Turbo mode was one of the headline announcements when Dota 2's Dueling Fates update hit. It's a version of the main 5v5 mode where everyone picks the hero they feel like playing (no bans or particular pick order or anything) but it's a lot shorter. It's also the best thing Valve have added to the game in years.
I think Turbo mode got a bit lost in the excitement about two new heroes—one new character is such a rare occurrence in Dota so two is like early Christmas. Plus the patch notes themselves were more than 11,000 words long, each sentence detailing a new change. With the sheer volume and complexity of stuff to parse—nap time for neutral monsters, free mangoes for particular heroes—I feel like Turbo mode ended up not exactly overlooked but, as one of the changes which was actually easy to understand, you could give it a nod and move on.
The way it achieves brevity is as follows: each hero earns gold and experience faster so they can buy items faster and level up faster; defensive towers are weaker so it's not as hard to knock them down; respawn times are reduced meaning you spend less time definitely not grumpily tabbing out while dead; and you can buy anything from anywhere instead of summoning a long-suffering donkey or dithering in a side shop.
All of this leads to a quicker, lower-stakes style of match which is more forgiving to newcomers and rusty returnees alike. I think it might actually end up being my main mode in the same way that ARAM (all random, all mid) is in League of Legends.
Pretty much everything about the game is set up to lower toxicity.
I think the best thing here is that pretty much everything about the game is set up to lower toxicity. The matches are shorter so if you botch things up the experience will be over soon. I usually take forever to try out a new champion or step outside my comfort zone because the idea of potentially wasting an hour is a significant obstacle. It also carries the threat of other people being furious about you wasting their time.
Defensive tower changes also mean that you don't get stuck trying to end a game. The respawn timer tweaks mean there's less downtime and thus fewer opportunities to get bored, or to be significantly absent from fights in a way that your team can feel let down by a careless death.
That doesn't mean stakes have vanished entirely. In one match I played, an Anti-Mage who had been doing sterling work needed to leave. Three of the remaining four of us were pretty chill about it and one person was hell-bent on reporting them for the abandon. I mean, I get that it's frustrating to have wasted time and we probably lost the game based on that sudden absence. But it was nice that most people on the team were typing variants of "it's fine—it's only Turbo mode" into chat instead of having a big old barney.
Dota 2 has had various forms of practice mode for a while. There's a sort of singleplayer tutorial thing where a parrot teaches a dwarf with a gun some basic principles; there are a bunch of custom game modes which let you get practice last-hitting creeps and things like that; there's a third-party thing which lets you practice the typed combos which produce the ten Invoker spells; there's a demo hero mode which lets you set your hero level, toggle invulnerability, experiment with builds and so on in an isolated mid lane scenario. None of those feel sufficiently like a real game to help ease you into playing "real" Dota matches.
Turbo mode tends to head to clown town after about 10 minutes —for me it's the point at which I've earned more gold than I would ever normally do, bought all my support items and am eyeing up a casual Mjollnir—but before it does you still get a bit of the laning experience. You still do some warding or some ambushing. You still need to figure out pathways around the jungle, or guard against being jumped by a suddenly invisible enemy team. You still need to actually get to grips with your character's abilities. It's just that you're a kazillion times less likely to get abuse for not knowing that stuff perfectly.
With destination clown town in mind it's not really a place where you'll learn late game strategies or how to break into a foe's base (although a couple of the changes in 7.07 might help with the latter anyway). But it's far more of a helpful playground for a Dota experience than the previous options, and far more likely to be populated given it's an official game mode rather than something hidden within custom games.
I stopped playing Dota 2 a fair while ago because I'd ossified into a specific type of support role and the game didn't really support breaking out of that in a fun way. Since 7.07 I've actually been playing and—perhaps more surprising given previous attempts to return—genuinely having fun.
Dota 2 gets a major patch about once a year, and it s always A Big Deal. Old strategies have to be thrown out of the window as the metagame and individual players adjust to the changes, and the 7.07 Duelling Fates update is an even bigger shakeup than usual.
The update adds two new heroes, five new items and overhauls the talent tree system that Valve introduced last year. Many abilities have been tweaked too, and multiple changes to how XP is gained from lane creeps has altered the flow of every game. As we haven t had a new character since Monkey King last December, those two new heroes will be the most exciting addition for most people so I ll dive into them first.
Months of Dota 2 fans going stir crazy for a new patch finally came to an end this week. The game's newest major patch, which comes around this time every year, is finally here to shake up Dota 2 with new items, new ability changes, and even two new heroes in the form of Dark Willow and Pangolier.
As with any big Dota patch, the Dueling Fates update will alter or break most of the winning strategies that have defined the game's current meta. We likely won't won't understand just how vital these changes are for weeks to come—especially regarding the two new heroes. The overriding motivations of the patch, however, seem clear: to make Dota more inviting to new players and to encourage more action at every stage of the game.
The first pillar of the patch is obvious. "Turbo Mode" is a new game-type that increases XP and gold gains, while letting players buy items anywhere on the map. Valve's self-professed goal with the mode is to cut match times (and the accompanying emotional investment) for new players. That seems obvious, but it's just the flashiest accessibility change among many in Dueling Fates.
Jungling has been severely nerfed with the removal of Iron Talon.
Character guides are also easier to access in-game, I noticed some new menu tooltips after starting my first game on the patch, and a rotating selection of 10 daily heroes receive bonus items just for being selected. Together these seem like a solid second step for theoretical new Dota 2 players who've cut their teeth on Turbo Mode.
For old and new players alike, Dueling Fates also generally encourages more fighting. That's been a common thread among previous patches and it makes sense. Player-to-player combat is where Dota's mechanical interactions are at their most dynamic—their most exciting to watch and perform. You rarely see Lifestealer, a character that can climb into and explode out of allies, hop inside map-wide sprinter Spirit Breaker just to harvest gold from NPC creeps, after all.
There should be a lot more opportunities for skirmishes now. Jungling has been severely nerfed with the removal of Iron Talon—one of the most essential tools for killing hearty jungle creeps. Meanwhile, lane creeps actually provide more XP and gold than before. So there's greater incentive for opposing players to dance around each other in-lane, harvesting creep waves and haranguing each other out of position.
Bounty runes (which periodically provide free gold and XP) have also shifted to more contestable locations. That means junglers can no longer offhandedly snag the golden shards between creep culls. It also likely means we'll see more fights around the runes, as players try to steal them.
While it's common for Valve to make map changes and add items, Dueling Fates is ostensibly the first patch to remove equipment entirely. The loss of Iron Talon seems like a clear message from Valve that they want players out of the jungles and closer to where things get ugly.
Speaking of items, this update includes a few new ones, too. One of the most interesting of which is Meteor Hammer. The blue basher summons great big fireballs after a three-second cast time. That's not very interesting on its own, but the kicker is that it damages buildings—making it the first item with a spell that can. Heroes like Pugna, Techies, and Jakiro have always been able to siege buildings indirectly that way, but an item is much more versatile in that anyone can carry it.
Meteor Hammer is also just the tip of a very siege-centric iceberg. Bases no longer sport shrines, for instance, meaning defending players can't periodically heal while defending their own high ground. Extra hard-hitting siege creeps now spawn 10 minutes earlier than before—not to mention they can be made invulnerable, thanks to map-wide defensive glyphs now affecting creeps as well as buildings. And tier four towers, which defend the all-important ancients in Defense of the Ancients, no longer regenerate health.
Straightforward fighting is the order of the day yet again.
That's all a shame if you happen to be losing, but whichever team has the momentum is now more likely to keep it. It was tremendously easy to win fights for most of a one-hour match in the previous meta, only to collide into protracted battles outside the opposing team's doorstep. Even if you didn't lose, it usually meant a long, dull game of chicken where neither team wanted to make the first move. So straightforward fighting is the order of the day yet again.
To help you with that, every single hero has different match-permanent talent options, plus total ability reworks for six existing characters. Talents already drastically altered Dota 2 when they were first introduced in 2016's The New Journey update. Now the developers are fine-tuning them further in ways that totally overhaul certain heroes' roles. The longtime spellcaster Bane, for example, seems like he might find new life as a physical damage character thanks to a talent that lets him drain it from enemy heroes.
Between those hero changes and the renewed emphasis on player-to-player to combat, it seems like Valve has a definite direction in mind for Dota 2—one that puts the complex game's best features forward more frequently. Meanwhile, Turbo Mode and more accessible guides mean this is happening at a time when the company is courting more new players than ever. If Dueling Fates succeeds in making the game more exciting more frequently, as appears to be the goal, it really does seem like the perfect time for those new players to hop aboard.