Dota 2 - Valve
- Reduced delay between events and when Net Worth and XP graphs update
- Fixed various matchmaking exploits
- Fixed Spiked Carapace interaction with Spell Immunity
- Fixed Searing Arrows now proccing Damage Block on its own (instead of just with the attack one time)
- Fixed Rage having an inconsistent behavior compared to BKB when affected by Heaven's Halberd, Curse of the Silent and Pounce
- Fixed Repel having an inconsistent behavior compared to BKB when affected by Curse of the Silent, Pounce, Haste and Double Damage
- Increased the vision on Chronosphere slightly to fit the affected area better
- Fixed trees not being destroyed properly properly when the phased movement is dispelled after damage
Dota 2

Three Lane Highway is Chris' weekly column about Dota 2.

The first step in getting better is knowing that you have a problem. I've never played a game as much as I've played Dota 2. In the space of a little over two years it's overtaken every MMO I've ever loved, every other competitive game—hell, every other hobby I've ever had. I'm writing this wearing a Dota 2 hoody and drinking from the flask they gave out at The International 2013. Dota 2 has become an intractable part of the fabric of my life as a twenty-something. I couldn't stop playing it without compromising dozens of friendships, opportunities, and so on.

But that's not my problem. My problem is that I am bad at it.

And so are my friends. So are the people we play against. So are the people they play against after they're done playing against us. Dota 2 is complex enough that everybody is bad at it, in one way or another. Throughout the year we hold all of these exciting competitions to determine who sucks the least out of a player-base of millions of people who suck. It's an unsolved problem that only the most talented come anywhere close to finding a solution for, and then only briefly.

In every cold objective sense, you and I and everybody we know are bad at Dota 2. It's what you do with that knowledge that matters; how you act in the face of the enormous task set out in front of you.

If you responded to the paragraph above by thinking "not me, I'm great" (or skipping to the comments to write something along those lines) then you are making the mountain harder to climb for yourself, and likely also for the people you play with. This is why Purge's guide is called what it is. It's why pro players rarely take pubs seriously. The game is seriously hard, and millions of people will expend thousands of hours on it and never reach the point where they could be called good. That truth can be tough to deal with. It's Dota 2's game over screen for some.

One argument goes that if you seriously considered just how far away you were from being 'good' you'd quit and never come back. You'd realise the futility of the endeavour and pack it in. That the Dota addictions of huge numbers of players depend on the illusion of competence provided by a matchmaking system that will sometimes put you in a position to go fifteen kills up against people who seem to know what they're doing.

Sometimes. Seem to. The truth is that you are only ever relatively good or relatively bad, on an upswing or a downswing, and that outside of that bubble you'll always be below where you need to be. When the bubble bursts, the argument goes, the magic of the game bursts with it.

I don't think that's the way your time with Dota 2 has to end. In fact, I've come to suspect that it is because I suck that I've invested so much time in the game. Unique among almost any other game I've ever played—although admittedly I never really clicked with a competitive game before this one—Dota 2 offers things to improve about myself in perpetuity. Unlike an MMO where many of those things are numbers attached to my character, here they are nebulous, personal, far-reaching. The sensation is of tuning an engine that is always getting faster but is never exactly fast, of turning a corner and realising that the road just keeps going on, further and further and further away to the horizon. Broadly speaking you can either be repelled by infinity or attracted to it: I strongly endorse the latter. It's how most good things start.

Blitz puts it like this: "there's two kinds of people in this Dota. There really is. There's the ones that know they suck and want to improve, and the ones that can't accept that they suck and think they are being limited by others around them."

Dota 2 is effective at eating your time because you are always getting better even if you never get good. That's an important distinction, and well worth internalising. Obsessing about whether or not you're 'good' leads to blaming your teammates when things go wrong; to misjudging the things you need to learn; to letting the Dunning-Kruger effect freefarm away in your subconscious. Focusing on the process of your own improvement rather than the end result allows you to focus on what's most important, and most enjoyable, about play. It starts by admitting that you're bad - and ends, hopefully, with you becoming a little bit less bad, step by step, forever.

You're less likely to be a dick, too. Everybody wins.

To read more Three Lane Highway, click here. Today's column was inspired by a conversation with Blitz, whose latest blog about Team Zephyr is well worth reading.

Dota 2 - Valve
- Fixed Terrorblade and Techies Arcana particles not showing in portrait
- Fixed the AoE Gold/XP being calculated before the direct Gold/XP were given out
- Fixed Networth values only being updated once every 0.1 seconds instead of instantly whenever you get gold (affects scenarios where multiple heroes die in quick succession)
- Fixed various incorrect tooltips with Spell Immunity Piercing labeling
- Fixed Searing Arrows, Unstable Concoction and Echo Stomp interaction with Spell Immunity
- Fixed Morphling's Replicate not dying when he dies
- Fixed some ARDM bugs
Dota 2 - contact@rockpapershotgun.com (Philippa Warr)

My two loves: Dota 2 and gifs are coming together for this here Dote Night so buckle in and prepare for LOOPING IMAGES. Here are 16 situations you’ll only get if you play Dota… (I can only apologise)

… [visit site to read more]

Dota 2 - contact@rockpapershotgun.com (Philippa Warr)

My two loves: Dota 2 and gifs are coming together for this here Dote Night so buckle in and prepare for LOOPING IMAGES. Here are 16 situations you’ll only get if you play Dota… (I can only apologise)

… [visit site to read more]

Dota 2

Attention New York area-dweller and/or person capable of teleportation: we re giving away two tickets to the ESL One New York next weekend, October 9-10. If you like Dota 2 and you ll be in the area to attend, we d love for you to win these.

The big prize is two premium tickets, valued at $270 each. Enter here. Eight teams will be competing for a more than $113,000 prize pool over two days in Madison Square Garden. We'll select winners early next week. We've also got a secondary prize of 10 ESL One New York t-shirts (shown below), so even if you won't be in town to watch some Dota, there's a secondary item to win.

Dota 2 - Valve
* Added the previous Gold Earned metric as an alternative graph on the Net Worth panel
* Fixed some issues with Boulder Smash cast behavior
* Fixed a Roshan exploit
* Fixed some Linux and Mac crashes
Sep 28, 2014
Dota 2 - Valve
* Reworked how the AoE bonus Gold calculation is done slightly: NWDifference variable is now (EnemyTeamNW/AlliedTeamNW) - 1 [Min 0, Max 1]
* Rescaled the AoE Gold constant multipliers (in part to account for the formula tweak) from 0.26/0.22/0.18/0.14/0.1 to 0.06/0.06/0.05/0.04/0.03
* Reduced AoE XP bonus factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.3/0.3/0.2/0.15/0.12


6.82b Full details (from initial 6.82 to 6.82b)
===========================
* Kill Streak Bounty from 100->800 to 60->480 (6.81: 125->1000)
* Adjusted bonus area of effect Gold and XP

6.82 Gold Formula
-----------------------
VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW - AlliedTeamNW ) / ( EnemyTeamNW + AlliedTeamNW ) [Min 0]
NWFactor = NWDifference * VictimNW

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15


6.82b Gold Formula
-------------------------
VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW / AlliedTeamNW ) - 1 [Min 0, Max 1]
NWFactor = NWDifference * VictimNW

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.06
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.06
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.05
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.04
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.03



6.82 XP Factors:
--------------------
1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15


6.82b XP Factors:
----------------------
1 Hero: XP = 20 * VictimLevel + XPFactor * 0.3
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.3
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.2
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.15
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.12
Dota 2 - Valve
* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
Dota 2 - Valve
* Slightly reduced AoE Gold bonus Net Worth Factor for 1 hero kills from 0.5 to 0.38
* Fight Recap is now available to Commentators
* Fixed a bug with reconnecting during Ranked All Pick
* Fixed Techies Scepter not having the proper cast range
* Fixed Rubick not being able to steal Hand of God when he has Holy Persuasion
* Fixed Undying Aura slow not updating in the UI properly
* Fixed various bot related bugs
...