opportunities to harass and ALMOST KILL YOU and you will either spend a lot of time walking back to base, or a lot of time standing away from your creeps because you will be harassed away from the creep line where your gold awaits.

For good team setup, have at LEAST one carry and that you have a good balance of support, gank, and team fight heroes. The easiest way to pick is to GET MORE STUNS.


For more info on Laning, watch this video where I talked about Laning:


Game Mechanics

The second most important aspect of DotA other than learning each hero, is learn what items are best for each hero. Can you see why people who are brand new to DotA completely feed like crazy? They don’t know the many aspects of the game that let you avoid the feeding stage, and smart item choices are an important part of that.

Let’s start with stats.

There are 3 stat types which I’ve already mentioned.

Strength(str)
Agility(agi)
Intelligence(int)
Every single hero gains strength, agility, and intelligence when they level up. Some heroes gain more than others; you can look these numbers up online.

Every stat does something different.

Every point of Strength you gain gives you 19 hp, 0.03 hp/sec regeneration, and if you are a strength hero, you gain +1 damage.

Every point of Agility you gain gives you 1/7(.142) armor(every 7 agi is 1 armor), 1% increased attack speed, and if you are an agility hero, you gain +1 damage.

Every point of Intelligence you gain gives you 13 increased mp, 0.04 mp/sec regeneration, and if you are an intelligence hero, you gain +1 damage.


Damage Types

There are 3 main types of damage to be done in DotA.

There are a few others that impact how some spells interact with heroes under various status effects, and a few that change hp based on a % but for a new player this information is not important, and would just make it more confusing.

You have Physical, Magic, and Pure.

Physical damage. This is what happens when you auto attack heroes. The most simple way to figure out how damage is calculated is to look at it this way. Physical damage does less damage the more armor that a hero or unit has. Just know that armor increases have a direct reduction to damage received. The best rule to look at, is EVERY 1 ARMOR YOU GAIN GIVES YOU 6% MORE HP VERSES PHYSICAL ATTACKS. If you are a 1000 hp hero at full hp and you buy a ring of protection(+2 armor) you now effectively have 1120 hp if the enemy heroes ONLY autoattack you.

Magic Damage. Nearly every single spell casted by a hero that does damage does magic damage. Damage done by magic is calculated by magic resistance. All heroes have base magic resistance of 25%. No creep has magic resistance. If you cast a spell on an enemy hero that does 400 damage and they have 400 hp, your spell will only do 300 damage to that enemy hero. Always be aware of this when calculating how many nukes it takes to kill a hero when you are chasing.

Pure damage. Pure damage is called Pure damage because it is not reduced by anything. It is not reduced by armor, it is not reduced by Magic. Very few heroes have pure damage, but be aware that it DOES A LOT OF DAMAGE, ESPECIALLY TO LOW HP, HIGH ARMOR HEROES.


Important Numbers That Noobs Don’t Know


So lets say a strength hero gets a Reaver(+25 Strength). He gains 475 hp, and gets +25 damage, and .75 hp/sec regen.


Compare this to an agility hero who gets an Eaglesong(+25 agility). He gains 3.57 armor, +25 damage, and +25% attack speed. Have you guessed yet that the hardest carries are agility heroes? Every point of agility they get increases their damage AND their attack speed. Someone with high damage AND high attack speed does a lot more damage per second(dps).


Ring of Basilius gives wayyy more mp regen than any % based mana regen item, early game. It only costs a sobi mask(325 gold, +50% mana regen) and a ring of protection(175 gold, +2 armor) together(no recipe) it makes a Ring of Basilius( 500 gold, +1 armor, +2 armor aura for you and all your allies, +0.65 mana regen/sec to you and your allies).

A % mana regen based item gives you mana regen based on your int, that 0.04 mp/sec for each point of Int. This number is quite low. Int heroes have tops 25-30 int at lv. 1, which correlates to about 1 mp/sec at lv. 1. Str and Agi heroes have about 15-18 int at lv. 1, which means they only get about .6 mp/sec at lv. 1.

If you get a Ring of Basilius, however, your mp/sec on a low int hero DOUBLES with a 500 gold item( for reference, void stone, which gives 100% mana regen, costs 875), AND that regen gets applied to your ally in lane, not to mention the 3 armor(2 to ally) and the 6 damage bonus! Just remember to click on the item in your inventory so that the aura ONLY applies to heroes. If your creeps have a 2 armor aura, that means they have more hp and that creep line is going to PUSH against your enemy’s towers. Do not do that unless you are trying to destroy the tower, turn the ring off when you aren’t pushing.

> At low levels!


DISGUSTINGLY COMMON NOOB ITEM MISTAKES


Rushing Vladmir's Offering

Vladmir’s Offering(2050 gold, 16% lifesteal aura(melee only), 15% damage aura, 5 armor aura, .80 mp/sec aura, 2 regen/sec)

Vlads is created from a basilius ring(and two other items + recipe) which is a weaker version of a Vlads.

I will tell you now, NOOBS LOVE RUSHING VLADS. This is a major problem, because other than the 5 armor aura(3 of which is already gotten from the basilius ring) and the .80 mp/sec aura(.65 of which is already gotten from the basilius ring), and 2 hp/sec regen, vlads is based on percentages of total damage. Who has low damage early game? Yes, that’s right. ALL HEROES.

All a Vlads rush does is spend 1500 gold for very little benefit on a hero(usually a melee carry) that needs farm to perform well.

DO NOT RUSH VLADS.

If you want to get a vlads, ONLY get it as a 2nd-4th item, then and only then. AT LEAST upgrade your boots first. Vlads is very seriously situational almost every game.

Also, PLEASE GOD DO NOT MAKE A VLADS IF SOME NOOB ON YOUR TEAM ALREADY MADE ONE. Vlads is an aura item, which means IT DOES NOT STACK. Two people with a vlads and fighting in the same battle have seriously wasted 2050 gold between them.


Really Common Illusion Hero Mistakes

There are illusion heroes all over the place. Most of the illusion heroes are carries, and as I already covered, most noobs rush vlads. Illusions are very misunderstood by lots of players who play DotA(even good ones!). The most important part, is that +DAMAGE ITEMS DO NOT INCREASE THE DAMAGE OF YOUR ILLUSIONS. This means Battlefury does NOTHING for your illusions, Divine Rapier does NOTHING for your illusions, and those Phase boots do NOTHING for your illusions apart from the base movement speed.



There are ways around this. You can get a crit item(that does increase damage of illusions WHEN you crit), you can get a radiance(every illusion of the carrier has the 50 dps affect), but most importantly, you need to get stats. Stats directly increase the damage of your illusions. Ever wonder why Manta Style is +26 agility, +10 Strength and +10 Intelligence? That’s because if it was +40 damage, the illusion that it splits off would do NO bonus damage based on the Manta Style. For this reason, PLEASE GET STAT ITEMS ON ILLUSION HEROES.

If you want a really easy build for illusion heroes like Phantom Lancer or Naga Siren, aim for treads(agility if you have adequate hp), get a few wraith bands, and then work towards a diffusal. The strength and the intelligence will benefit your hero, and it’s a very simple build to use.


How to Best Reduce Damage Done to your Hero

If you are trying to reduce the damage done to your hero, first figure out what kind of damage is destroying you. Making in game decisions like this affects your item builds, and whether you will be prepared for team fights mid game. Look at the heroes you are fighting. Plan accordingly. This is how you play DotA.

From there, calculate what item is going to enhance your survivability the most.

If you have a hero with a low strength gain(low hp hero), perhaps you should buy some strength items before you buy that armor.

For example, if your hero has 900 hp, and you buy a hood which increases magic resistance by 30%, then a normal 300 damage nuke instead deals 210, then it takes 4.28 nukes to kill, instead of 3. This is a 42.6% increase in survivability if the enemy ONLY uses magic attacks. Although, it might be a better decision to buy an item that increases your hp by 300 that costs the same. You’ll have less hp in the end(1200), and it also keeps you alive from physical attacks as well as magic ones.

Another example! If it is late game and you have 2000 hp. Is it worth it to spend 2000 gold on the item that gives you 300 hp, or is it worth it to spend 2000 gold on the item that gives you 30% resistance to magic? When you have more hp, the 30% resistance item produces 857 hp(!).

The concept is this, early to mid game you need to buy hp items(or very cheap armor items), and late game you want to buy magic resistance, and big armor items if you are interested in survivability.

I’ve already explained that carries are powerful late game and weak early game. Part of this is because their skills are based around dps(damage per second) like auto attacking. Auto attacking is greatly supported by expensive damage items.

Being able to make logical decisions about math are VERY important in DotA. Knowing which item gives you more payoff for less gold is the entire focus on what item builds are better in top-tier play. For noobs though, this is a generally moot point because feeding or lack of skill make the most impact on the game. BUT HEY KEEP READING!


WHAT TO BUY?????

More Bang for your Buck
Early game starting items are the quickest way to tell if a player is bad at dota or bad at math(not necessarily both).

When you start a game where you pick your hero, you start with 603 gold. When you start a game where you random your hero, you start with 853 gold.


DO BUY:
• Ironwood Branches(50 gold, +1 str, +1 agi, +1 int)


• Gauntlets of Strength(150 gold, +3 str)


• Slippers of Agility(150 gold, +3 agi)


• Mantles of Intelligence(150 gold, +3 int)


• Ancient Tango of Essifation(125 gold, 4 per stack, Eat a tree to restore 115 hp over 16 seconds(7.18 hp/sec regen)


• Healing Salve(115 gold, heals 400 hp over 10 seconds, if you receive damage it is interrupted)


• Lesser Clarity Potion(50 gold, regens 100 mana over 30 seconds, if you receive damage it is interrupted)


• Ring of Protection(175 gold, +2 armor, upgrades to either Tranquil Boots or Ring of Basilius at side lane!)


• Magic Stick(200 gold, If enemy casts a spell by you, +1 charge. Click to release charges, heal 15 hp/15 mp per charge stored. Stores up to 10 charges).


• Animal Courier(150 gold. Drop to have movable unit that can carry items from base to your team. EVERY TEAM SHOULD HAVE A COURIER AT GAME START)


• Observer Wards(150 gold. Gives vision where placed for 6 minutes. Buy if you want to try hard in a noob game, which you do if your team can execute teamwork well! I will not talk about wards later, but there are lots of good guides)



GENERALLY DO NOT BUY:
• Boots(450 gold, +50 movement speed)


• Bottle(650 gold, 3 charges of 135 hp/70 mp regen, bottle fills at base can store rune and refill with rune pickup)


• ENTIRE Wraith Band(485 gold, +6 agi, +3 str, +3 int, +3 damage)


• ENTIRE Null Talisman(470 gold, +6 int, +3 str, +3 agi, +3 damage)


• ENTIRE Bracer(525 gold, +6 str, +3 agi, +3 int, +3 damage)


• NOTHING, SAVING FOR RING OF HEALTH LOL(875 gold, +5 hp/sec regen)


• Magic Stick(200 gold, If enemy casts a spell by you, +1 charge. Click to release charges, heal 15 hp/15 mp per charge stored. Stores up to 10 charges).


As you can see, it is recommended that you purchase cheap items that give you stats, and cheap items which give you regen.

Stats give you last hitting potential(you can last hit creeps BEFORE your enemies can because you do more damage, stats give you more hp to save your life when running away, and stats give you more mp to cast spells to save lives or take lives; KILL THEM)

You may be confused why I wrote no Bracer/Null Talisman/Wraith Band. The only reason to make those items is to free up space. In DotA you can only carry 6 items. Early game, you have 6 slots, and no good items. Therefore, why would you purchase a Wraith Band(1 slot, 485 gold, +6 agi, +3 str, +3 int, +3 damage) when you could buy 3 Ironwood Branches, 1 Slipper of Agility(4 slots, 309 gold, +6 agi, +3 str, +3 int)? Later you can make those branches into a wand(GREAAAATTT item for most heroes), or sell the branches back for half of the gold(26 woot woot!). That 176 gold difference between a wraith band and the brach/slipper combo gives you extra money to buy regen. That regen is used when you are ALMOST KILLED and lets you stay in lane longer for more exp.

The easiest way to destroy noobs in lane is harassing them out of lane. Often noobs only purchase 1 set of Tangos because they spent all their money on a “big” item like Boots, Bottle, or a Wraith Band. When you see this, HARASS THEM OUT OF THE LANE. They will have to leave because YOU came to lane with 2 times as much regen. Congratulations, you now have lane control because they left to heal, and you get a level advantage.

So remember, buy stats and regen in lane. Those keep you in the lane to farm, gain exp, and put you into a favorable position later in the game. DO NOT BUY BOOTS FIRST.

Item Priority immediately AFTER your starting item builds is one of these items:

• Boots(450 gold, +50 movement speed)


• Bottle(650 gold, 3 charges of 135 hp/70 mp regen, bottle fills at base can store rune and refill with rune pickup)


• Ring of Health(875 gold, +5 hp/sec regen)


• Magic Wand(200 gold, +3 stats If enemy casts a spell by you, +1 charge. Click to release charges, heal 15 hp/15 mp per charge stored. Stores up to 15 charges).


• Flying Courier(220 gold. Upgrades Courier to 150 hp with speed burst and flying. A support should upgrade the courier).


You might be confused because a lot of these are the same as what I just told you NOT to get with your starting gold. It's common for new players to assume the "final destination" is worth rushing for, but it you pick up smart starting items and then transition into your early core items such as bottle/boots, you will have a smoother ride, on average.


If you want a recap or a summary of starting item builds, watch this video:


How to Plan Out Your Item Builds

One of the greatest ways for a noob to lose an advantage in DotA is to not make good item decisions. If you are sitting on a wad of cash early, SPEND YOUR MONEY. This is more commonly the case with brand new DotA players. You would figure this out in about 10-30 games, but I'll save you a little pain by telling you to SPEND YOUR MONEY. The items can save you from dying OR get you a kill.

You should iron out a very vauge item build for your hero as you buy your starting items. For most heroes, the starting items are fairly standard. To make proper starting item decisions, you have to look at a few things.
Am I a support hero/should I buy a courier/did anyone buy a courier?
Am I an int caster who would benefit from extra nuking power gained by clarity potions?
Does my hero have any weaknesses that need to be filled like low hp or no armor?
Am I a melee farmer who would benefit greatly from a quelling blade?
Am I going to want to make a ring of basilius in lane later?

These are the questions that should be answered JUST when purchasing your first items.

Later in the early game, you should be considering broad item ideas:
Who is making a Mekanism?
Will I be/should I be buying wards right now?
Are there any invis heroes that would get shut down if I buy a dust?
What items am I building towards? Can I buy any parts yet?

More specifically to your hero, be mindful to some basic hero ideas:
What upgraded boots will I want?
Am I a carry who would benefit from stats and attack speed?
Would I benefit from phase boots?
Am I a support hero, and would my whole team and I greatly benefit from arcane boots, or am I too behind and in need of hp instead?
Does your hero have a lot of spells to cast? If so, make sure you have mana regen.
Are you a strength hero who is not 100% reliant on spells, but is way more powerful with mana? Get a wand/magic stick or a basilius or urn.
Are you a carry or strength hero who has no need for supplementary mana if you are at full during a teamfight? Just buy a magic stick, or don't waste money on mana regen.

These are all important questions to ask yourself.

A Short Piece of Sincerity, then BACK TO YOU SUCKING.

More than almost all of my tips, this is going to improve your game over the long run and let you play every hero(item wise) with a moderate amount of practice, and some knowledge of DotA math.

Think for yourself on item builds, and question every build(mentally) that you ever see or think of.

If you didn't know yet, almost every person who plays DotA at any level in the skill curve, thinks that they know best. The funny part is that 95% of dota players base all of their item decisions on other players who do it first, and are often very quick to reject new builds.

The best way to get good at DotA is to have good gameplay, but the second best is to have extremely good efficiency in your item builds.

If you learn how to use YOUR brain to make YOUR OWN decisions about items, and you are actually making good item decisions, you are already going to have a huge advantage over your enemies.

Once you are able to think for yourself instead of copying pubs or pros, you can rely on yourself for item builds and play any hero you desire with little or no practice.

Nanomashoes
Aug 18, 2012

WHERE THE HELL DO I FIND THIS STUPID ITEM

One unfortunate consequence of playing DotA is that you have to learn where items are (something happily rectified in Dota 2). Giant improvements have been made in organization of items into similarly grouped areas, as well as item construction. This mostly revolves around the SEARCH BAR! If you can't find something, use the search bar.

In WC3 DotA (1), every shop would be organized by category such as damage items, defensive items, or support items. In Dota 2, each shop is on a different tab. My first recommendation is to change the shop to the grid view instead of the line view. In the upper right corner of the shop(click on the shop button to open the shop) you can switch between each view. This will help you see all of the items at the same time.

In Dota, there are basic components, and there are completed items, which are under the 'Upgrades' tab.

Basic Shop

The Basics tab has 4 columns.
1 is consumable items such as regen, tp scrolls, couriers, and wards.
2 is all of the basic and medium level stat items. That includes all of the +3 stat, +6 stat, +10 stat, and of course +1 to all ironwood branch, +2 to all circlet, and +10 to all Ultimate orb.
3 is the armor and damage items.
4 is the leftover items that don't fit anywhere else, such as regen items, boots, and blink dagger.

Keep in mind that not all items can be purchased in the base as we just saw. The Secret Shop exists on 2 places on the map.

Secret Shop Locations

At the Secret Shop you can buy more powerful basic items, such as +25 to a stat.

Secret Shop Items

Other than the Secret Shop, we also have the Side Shop. The Side shop sells a couple things that the main shop does, as well as a few things the Secret Shop does. The idea is to allow for players in lane to not have to run far to purchase items, and a lot of the things you can get at the side shop allow you to finish some of your early and important items, such as power treads, arcane boots, or picking up a ring of health.

Here is the location of the Side Shop on the map.
Side Shop Location

Here are the items at the Side Shop. Try to buy them here if you have space early game rather than using the courier!
Side Shop Items

Now that you've seen every basic component in the game, we can take a look at all of the upgrades and major items possible.

The Upgrades tab shows you what kinds of complicated things you can build into using a combination of the Basics, and items from the Secret Shop.

Upgraded items are created by having the correct combination of previous items in your inventory, courier, or stash at the same time. If I can make a Helm of the Domninator with a Morbid Mask and a Helm of Iron Will, then I just have to have both in my inventory, and bam, they combine for a new item in your inventory.

We only have 1 new thing joining us, and that is the Recipe. It's just a placeholder item that costs money and is sometimes a part of building an item. For example, to build a manta style, we need a Yasha, Ultimate Orb, and a 900 Gold Manta Style Recipe.

Manta Style

However, not all items use recipes. In this image I clicked on Power Treads. The game has shown me that to make Power Treads I need 3 items. Boots of Speed, a Belt of Giant Strength(or Band of Elvenskin or Robi of the Magi) and a Gloves of Haste. You can either buy these 3 components separately with a right click, or right click on the treads to complete it.

Power Treads

Now that you know how to make Upgraded items, click over to the Upgrade tab and we can see the categories.

Upgraded Items

1 is all of the boot upgrades, basic stat upgrades, and a few items that don't fit other places.
2 is all of the support themed items. This means items that apply auras, heal or buff allies, and are usually gotten by support heroes.
3 is almost entirely offensive Int based items. They all have very different used by a multitude of heroes.
4 is filled with major damage items. These items are largely used to increase your killing potential, though some have utility with their damage.
5 is defensive or tank items that will help you survive.
6 is Generally damage items that also have an orb or buff placer effect. It is complicated, but generally keep in mind that you can only pick ONE of these items per game, and some heroes can't use any(such as ursa or anti mage) because their abilities already have orbs.

If you feel extremely overwhelmed by all of the items in this game, I recommend watching this video I made where I go over all of the items at a high rate of speed and talk about when they're useful. There may be a few items missing, and patches since I made it.


OH GOD, THEY ARE TRYING TO GANK ME

In times like these, your survival largely comes down to the skill of your opponent in trying to gank you, how fast you notice, whether they stack their stuns, and that you don’t panic.

If you see some heroes rush out of the fog of war at you, you need to immediately stun or slow if you have an ability, and then you need to GTFO(get the #$%^ out). Run immediately to your tower, run behind your tower, run into the trees next to your tower. Do not stop to cast ANYTHING that is not going to slow them down. Just run. Don’t stop. If they decide to tower dive you with no creeps around, you MIGHT be able to make something happen like get a kill, but your main priority is to GTFO.

There are ways to lower the chance of you having to GTFO, and it is called calling mia(missing in action).

When the game starts and there are 2 heroes in the lane against you, it is your responsibility to let the team know when they aren’t there. They could be afk sitting at a tower, they could be running back to the base after you ALMOST KILL THEM, they could be WATCHING AND WAITING TO MURDER YOUR ALLIES IN A GANK.

If the enemy hero in your lane noticeably leaves or is missing, type “HERO mia bot”.

If an ally types “Puck mia mid” you need to immediately assess where you are on the map, and decide if it would be really easy to get ganked in that very moment or in the very short future. If you take no assessment when your ally informs you, you will be in a disadvantageous position if you are getting ganked.

Ways to tell if you need to GTFO if your team calls MIA
• If the creep line is more towards your enemy’s tower than your tower
• If there is an entrance to the jungle which you have no vision to, right behind where you are standing.

If you need to GTFO, go stand by your tower. This is called tower hugging. If the enemy calls you a sissy for tower hugging, tell them they are really bad, because they are simply trying to get you away from your tower so that puck can roll out and KILL YOU. Wait till the creep wave pushes back towards your tower(it is okay if you miss a little experience and cs). At the very least, stand just outside of exp range(about ¾ of a screen length) behind some trees so they don’t know that you are there.

Juking is an important skill to learn in the game, but it basically involves running through trees when someone is chasing you, and dodging them well enough to get home. I’m not going to explain this to you. Just watch any DotA montage ever and THERE WILL BE JUKING.



LAST HIT THIS GUIDE!

This is pretty much the most you can learn about DotA without watching any videos of other people playing... so go watch the videos of me or pros playing! YouTube - PurgeGamers or by playing yourself.

The last and best piece of advice I can give you is the reminder that DotA has a huge skill curve. I have been playing for about 3+ years. I have played THOUSANDS of games of dota. Every month that goes by, I think about how good I thought I was at dota a month or two ago, and it amazes me how much I’ve learned since then. Even players with good k/d(kills per death) need to realize that there is room for improvement on their game.

Jerks in pubs will tell you how pro they are and that their builds are the best. They are probably wrong, but THERE IS NO CONVINCING COCKY PEOPLE THEY ARE BAD. DO NOT ARGUE. Just know that with hard work and critical analysis of your mistakes you will someday pass their skill level. The greatest strength of ANY DotA player is knowing that there are always things to work on with your game play.

No one wants to play with cocky jerks unless they are also cocky jerks, so don’t condone the behavior if you encounter it.

Thanks for reading, and I hope that my guide makes the entry of new gamers interested in the very competitive game of Dota 2 less painful, more enjoyable, and filled with less frustration.

If you guys have specific questions, please send me a tweet @PurgeGamers, and I'll be happy to try to answer your question in less than 140 characters!

Wangsbig
May 27, 2007

please send me a tweet @PurgeGamers

Mr.Unique-Name
Jul 5, 2002

the most important thing for winning dota games is constantly complaining how your team needs wards and a courier but you should never ever buy either of those things yourself

Wangsbig
May 27, 2007

Is there a bunch of words on Dota meta I can put on my E-reader? Something like that 400 page DF manual?

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Silver Alicorn
Mar 30, 2008

𝓪 𝓻𝓮𝓭 𝓹𝓪𝓷𝓭𝓪 𝓲𝓼 𝓪 𝓬𝓾𝓻𝓲𝓸𝓾𝓼 𝓼𝓸𝓻𝓽 𝓸𝓯 𝓬𝓻𝓮𝓪𝓽𝓾𝓻𝓮
somehow, this thread has gotten worse than the one in the actual games forum

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