Dota 2 - Valve
Dota Plus:
* Adjusted the Hero Level XP and Shard reward curve to make earlier levels more easily attainable, with the total XP to reach Level 25 (and total Shards rewarded) remaining the same. Users' total earned XP for each hero thus far have been remapped to the new level and users were granted any missing shards that they may have missed in the new curve.
* Common relics are now available for direct purchase for 5000 shards each, in addition to the existing random roll option.
Dota 2 - Valve
Dota Plus:
* Adjusted the Hero Level XP and Shard reward curve to make earlier levels more easily attainable, with the total XP to reach Level 25 (and total Shards rewarded) remaining the same. Users' total earned XP for each hero thus far have been remapped to the new level and users were granted any missing shards that they may have missed in the new curve.
* Common relics are now available for direct purchase for 5000 shards each, in addition to the existing random roll option.
Dota 2 - Ward


With today's update, the butcher's got a whole new set of tools as the Pudge Arcana makes its grand debut. Featuring all-new custom animations and effects—including multiple Dismember animations, a Hook Streak counter, hundreds of new VO responses, and more—the Feast of Abscession gives Pudge a host of new ways to sink his hooks into all that fresh meat wandering the battlefield.

After the intense selection process that culminated in Pudge's slim Arcana Vote victory at The International, it seems only fair that the triumphant hero recognize his vanquished foe. With that in mind, Pudge can unlock a second style for his Arcana by winning 12 games when opposed by Rubick on the other team. Armed with his new hooks, and even new Rubick-specific VO responses, it's only a matter of time before the butcher collects his due.

Check out The Feast of Abscession Update page for more information on all this new Arcana has to offer.
Dota 2 - Ward


With today's update, the butcher's got a whole new set of tools as the Pudge Arcana makes its grand debut. Featuring all-new custom animations and effects—including multiple Dismember animations, a Hook Streak counter, hundreds of new VO responses, and more—the Feast of Abscession gives Pudge a host of new ways to sink his hooks into all that fresh meat wandering the battlefield.

After the intense selection process that culminated in Pudge's slim Arcana Vote victory at The International, it seems only fair that the triumphant hero recognize his vanquished foe. With that in mind, Pudge can unlock a second style for his Arcana by winning 12 games when opposed by Rubick on the other team. Armed with his new hooks, and even new Rubick-specific VO responses, it's only a matter of time before the butcher collects his due.

Check out The Feast of Abscession Update page for more information on all this new Arcana has to offer.
Dota 2 - Valve
* Fixed an old bug with Echo Sabre not going into cooldown during Tricks of the Trade
* Fixed Tether not surpassing max movement speed when tethered to a hero that is faster
Dota 2 - Valve
* Fixed an old bug with Echo Sabre not going into cooldown during Tricks of the Trade
* Fixed Tether not surpassing max movement speed when tethered to a hero that is faster
Dota 2 - Valve
7.12:
====

* Enabled Pangolier in Captain's Mode
* Neutral Creep Stack bounty increased from 15% to 20%


* Clarity: Mana Regeneration reduced from 3.2 to 3.0

* Heart of Tarrasque: Strength increased from 40 to 45

* Moon Shard: Attack Speed increased from 120 to 130

* Nullifier: Projectile speed decreased from 1200 to 900

* Refresher Orb: Mana regeneration increased from 3 to 5

* Satanic: Duration increased from 4.5 to 5 seconds

* Silver Edge: Break duration decreased from 5 to 4 seconds
* Silver Edge: Cooldown reduced from 24 to 22

* Skull Basher: Bash duration increased from 1.4 to 1.5
* Abyssal Blade: Bash duration increased from 1.4 to 1.5

* Spirit Vessel: Enemy current health based damage changed from 3% Direct HP modification to 4.5% Magical Damage


* Anti-Mage: Mana Void damage increased from 0.6/0.85/1.1 to 0.8/0.95/1.1

* Arc Warden: Flux cooldown reduced from 18 to 16
* Arc Warden: Magnetic Field AoE increased from 275 to 300

* Axe: Battle Hunger duration increased from 10 to 12

* Bounty Hunter: Shuriken Toss manacost increased from 120/130/140/150 to 150

* Bloodseeker: Thirst linger bonus duration increased from 2 to 4

* Chen: Holy Persuasion can no longer target non-player allied creeps

* Clinkz: Strafe duration increased from 3 to 3.5 seconds

* Crystal Maiden: Base damage increased by 3
* Crystal Maiden: Arcane Aura self mana regen increased from 1/2/3/4 to 1.3/2.2/3.1/4

* Dark Seer: Vacuum AoE increased from 250/350/450/550 to 400/450/500/550
* Dark Seer: Vacuum cooldown rescaled from 32 to 60/50/40/30
* Dark Seer: Vacuum cast range rescaled from 500 to 450/500/550/600
* Dark Seer: Vacuum Pull duration increased from 0.5 to 0.3/0.4/0.5/0.6
* Dark Seer: Vacuum damage rescaled from 40/80/120/160 to 25/50/100/200
* Dark Seer: Wall of Replica incoming illusion damage reduced from 400% to 300%
* Dark Seer: Wall of Replica width increased from 1000 to 1300

* Dark Willow: Terrorize cast time increased from 0.8 to 1.0
* Dark Willow: Bedlam cooldown increased from 40/30/20 to 40/35/30

* Dazzle: Poison Touch damage increased from 10/20/30/40 to 10/24/38/52

* Death Prophet: Spirit Siphon charge restore time increased from 45 to 60/55/50/45
* Death Prophet: Silence manacost increased from 80 to 80/90/100/110

* Disruptor: Static Storm no longer lingers on your hero for 0.5 seconds after walking away from the AoE (it already ends immediately once the spell is over)
* Disruptor: Kinetic Field cooldown increased from 13/12/11/10 to 19/16/13/10

* Drow Ranger: Precision Aura attack damage bonus increased from 10/18/26/34% to 10/20/30/40%

* Elder Titan: Echo Stomp Initial Stun duration reduced from 0.8 to 0.2

* Ember Spirit: Base armor increased by 1

* Enchantress: Untouchable slow rescaled from 40/70/100/130 to 20/60/100/140
* Enchantress: Enchant cooldown rescaled from 30/24/18/12 to 55/40/25/10
* Enchantress: Enchant slow increased from 2.25/3.5/4.75/6 to 3/4/5/6
* Enchantress: Enchant dominate duration rescaled from 80 to 50/60/70/80
* Enchantress: Impetus manacost rescaled from 55/60/65 to 40/55/70

* Gyrocopter: Flak Cannon cooldown increased from 30 to 40
* Gyrocopter: Homing Missile hits to destroy reduced from 3/3/4/4 to 3

* Io: Tether now sets your movement speed to match the tethered target's speed
* Io: Relocate cooldown increased from 120/100/80 to 130/110/90
* Io: Tether no longer has a duration
* Io: Tether movement speed rescaled from 10/12/14/16% to 7/10/13/16%
* Io: Tether regen sharing rescaled from 1.5x to 1.2/1.3/1.4/1.5
* Io: Base damage reduced by 4

* Leshrac: Base movement speed increased from 325 to 330
* Leshrac: Lightning Storm damage rescaled from 50/100/150/200 to 80/120/160/200
* Leshrac: Lightning Storm slow duration rescaled from 0.7/0.8/0.9/1.0 to 0.4/0.6/0.8/1.0
* Leshrac: Lightning Storm cast point reduced from 0.45 to 0.4

* Lich: Sacrifice mana conversion increased from 30/50/70/90 to 55/70/85/100

* Lifestealer: Open Wounds manacost increased from 140/130/120/110 to 140

* Lion: Earth Spike manacost rescaled from 100/120/140/160 to 70/100/130/160

* Magnus: Skewer AoE increased from 125 to 135
* Magnus: Reverse Polarity stun duration increased from 2.25/3/3.75 to 2.75/3.25/3.75

* Mirana: Base attack damage range from 39-50 to 43-48

* Monkey King: Wukong's Command soldier attack rate improved from 1.4 to 1.3

* Necrophos: Heartstopper Aura increased from 0.5/1/1.5/2% to 0.5/1.1/1.7/2.3%

* Necrophos: Death Pulse manacost rescaled from 125/145/165/185 to 100/130/160/190

* Ogre Magi: Multicast no longer increases Fire Blast manacost

* Omniknight: Repel manacost increased from 50 to 85

* Phantom Assassin: Stifling Dagger can be targeted on Spell Immune (the slow won't have any effect, but the physical damage will go through)

* Phoenix: Supernova radius increased from 1000 to 1300
* Phoenix: Supernova now turns night into day for the duration (has highest priority)

* Razor: Static Link cast range reduced from 600 to 550 (break range still 800)
* Razor: Unstable Current damage reduced from 100/130/160/190 to 60/100/140/180

* Riki: Tricks of the Trade reworked. Instead of hitting every hero in the AoE once per second, it hits a random hero once per 0.5/0.45/0.4 seconds.
* Riki: Tricks of the Trade will hit creeps if there are no heroes available
* Riki: Tricks of the Trade duration increased from 3/4/5 to 4/5/6

* Rubick: Telekinesis cooldown increased from 22 to 28/26/24/22

* Sand King: Burrowstrike stun duration rescaled from 2.17 to 1.9/2.0/2.1/2.2
* Sand King: Base movement speed reduced from 295 to 290

* Shadow Demon: Demonic Purge slow now always scales linearly with time from 100% to 20%
* Shadow Demon: Demonic Purge cooldown increased from 40 to 60 (affects charge replenish)
* Shadow Demon: Demonic Purge duration increased from 5 to 7 seconds
* Shadow Demon: Demonic Purge no longer roots non-hero units for 3 seconds
* Shadow Demon: Demonic Purge now continuously dispels the target

* Slark: Base HP regen increased from 1.5 to 2.75
* Slark: Turn rate improved from 0.5 to 0.6

* Slardar: Guardian Sprint no longer has a 15% damage amplification
* Slardar: Guardian Sprint duration reduced from 12 to 10

* Sniper: Assassinate manacost reduced from 175/275/375 to 175/225/275

* Spectre: Spectral Dagger damage increased from 50/100/150/200 to 90/140/190/240

* Spirit Breaker: Empowering Haste active no longer reduces your movement speed afterwards
* Spirit Breaker: Empowering Haste cooldown increased from 12 to 20

* Templar Assassin: Movement speed increased from 300 to 310

* Timbersaw: Chakram manacost per second reduced from 20/25/30 to 16/23/30
* Timbersaw: Chakram initial manacost reduced from 100/150/200 to 80/140/200

* Tiny: Base Health Regen reduced from 2.5 to 1.5
* Tiny: Avalanche cooldown increased from 17 to 20/19/18/17

* Treant Protector: Base intelligence increased by 3

* Troll Warlord: Berserker's Rage base attack time improved from 1.5 to 1.45

* Tusk: Ice Shards cooldown increased from 19/16/13/10 to 21/18/15/12

* Undying: Undying Zombie critical health attack speed boost increased from 50 to 75
* Undying: Flesh Golem hero kill heal increased from 10% to 15/20/25%

* Warlock: Golem's attack damage increased from 75/100/125 to 75/125/175

* Windranger: Fixed some clunkiness with how Windranger attacks the target during Focus Fire

* Winter Wyvern: Arctic Burn attack range changed from 275/375/475/575 to 350/425/500/575
* Winter Wyvern: Base intelligence increased by 1

* Zeus: Attack range increased from 350 to 380
* Zeus: Base damage increased by 5
Dota 2 - Valve
7.12:
====

* Enabled Pangolier in Captain's Mode
* Neutral Creep Stack bounty increased from 15% to 20%


* Clarity: Mana Regeneration reduced from 3.2 to 3.0

* Heart of Tarrasque: Strength increased from 40 to 45

* Moon Shard: Attack Speed increased from 120 to 130

* Nullifier: Projectile speed decreased from 1200 to 900

* Refresher Orb: Mana regeneration increased from 3 to 5

* Satanic: Duration increased from 4.5 to 5 seconds

* Silver Edge: Break duration decreased from 5 to 4 seconds
* Silver Edge: Cooldown reduced from 24 to 22

* Skull Basher: Bash duration increased from 1.4 to 1.5
* Abyssal Blade: Bash duration increased from 1.4 to 1.5

* Spirit Vessel: Enemy current health based damage changed from 3% Direct HP modification to 4.5% Magical Damage


* Anti-Mage: Mana Void damage increased from 0.6/0.85/1.1 to 0.8/0.95/1.1

* Arc Warden: Flux cooldown reduced from 18 to 16
* Arc Warden: Magnetic Field AoE increased from 275 to 300

* Axe: Battle Hunger duration increased from 10 to 12

* Bounty Hunter: Shuriken Toss manacost increased from 120/130/140/150 to 150

* Bloodseeker: Thirst linger bonus duration increased from 2 to 4

* Chen: Holy Persuasion can no longer target non-player allied creeps

* Clinkz: Strafe duration increased from 3 to 3.5 seconds

* Crystal Maiden: Base damage increased by 3
* Crystal Maiden: Arcane Aura self mana regen increased from 1/2/3/4 to 1.3/2.2/3.1/4

* Dark Seer: Vacuum AoE increased from 250/350/450/550 to 400/450/500/550
* Dark Seer: Vacuum cooldown rescaled from 32 to 60/50/40/30
* Dark Seer: Vacuum cast range rescaled from 500 to 450/500/550/600
* Dark Seer: Vacuum Pull duration increased from 0.5 to 0.3/0.4/0.5/0.6
* Dark Seer: Vacuum damage rescaled from 40/80/120/160 to 25/50/100/200
* Dark Seer: Wall of Replica incoming illusion damage reduced from 400% to 300%
* Dark Seer: Wall of Replica width increased from 1000 to 1300

* Dark Willow: Terrorize cast time increased from 0.8 to 1.0
* Dark Willow: Bedlam cooldown increased from 40/30/20 to 40/35/30

* Dazzle: Poison Touch damage increased from 10/20/30/40 to 10/24/38/52

* Death Prophet: Spirit Siphon charge restore time increased from 45 to 60/55/50/45
* Death Prophet: Silence manacost increased from 80 to 80/90/100/110

* Disruptor: Static Storm no longer lingers on your hero for 0.5 seconds after walking away from the AoE (it already ends immediately once the spell is over)
* Disruptor: Kinetic Field cooldown increased from 13/12/11/10 to 19/16/13/10

* Drow Ranger: Precision Aura attack damage bonus increased from 10/18/26/34% to 10/20/30/40%

* Elder Titan: Echo Stomp Initial Stun duration reduced from 0.8 to 0.2

* Ember Spirit: Base armor increased by 1

* Enchantress: Untouchable slow rescaled from 40/70/100/130 to 20/60/100/140
* Enchantress: Enchant cooldown rescaled from 30/24/18/12 to 55/40/25/10
* Enchantress: Enchant slow increased from 2.25/3.5/4.75/6 to 3/4/5/6
* Enchantress: Enchant dominate duration rescaled from 80 to 50/60/70/80
* Enchantress: Impetus manacost rescaled from 55/60/65 to 40/55/70

* Gyrocopter: Flak Cannon cooldown increased from 30 to 40
* Gyrocopter: Homing Missile hits to destroy reduced from 3/3/4/4 to 3

* Io: Tether now sets your movement speed to match the tethered target's speed
* Io: Relocate cooldown increased from 120/100/80 to 130/110/90
* Io: Tether no longer has a duration
* Io: Tether movement speed rescaled from 10/12/14/16% to 7/10/13/16%
* Io: Tether regen sharing rescaled from 1.5x to 1.2/1.3/1.4/1.5
* Io: Base damage reduced by 4

* Leshrac: Base movement speed increased from 325 to 330
* Leshrac: Lightning Storm damage rescaled from 50/100/150/200 to 80/120/160/200
* Leshrac: Lightning Storm slow duration rescaled from 0.7/0.8/0.9/1.0 to 0.4/0.6/0.8/1.0
* Leshrac: Lightning Storm cast point reduced from 0.45 to 0.4

* Lich: Sacrifice mana conversion increased from 30/50/70/90 to 55/70/85/100

* Lifestealer: Open Wounds manacost increased from 140/130/120/110 to 140

* Lion: Earth Spike manacost rescaled from 100/120/140/160 to 70/100/130/160

* Magnus: Skewer AoE increased from 125 to 135
* Magnus: Reverse Polarity stun duration increased from 2.25/3/3.75 to 2.75/3.25/3.75

* Mirana: Base attack damage range from 39-50 to 43-48

* Monkey King: Wukong's Command soldier attack rate improved from 1.4 to 1.3

* Necrophos: Heartstopper Aura increased from 0.5/1/1.5/2% to 0.5/1.1/1.7/2.3%

* Necrophos: Death Pulse manacost rescaled from 125/145/165/185 to 100/130/160/190

* Ogre Magi: Multicast no longer increases Fire Blast manacost

* Omniknight: Repel manacost increased from 50 to 85

* Phantom Assassin: Stifling Dagger can be targeted on Spell Immune (the slow won't have any effect, but the physical damage will go through)

* Phoenix: Supernova radius increased from 1000 to 1300
* Phoenix: Supernova now turns night into day for the duration (has highest priority)

* Razor: Static Link cast range reduced from 600 to 550 (break range still 800)
* Razor: Unstable Current damage reduced from 100/130/160/190 to 60/100/140/180

* Riki: Tricks of the Trade reworked. Instead of hitting every hero in the AoE once per second, it hits a random hero once per 0.5/0.45/0.4 seconds.
* Riki: Tricks of the Trade will hit creeps if there are no heroes available
* Riki: Tricks of the Trade duration increased from 3/4/5 to 4/5/6

* Rubick: Telekinesis cooldown increased from 22 to 28/26/24/22

* Sand King: Burrowstrike stun duration rescaled from 2.17 to 1.9/2.0/2.1/2.2
* Sand King: Base movement speed reduced from 295 to 290

* Shadow Demon: Demonic Purge slow now always scales linearly with time from 100% to 20%
* Shadow Demon: Demonic Purge cooldown increased from 40 to 60 (affects charge replenish)
* Shadow Demon: Demonic Purge duration increased from 5 to 7 seconds
* Shadow Demon: Demonic Purge no longer roots non-hero units for 3 seconds
* Shadow Demon: Demonic Purge now continuously dispels the target

* Slark: Base HP regen increased from 1.5 to 2.75
* Slark: Turn rate improved from 0.5 to 0.6

* Slardar: Guardian Sprint no longer has a 15% damage amplification
* Slardar: Guardian Sprint duration reduced from 12 to 10

* Sniper: Assassinate manacost reduced from 175/275/375 to 175/225/275

* Spectre: Spectral Dagger damage increased from 50/100/150/200 to 90/140/190/240

* Spirit Breaker: Empowering Haste active no longer reduces your movement speed afterwards
* Spirit Breaker: Empowering Haste cooldown increased from 12 to 20

* Templar Assassin: Movement speed increased from 300 to 310

* Timbersaw: Chakram manacost per second reduced from 20/25/30 to 16/23/30
* Timbersaw: Chakram initial manacost reduced from 100/150/200 to 80/140/200

* Tiny: Base Health Regen reduced from 2.5 to 1.5
* Tiny: Avalanche cooldown increased from 17 to 20/19/18/17

* Treant Protector: Base intelligence increased by 3

* Troll Warlord: Berserker's Rage base attack time improved from 1.5 to 1.45

* Tusk: Ice Shards cooldown increased from 19/16/13/10 to 21/18/15/12

* Undying: Undying Zombie critical health attack speed boost increased from 50 to 75
* Undying: Flesh Golem hero kill heal increased from 10% to 15/20/25%

* Warlock: Golem's attack damage increased from 75/100/125 to 75/125/175

* Windranger: Fixed some clunkiness with how Windranger attacks the target during Focus Fire

* Winter Wyvern: Arctic Burn attack range changed from 275/375/475/575 to 350/425/500/575
* Winter Wyvern: Base intelligence increased by 1

* Zeus: Attack range increased from 350 to 380
* Zeus: Base damage increased by 5
Dota 2

The irritating thing about Sea of Thieves living just on the Windows Store—aside from the process of using the store itself—is that you're bound by the game's price on there. You can't buy Rare's co-op pirate game through Steam or other third-party retailers. In the UK, that means the PC version is a relatively steep £50, more than most major publisher games are priced on Steam. This led to a recent conversation among the PC Gamer staff: how much are you willing to spend on a game? How much have you spent on games in the past? We had wildly different answers, based on our gaming preferences and, er, unhealthy addictions.

In this week's PCG Q&A, it's confession time: what's the most you've ever spent on a game? Let us know your answers in the comments. 

Philippa Warr: £522+

I have spent £522 on Dota 2. Well, sort of. That's the amount the game client has recorded, but it doesn't take into account money spent attending events or on things outside the client. Further complicating the matter is the fact that it doesn't take into account stuff like rare item drops which I sold on the Steam Marketplace and thus which added credit to my account. I'm not sure where gifts to and from friends would factor in either. 

Dota was also significant to my work in that the industry had a lack of regular staff writers who understood Dota when I was playing it a lot and thus this total doesn't factor in payment for writing about a game I had deep knowledge of, or an esports scene I was immersed in. This isn't about justification, it's about how odd it feels seeing a figure next to my account and realising I have no idea what it actually means in terms of what I spent and what I got out of that game. Besides, as a millennial, I guess if I hadn't bought digital hats I'd have only frittered it away on avocados and flat whites.

Tim Clark: £965. You know which game.

I'm afraid my answer is Hearthstone, again, and it's not even close. I really didn't want to do this, but I just trawled my Blizzard order history and in the years since I've been playing (it looks like I began in February 2014) I've spent [deep breath] £965. Before checking, I assumed the amount was close to a thousand, but seeing all the transactions written down, I still feel slightly shocked. That's £241 per year on a supposedly free to play game. Why, you absolute idiot, you no doubt wonder. Well, I guess the uncomfortable answer is because I can just about afford it—I have a steady job and don't have kids—and because ultimately I want to. 

For the most part Hearthstone has been something I've enjoyed spending time with on a daily basis. Of course off the back of a big losing streak I hate myself and want to die, but that's card games baby. I also fully concede (I also do that often) that if I were coming to the game now I would find the idea of trying to build a competitive collection incredibly intimidating. But I guess I'm okay with keeping my existing one up to speed so that I can play whatever meta deck I fancy. Ultimately I view it as less buying a single game and more investing in my hobby, like I might with fly fishing, or drone flying, or other outdoor things I'm absolutely not going to do. 

It's... it's a sickness, isn't it?

Samuel Roberts: about £80

I don't play MMOs or free-to-play games, but I'm generally down for buying DLC packs for singleplayer games I like. This usually means I can end up spending double the amount of the game on these expansions—BioWare and Bethesda RPGs are good examples of this. Hot damn, those DLC packs are crapshoots, though. You never know if you're going to score a Lair of the Shadow Broker or something that expands on a part of the game you don't like (I can't bring myself to play Inquisition's Deep Roads-themed DLC, for example, as I have no intention of ever returning to the Dragon Age universe's underground caves).

This is a level of financial commitment I can live with. The most I've ever spent on microtransactions is £24 worth of Shark Cards for GTA Online, but since I've played that for over 130 hours, I can justify it to myself. I really wanted to fit missiles to my Batmobile. Sometimes joy has a real-world cost. 

Steven Messner: Around $1260

I'm going to split this into a couple of smaller answers because when it comes to spending money on a game, the reason matters. If we're just looking at gross totals, the answer is undoubtedly World of Warcraft, which I have been playing off-and-on since I was about 14. If we do some rough math and say that, in the 14 years since I've been playing I've only maintained a subscription for half of that time (which is super generous), I'd have sunk about $1,260 USD into it. But that means that WoW has also given me seven years of fun and enjoyment, so in hindsight that seems like a pretty good investment. In fact, I don't regret any of the money I've spent on MMOs—and I used to pay two subscriptions to EVE Online so I could play multiple accounts simultaneously.

But when it comes to spending money on microtransactions, you'll find I have a bit of an illness. I can remember multiple 2AM nights where I sat staring bleary-eyed at Hearthstone's storefront doing mental gymnastics to justify why $70 for 60 packs seems like a good idea. I've done similar with Rocket League, CS:GO—the list goes on. Right now, my current obsession is Path of Exile. I've dumped at least a few hundred into cosmetics because what's the point of being a god-slaying badass if you don't look the part? The one thing I'll say in defense of my bad purchasing habits is that these are all games that have returned my initial investment hundreds of times over. I've played Rocket League for 500+ hours, I think I can spend a little extra on some dumb cosmetics and still count my investment as in the black.

Evan Lahti: $512.94

If you would've asked me how many CS:GO keys I've purchased over the modest 1000 hours I've put into the game, I probably would've said 40 or 50—plenty, but from what I remember from my 2014 heyday, most of the stuff I picked up was in trades, skin gambling, or off the Community Market.

Checking my Steam Account History for the first time, it seems that between August 2013 and February 2017 I bought 206 CS:GO weapon case keys at $2.49 per. That's $512.94. Ho-ly shit. Yow. And out of that, I can't even say that I have anything especially valuable. csgobackpack.net seems to think that my CS:GO inventory's worth $545, but that's including a $106 dollar Huntsman Knife that was gifted to me. The best critique I can offer of CS:GO's loot boxes at this stage—if I can be trusted at all at this point—is that I own maybe three or four skins that I truly love.

Joe Donnelly: £99.94, just this year

Besides a nasty obsession with Habbo Hotel furnishings towards the end of 2001—a perfect if costly distraction from studying for high school prelim exams—I've never really invested real money in a videogame. Well, rather, I hadn't really invested real money in a videogame until my recent foray into GTA Online. At the end of January this year, I splashed for the game's Criminal Enterprise Starter Pack for 40 quid. Then I played for a few weeks without spending a penny. And then I bought a couple of Shark Cards for £11.99 a piece. And then I bought one or two more. And having just checked my Steam account transaction history, I now realise I've actually purchased five of the same premium tokens all told. Which means I've spent £99.94 on GTA Online in the last eight or so weeks. Jeeso. 

That's a lot of money, but, in all honesty, I don't regret it. Please spend your own money wisely, folks, but I found the starter pack to be helpful while raising my character's level, and I've had some great fun over the past several weeks revelling in my spread of frivolous office upgrades, cars and cosmetics. 

James Davenport: Got drunk last night and spent $60 on Fortnite

I’ll keep this brief because I’m tired and hungover, but I woke up to an email stating I dropped $60 in Fortnite for a pile of goddamn V-Bucks. I don’t know how it happened. Saw that pot-of-gold pickaxe and must’ve blacked out. I’m OK, I just might need some time away to think. 

Dota 2

It's probably for the best that Hladki has a sense of humour, given the likely comments here.

Blanket statements made about statistics are dangerous. How any set of data is interpreted can lead to wildly different conclusions being drawn, and trust me, things are about to get wild. Yesterday, at the Games Developers Conference in San Francisco, Yauheni Hladki told his audience that: “The result that we’ve come with is that all the esports far surpass traditional sports in terms of skill”. And yes, that raised some eyebrows clean off their foreheads. “Why?” he thankfully went on to ask. The answer: "Because the sample size is huge and tremendous. For every single team, for every single player in esports, they play far more games than professional athletes." 

By the sheer amount of games, the sample size becomes so big that the possibility for randomness almost goes to infinity.

Hladki

It still sounds like an outlandish claim, but in his GDC talk entitled “Why It's So Much Harder to Predict Winners in Esports”, Hladki seemed extremely confident. He’s certainly well-qualified to speak on the subject, having built up plenty of esports experience in his role as the StarSeries commissioner at StarLadder. He’s been involved with running leagues for games across the entire spectrum of esports, from mainstream favourites CS:GO, Dota 2 and Hearthstone to the somewhat less well-known World of Tanks scene. Hladki also boasts an impressive academic background, having studied both theoretical physics and political science, both fields in which you need to know your way around an equation.

Hladki explained that his study was inspired by the work of Michael J. Maboussin, whose book The Success Equation sought to place traditional sports on a continuum between pure luck and skill. According to Hladki, these are the two components which determine the outcome of any competitive game. (If you’re mathematically inclined, F(x) and F(y)). Examining the luck factor first, Hladki notes that some games contain more of it than others. Chess, for example, features a lot less luck than ice hockey, which Hladki says is actually one of the most random professional sports. We should note also that as the sample size gets bigger (read: the number of games played increases) this factor becomes less significant as the luck evens out. Similarly, the extent to which players can demonstrate their skill will vary between games.

Bad news, chess fans. Oh, and in case you're wondering, that equation explains luck vs skill. Easy!

Hladki thinks the larger sample size we see in esports mean that luck is less of a factor. "By the sheer amount of games, the sample size becomes so big that the possibility for randomness almost goes to infinity". I'm a little skeptical at this claim. After all, is the number of games teams play in an esports league really all that different from, say, the number of games in a Premier League football season? It might be fairer to assume that here Hladki is talking about the online ranking systems you’d find in games like League of Legends or Overwatch, where players can grind away at the ladder all day in pursuit of the top ranks. There is no analogue to these in conventional sports. Players do train outside of competition, of course, but they are not formally ranked for doing so.

Perhaps even more controversially, Hladki says that esports are inherently more skillful. "To score one try in American football is very difficult." he says, "Whereas in CS:GO, the guy just comes and sprays. So every single bullet is potentially considered a try." Again, this raises some obvious questions. Perhaps he’s just simplifying things for the sake of clarity, but it’s hardly difficult to conceive of equivalent actions in sports that increase the chance of winning without the scoreboard actually being altered. A defence-splitting through-ball in soccer, for example, or perhaps a dominant first serve in tennis that puts the opponent on the back foot.

RNG is one of the challenges that I think we have to add one more variable for in esports.

Hladki

Along similar lines: why does this have to be true of all esports? Take Hearthstone, for example, a game frequently criticised for its use of random effects. This is a game where a professional player can lose to a rank 25 (the game’s lowest rank) playing a budget deck. Faced with a question about RNG from our Hearthstone-obsessed global editor, Tim Clark, Hladki said this: "The RNG is one of the challenges that I think in an esports game we have to add one more variable than what we’re basing it on right now, which is RNG factor." Which seems a little confusing, as one would assume that’s already accounted for in any model that factors luck in the first place.

With all that said, Hladki’s thesis does still ring true to a certain extent. The idea that esports games have more opportunities to show skill than conventional sports (well, maybe not Hearthstone) does have some degree of truth to it. Think about how many variables there are in a game like Dota 2—hero choices, item builds, team compositions, etc—it’s clear that there are a huge number of decisions to make, and with each of those comes an opportunity for a player to demonstrate skill. The argument Hladki may also be making is that the sheer number of people playing these competitive videogames means that those who reach a level good enough to turn pro must have inherently displayed more skill over their peers than, say, a kid who makes a college football team.

While some of Hladski’s conclusions might seem a little far-fetched, it is important to emphasise that they are all based on data, and he actively encouraged the audience to debunk his work, arguing that what esports needs is more peer-review analysis based on data. And even though his data is not publicly available yet, he promises it will be up on his Linkedin page once he has permission from the relevant game publishers. So we should exercise some caution before tearing down his conclusions. In any case, it’s great to see this kind of research into variance and skill being done for esports. It might take a few more studies before you can convince me that Pavel is more skillful than Messi, though.

All hail Pavel, the RNG king. (And statistically one of Hearthstone's most consistent performers.)

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