Dota 2 - Valve
* Using Control + Alt in Quick Buy area now tells you how much gold you need for both the item and buyback
Dota 2 - Valve
- Added Beta support for Vulkan on macOS (requires installing Vulkan DLC). Vulkan for macOS DLC provides improved performance and reduced stutters on macOS 10.13+ with a Metal-capable GPU. Vulkan support on macOS still in beta, please file any issues at https://github.com/ValveSoftware/Dota-2-Vulkan
Dota 2 - Ward


The International 2018 Collector’s Cache has arrived. Available exclusively to Battle Pass owners for $1.99, and brimming with 14 subterranean-themed item sets—and three rare sets—the Collector's Cache is ready to unearth a rich seam of heroes suitably styled for this year’s event.

Unboxing fourteen of these treasures automatically grants you 27 Battle Levels. As always, the chances for a rare drop increase with each treasure you open, and each purchase contributes directly to The International prize pool.

As in years past, this treasure is only available for sale until The International concludes, and the items inside are exclusive and cannot be purchased elsewhere. Each set can, however, be gifted once or recycled for 2,000 Battle Points, and the Ultra Rare is marketable.
Dota 2 - Ward


We are pleased to announce that submissions for the 2018 Dota 2 Short Film Contest are now open. Filmmakers have until the morning of August 7, 2018 to submit their short film creations of 90 seconds or less to the Dota 2 Steam Workshop to be eligible for consideration.

As always, we invite all fans to visit the Workshop to participate in the voting and discussion process to help us select the best entries to be showcased as part of The International 2018 broadcast. Upon review of the Workshop ratings and discussions, Valve will nominate the top entries to be featured in The International 2018 Battle Pass for a final voting process by the community to determine the winners.

Like last year, each finalist that places in the top ten will be guaranteed to win $500, and the top three selections will be awarded prizes of $25,000, $10,000, and $5,000 in recognition of their contributions to the Dota community.

More information and guidelines on the submission process can be found on the Dota 2 Short Film Contest site. Be sure to check in on the Workshop page regularly to help review the submissions you would like to see showcased at The International 2018.
Dota 2 - Valve
In today’s update we’ve fixed an issue with the MMR awarded by team challenges. The intended behavior of team challenge tokens is to allow a party to play against a significantly more difficult opponent, and to adjust MMR by an amount relative to that difficulty using the normal MMR formula. However, an update we released fairly recently caused this calculation to overcorrect, resulting in players getting significantly more MMR for wins. We’ve started correcting the MMR and rank medals of accounts affected, but this process may take a day or two to complete.

In other ranked news, we are expecting to ship season two in the coming week or so. We will post more details as we get closer to ship.
Dota 2 - Valve
7.16:
===

The upcoming patches will be mostly focused on balance tweaks in preparation for The International. There are a few more biweekly patches planned, with the primary ones scheduled around the final Major and the TI Qualifiers. After TI, we expect the first half of the new season to have longer periods between gameplay updates.

* Bounty Runes team gold reduced from 40 + 3/min to 40 + 2/min

* Reduced the following Movement Speed Talents:
- Bane Level 20: 75->65
- Beastmaster Level 10: 30 -> 25
- Bounty Hunter Level 10: 30 -> 25
- Clockwerk Level 10: 25 -> 20
- Dark Willow Level 15: 40 -> 35
- Gyrocopter Level 20: 50->45
- Legion Commander Level 20: 60->50
- Leshrac Level 15: 40->30
- Lifestealer Level 15: 35 -> 30
- Nature's Prophet Level 10: 40 -> 35
- Nightstalker Level 20: 50 -> 45
- Oracle Level 20: 75 -> 65
- Outworld Devourer Level 15: 40 -> 35
- Sand King Level 10: 30 -> 25
- Shadow Demon Level 15: 40 -> 35
- Shadow Fiend Level 15: 35->30
- Techies Level 20: 75 -> 60
- Zeus: Level 15: 40 -> 30

* Increased Base HP regen to 1.75 for the following Agility heroes: Anti-Mage, Arc Warden, Clinkz, Drow Ranger, Meepo, Pangolier, Phantom Assassin, Templar Assassin, Troll Warlord, Vengeful Spirit

* Melee Barracks health increased from 1800 to 2000

* Roshan attack damage upgrade over time increased from 2.5/min to 4/min


* Blades of Attack: Cost increased from 420 to 430

* Bottle: Fixed Bounty Runes not being storable when the Bottle is full

* Enchanted Mango: HP regen reduced from 0.6 to 0.5

* Hand of Midas: Cooldown reduced from 100 to 95

* Moon Shard: Attack Speed increased from 130 to 140

* Nullifier: Projectile speed reduced from 900 to 750

* Rod of Atos: Recipe cost reduced from 1100 to 1000

* Sentry Ward: Duration increased from 4 to 6 minutes

* Shadow Amulet: Cost increased from 1300 to 1400

* Silver Edge: Recipe cost reduced from 700 to 600

* Skull Basher: Recipe cost reduced from 1150 to 1000

* Vladmir's Offering: Mana regeneration increased from 0.65 to 1.0



* Alchemist: Greevil's Greed bounty rune multiplier increased from 3 to 3.5

* Anti-Mage: Base attack rate improved from 1.45 to 1.4

* Arc Warden: Base damage increased by 2
* Arc Warden: Magnetic Field manacost reduced from 80/90/100/110 to 50/70/90/110

* Bane: Enfeeble duration reduced from 14/16/18/20 to 8/12/16/20

* Bloodseeker: Level 10 Talent increased from +4 Armor to +8 Armor
* Bloodseeker: Level 20 Talent increased from +14% Rupture Damage to +18%

* Bristleback: Level 25 Talent increased from +20 Warpath Damage Per Stack to +30

* Broodmother: Spiderlings health increased from 250 to 280

* Centaur Warrunner: Base damage increased by 4
* Centaur: Hoof Stomp manacost reduced from 130 to 115/120/125/130

* Chaos Knight: Base intelligence increased by 2

* Clinkz: Intelligence increased from 16 + 1.55 to 18 + 1.7
* Clinkz: Strafe dodge no longer has a count limit

* Clockwerk: Power Cogs manacost increased from 50/60/70/80 to 80

* Crystal Maiden: Arcane Aura self mana regeneration increased from 1.3/2.2/3.1/4.0 to 1.6/2.4/3.2/4.0
* Crystal Maiden: Base Damage increased by 2

* Dark Willow: Bedlam cooldown reduced from 40/35/30 to 30
* Dark Willow: Bedlam duration increased from 4 to 5

* Dazzle: Strength gain increased from 2.15 to 2.3
* Dazzle: Poison Touch count rescaled from 4/5/6/7 to 2/4/6/8
* Dazzle: Poison Touch cooldown reduced from 35/30/25/20 to 27/24/21/18

* Death Prophet: Base movement speed reduced from 310 to 305
* Death Prophet: Spirit Siphon manacost increased from 70/65/60/55 to 70
* Death Prophet: Level 10 Talent reduced from +50 Damage to 40

* Disruptor: Thunder Strike cooldown increased from 12/11/10/9 to 15/13/11/9

* Doom: Infernal Blade base damage reduced from 25/30/35/40 to 25
* Doom: Scorched Earth movement speed reduced from 14% to 11/12/13/14%

* Dragon Knight: Base movemend speed reduced from 285 to 280
* Dragon Knight: Elder Dragon Form bonus movement speed increased from 25 to 30
* Drow Ranger: Base Damage increased by 4

* Earthshaker: Base armor increased by 1

* Enchantress: Base strength increased by 1
* Enchantress: Nature's Attendants manacost reduced from 140 to 110/120/130/140

* Enigma: Demonic Conversion Eidolon bounty reduced from 29 to 23

* Gyrocopter: C all Down Missile One damage reduced from 200/275/350 to 150/250/350
* Gyrocopter: Level 10 Talent reduced from +25 Damage to +20

* Huskar: Life Break increased from 34/38/42% to 34/39/44%
* Huskar: Inner Vitality manacost reduced from 170 to 140/150/160/170
* Huskar: Inner Vitality base regen increased from 10 to 12

* Invoker: Invoke manacost removed

* Io: Base movement speed reduced from 290 to 280
* Io: Level 15 Talent reduced from +90 Spirits Damage to +75
* Io: Level 20 Talent changed from Attacks Tether Ally's Target to +20 Health Regen
* Io: Level 25 Talent changed from +50 Health Regen to Attacks Tether Ally's Target

* Kunkka: Level 25 Talent changed from +50% Tidebringer Cleave to -1.5s Tidebringer Cooldown

* Leshrac: Base Intelligence reduced by 2 (base damage unchanged)
* Leshrac: Lightning Storm cast range reduced from 800 to 650/700/750/800

* Lich: Chain Frost damage increased from 280/370/460 to 300/400/500 (Scepter from 370/460/550 to 400/500/600)

* Lycan: Intelligence gain reduced from 1.55 to 1.4
* Lycan: Shapeshift critical strike reduced from 160/180/200% to 150/175/200%

* Magnus: Empower cleave distance increased from 460 to 625 (matching Battle Fury)
* Magnus: Empower cleave end radius increased from 240 to 330 (matching Battle Fury)

* Meepo: Earthbind projectile speed increased from 857 to 900
* Meepo: Earthbind now fully affects invisible units

* Mirana: Leap attack speed increased from 40/60/80/100 to 60/80/100/120
* Mirana: Moonlight Shadow duration increased from 15 to 18 seconds

* Monkey King: Wukong's Command armor increased from 8/14/20 to 12/18/24

* Morphling: Morph now only dispels on initial cast, rather than on all toggles

* Necrophos: Attack Point improved from 0.53 to 0.4
* Necrophos: Base damage increased by 2
* Necrophos: Death Pulse Mana Regen per stack from 2/2.25/2.5/2.75 to 2.25/2.5/2.75/3

* Night Stalker: Void no longer applies a ministun during the day
* Night Stalker: Darkness no longer sets enemy vision to a fixed amount
* Night Stalker: Darkness now reduces enemy unit and ward vision by 25% (doesn't affect buildings)

* Ogre Magi: Multicast 2x chance from 40/50/60 to 60/60/60%
* Ogre Magi: Multicast 3x chance from 0/20/25% to 0/30/30%
* Ogre Magi: Multicast 4x chance from 0/0/12.5% to 0/0/15%
* Ogre Magi: Level 10 Talent increased from +60 Gold/Min to +90

* Pangolier: Level 15 Talent changed from +30 Attack Speed to +2s Rolling Thunder Duration
* Pangolier: Level 20 Talent improved from +30 Swashbuckle Damage to +40
* Pangolier: Level 25 Talent improved from -16s Rolling Thunder Cooldown to -35

* Phantom Assassin: Blur now only triggers on real heroes
* Phantom Assassin: Blur now always triggers on Invisible and Spell Immune enemies

* Phantom Lancer: Doppelganger can no longer be cast while rooted

* Phoenix: Fire Spirits damage increased from 10/30/50/70 to 20/40/60/80

* Pudge: Meat Hook cooldown increased from 14/13/12/11 to 17/15/13/11
* Pudge: Meat Hook damage increased from 90/180/270/360 to 150/220/290/360

* Pugna: Nether Ward damage per mana increased from 1/1.25/1.5/1.75 to 1.25/1.5/1.75/2.0

* Queen of Pain: Level 25 Talent improved from 20s Spell Block to 15s

* Riki: Base HP regen increased from 1.5 to 3.0
* Riki: Blink Strike can now be cast on Spell Immune enemies
* Riki: Tricks of the Trade cooldown increased from 40/35/30 to 50/45/40
* Riki: Cloak and Dagger fade delay increased from 6/5/4/3 to 7.5/6/4.5/3

* Sand King: Caustic Finale slow reduced from 30% to 21/24/27/30%

* Shadow Fiend: Level 20 Talent changed from +20% Evasion to +2 Damage Per Soul
* Shadow Fiend: Level 25 Talent changed from +3 Damage Per Soul to -5 Presence Aura

* Silencer: Last Word cooldown reduced from 30/24/18/12 to 28/22/16/10
* Silencer: Arcane Curse damage increased from 14/22/30/38 to 16/24/32/40

* Slardar: Bash of the Deep damage increased from 60/80/100/120 to 80/100/120/140

* Slark: Pounce damage reduced from 40/80/120/160 to 30/60/90/120

* Sniper: Nigh t vision increased from 1100 to 1400

* Spirit Breaker: Base HP regen increased from 1 to 1.5

* Sven: Level 20 Talent increased from -5s Storm Hammer Cooldown to -6s
* Sven: Level 25 Talent increased from +0.75s Storm Hammer Stun Duration to +1.25s

* Tiny: Tree Grab building bonus damage increased from 60/80/100/120% to 90/120/150/180%
* Tiny: Tree Throw splash damage increased from 100 to 130%

* Tusk: Ice Shards cooldown increased from 21/18/15/12 to 23/20/17/14

* Treant Protector: Living Armor regen increased from 4/7/10/13 to 4/8/12/16

* Undying: Soul Rip manacost reduced from 100/110/120/130 to 80/95/110/125

* Ursa: Level 15 Talent changed from -1s Earthshock Cooldown to +25s Fury Swipes Reset Time
* Ursa: Level 20 Talent changed from +25s Fury Swipes Reset Time to +12 Fury Swipes Damage
* Ursa: Level 25 Talent changed from +14 Fury Swipes Damage to Enrage gains 80% Status Resistance

* Vengeful Spirit: Magic Missile cooldown reduced from 13/12/11/10 to 10
* Vengeful Spirit: Wave of Terror manacost reduced from 40 to 25/30/35/40

* Weaver: Shukuchi damage increased from 75/100/125/150 to 80/110/140/170

* Winter Wyvern: Splinter Blast slow increased from 25% to 30%
* Winter Wyvern: Splinter Blast manacost reduced from 120/130/140/150 to 90/110/130/150

* Wraith King: Mortal Strike no longer has a chance to kill creeps
* Wraith King: Mortal Strike now gains skeleton charges for every 2 enemy units you kill
* Wraith King: Mortal Strike skeleton count rescaled from 4/5/6/7 to 2/4/6/8
* Wraith King: Mortal Strike skeletons bounty reduced from 15/15 XP/Gold to 5/5
* Wraith King: Mortal Strike manacost reduced from 75 to 30/45/60/75

* Zeus: Base damage increased by 5
* Zeus: Strength gain reduced from 2.6 to 2.3
* Zeus: Arc Lightning damage rescaled from 85/100/115/145 to 70/95/120/145
* Zeus: Lightning Bolt cast range increased from 700 to 700/750/800/850
* Zeus: Lightning Bolt damage increased from 100/175/275/350 to 125/200/275/350
Dota 2 - Ward


With today's update, the all-new 'Hell-Spar Anathema' Lion Prestige item is at last unearthed. Available to all Battle Pass owners who climb to Battle Level 255, this exclusive replacement for Lion's demonic left arm also includes a second style that can be unlocked by securing 50 high-damage Finger of Death kills where the victim has at least 350 health.

Featuring new animations and sounds for Lion's ultimate ability, the 'Hell-Spar Anathema' can only be obtained by increasing your Battle Pass to level 255 before the conclusion of The International, and will not be available to market or trade in the future. Battle Pass owners who've already piled up 255 Battle Levels can now claim this prize from the rewards line and get started unleashing hell's fury upon Lion's enemies.

In other Battle Pass news, fans are invited to join the composer of The International 2018 Music Pack in his recording studio for a special glimpse into the creative process behind the new in-game audio offerings recorded for this year's tournament.
May 24, 2018
Dota 2

We originally reviewed Dota 2 in 2013. It has changed significantly since then, so much so that we decided to review it again. Our original review can still be found here. For more about why we've chosen to re-review certain games, head here.

Given that it started life as a faithful recreation of the original Defence of the Ancients mod, you’d be forgiven for thinking of Dota 2 as the archetypical MOBA. Yet this isn’t the case: in practice, Dota 2’s purism sets it apart from the vast majority of games in this genre. What we think of as the MOBA really began with Heroes of Newerth and League of Legends—games that took that roughshod family of WarCraft custom maps and professionalised them, commercialised them, found them a form that would enshrine the MOBA at the top of the gaming world for the better part of a decade.

Dota 2 is different. Adopted by Valve, that original mod became a tool for boosting Steam’s popularity in places where the service hadn’t reached the ubiquity that it enjoyed in Europe and North America—such as Russia, Southeast Asia and China, traditional strongholds of the DotA scene. And the best way to do this proved to be to remain steadfastly idiosyncratic. What this resulted in was a free to play MOBA where all of the heroes are free, where there are no account levels to grind, where design compromises imposed by the limitations of a noughties map editor have been embraced as design law. Dota’s leap from mod-scene darling to million-dollar phenomenon was whiplash-inducingly quick, its uncommercial credibility ripped away like a bandaid—so fast that you might not notice it was gone.

What does this mean for you as a prospective player? Principally, it means that this is a dizzyingly deep competitive team strategy game whose core design benefits from fifteen years of unbroken refinement. It was in this strategic sandbox that the basic assumptions of the MOBA were established: two teams, three lanes, five heroes per team, towers, creeps, jungles, bases, and Ancients. On paper, your job is to lay siege to the enemy base and blow up the enemy ancient. In practice, your job is to manipulate the strategic, economic and psychological tempo of the match, a challenge whose variables change every time you play.

You’ve also got to pick the right wizard, cast the right spells, and make sure they buy the right shoes. Obviously. This is Dota we're talking about.

Dota 2’s learning curve is mountainous, but everybody has to start somewhere. You’ll start by picking a character you like and learning how to use their abilities effectively—lining up stuns, dishing out damage, turning foes into frogs, being the best helicopter or bear or fishman that you can be. Then you’ll learn something about how to play that hero as part of a team, which stat-boosting items to buy, and at what stage in the game you’re at your most powerful. You’ll learn some hard lessons about getting too close to enemy towers, about carrying a town portal scroll to get from place to place on time, about vision-granting wards and why everybody’s always yelling for someone else to buy them. Then you’ll improve, maybe learn a few more heroes, learn to look at your minimap, and then you’ll realise that you’re going to have to unlearn about 75% of the things you think you know in order to surmount the next step of Dota 2’s endless staircase. If you enjoy this process of learning, failing, and learning again, then thousands of hours will pass: and before you know it, you’ll be a below-average Dota 2 player like everybody else.

Dota 2 is a game you will never finish learning, one that cannot be perfected either by its developers or its players.

Although the community has always maintained certain customs about the best way to play, Dota itself has never enforced a particular methodology. This is the key thing that separates it from its peers: while other MOBAs have tended to fold the community metagame into the design of the games themselves—codifying player roles like tanks, supports and damage-dealers as fixed archetypes within their rosters—this doesn’t work quite the same way in Dota 2. This is a game with a simulationist heart, where a character isn’t a good tank because they were always intended to be so, but because of the specific way they interact with Dota 2’s underlying matrix of items, statistics, and map features. This is a game where the addition or subtraction of a tree in a single part of the map might change the viability of a hero—a game of endless interrelated butterfly effects.

What this means is that Dota 2 is a game you will never finish learning, one that cannot be perfected either by its developers or its players. It goes without saying that it’s hard to learn: I’ve been playing consistently for the last six years and I’m pretty bad at it. But that journey has been one of the most rewarding and remarkable experiences I’ve ever had with a videogame. The process of learning, sharing knowledge and adapting to continual change brings people together: I have made lifelong friends playing Dota 2, people with whom I now share an extensive vocabulary rooted in this expansive, strange, beautiful game.

That inherent flexibility is also the reason Dota 2 makes for such a compelling esport. Its complex sandbox allows for huge divergence in playstyles across teams, players, and regions. While restrictive metagames have emerged from time to time, they have never lasted: and in seven years of high-profile competition, the field has remained open to challengers from all parts of the world, with all sorts of different approaches to that core strategic challenge. Indeed, the creativity that Dota 2’s core simulation supports is something that the best players are ideally positioned to exploit, and watching the metagame get turned on its head by a brilliant bit of lateral thinking—something that happens at least once per International—is a pure thrill. If you’ve never felt a basketball stadium full of people explode with excitement because a teen millionaire has selected an unusual dragon, then, well, you’re missing out.

It’d be impractical to recount every way that Dota 2 has changed since I first reviewed the game for PC Gamer back in 2013. It has a better in-game UI and a much improved main menu, including faster load times and a more sophisticated interface for pregame strategising. Most recently, Valve introduced new quality-of-life features like context-sensitive indicators to let you know when a hero or item has been altered in a patch. Given that balance passes now take place fortnightly, allowing players ready access to this information is very welcome.

The Arcade was a flagship new feature when it launched, a freeform custom game lobby that recreates the conditions of the WarCraft III custom map scene from which the original DotA emerged. As in those days, a few game modes—chiefly tower defence mods and a couple of combat-heavy Dota variants—dominate.

In part, the flagging popularity of the Arcade is due to the introduction of Turbo mode last year. Turbo fulfills the same purpose that many of those popular Arcade mods do: it allows you to play Dota—or something like Dota—more quickly and in a more forgiving environment, and its inclusion shows the benefits of relaxing Dota 2’s purist tendencies. This mode features much faster leveling—and therefore much shorter games—and downplays some of Dota 2’s more complex systems, like the item courier. The result is a version of Dota 2 that is both more accessible for new players and offers experienced players the chance to blow off a little steam. It’s easier and sillier, and ultimately less rewarding than a full game, but it’s perfect when you want to check out a new hero or when you don’t have the time or energy to commit to a match that could last more than an hour.

Valve has spent years fiddling with ways to make money from Dota without compromising its core. This began with the Compendium—a sort of digital stickerbook released alongside each year’s International esports championship—and grew into Battle Passes, months-long event seasons where players race to complete challenges for points and prizes.

This year’s Dota Plus subscription system is as close as Valve has come to putting game features behind a paywall. Your fee grants you access to enhanced tutorial features, including in-game skill and item suggestions based on crowdsourced data. There are also challenges to complete and stat-tracking gems to collect—a further variation on the ‘collect all the hats’ theme that powers Battle Passes.

Dota Plus caused controversy when it was announced—this is a community highly sensitive to anything with a whiff of pay-to-win about it. But that hasn’t been my experience with the system. In fact, Dota Plus’ data-driven guides are frequently less useful than the player-made alternatives available in-game for free, and often make skill and item suggestions that aren’t helpful. A bit of extra guidance for new players is always welcome, but there’s nothing here to challenge or replace the value of having a friend show you the ropes.

Between Plus and Battle Passes, then, the bulk of Dota 2’s microtransactions take the form of premium systems that let you complete challenges and win hats. There are greater and lesser expressions of this idea—from co-op dungeon minigames to Crystal Maiden’s gambling wheel—but it basically comes down to paying a fee to get better rewards from the matches you’d be playing anyway.

Dota 2 s extraordinary generosity in terms of raw game-stuff, which sets it aside from every other game in this genre, means that Valve don t have much left that they could meaningfully lock behind a paywall.

This is a mixed blessing. On one hand, taken on their own merits, Dota 2’s premium options aren’t very compelling. There’s not much that you feel you’ll have to own unless not participating in the latest Battle Pass makes you feel like you're missing out. On the other hand: there’s not much that you feel you’ll have to own. Dota 2’s extraordinary generosity in terms of raw game-stuff, which sets it aside from every other game in this genre, means that Valve don’t have much left that they could meaningfully lock behind a paywall. In that scenario, it’s tempting to forgive them the odd underwhelming hat collection minigame.

Every now and then, however, a feature creeps into one of these premium packages that feels like it belongs in the core game. That's happening right now—at the time of writing, owners of the 2018 International Battle Pass gain the ability to queue to play specific roles in their next ranked game. This is a learning from League of Legends—a further relaxation of that signature purism, acknowledging that while Dota 2 allows players to occasionally transcend or redefine team roles, the majority of players naturally sort themselves into positions anyway. And you know what: it's a really good idea to borrow, allowing you to bypass one of the most socially fraught moments in any ranked game—the bit where half your team argues about who has to play support. It's a shame that this feature is, at present, restricted to the International's latest money-spinner.

Particularly because player conduct remains an issue for Dota 2. Valve have introduced, extended and tinkered with player reporting systems, matchmaking, and so on. They have taken steps to reduce the anxiety that surrounds ranked play by replacing granular numerical skill ratings with much broader, seasonal rank badges. They've implemented pop-up reports that tell you whether you're doing well or badly in the eyes of your fellow players, and added messages to the start of games telling you to be nice. The success or failure of these methods is, inevitably, invisible: you never know how many internet assholes the game is successfully keeping out of your games.

Even so, Dota 2 remains a place where strangers scream at one another for making mistakes, where hostility has been entrenched by parts of the community as the norm and even desirable. It is certainly not the only game that has this problem, but it can feel unusually intense: perhaps because Dota 2 forces strangers together for so long, or makes them depend on one another so much. The same pressures that make this such a remarkable experience with friends can make it hellish, too, and after six years I couldn't assure you that this is going change. Dota 2 is one of my favourite games of all time, but I wouldn't necessarily recommend playing it solo until you know what you're getting yourself into.

And yet for me, and for millions of other people, this strange, unlikely, unrepeatable game has become part of the daily fabric of playing games on the PC. It's a shortcut to a particular kind of competitive experience that I click on almost every day, and that has retained its ability to excite, fascinate and frustrate many years and many thousands of hours after other games have run their course. Its present custodian, Valve, has succeeded in improving it—in making it more accessible and adding new ways to play. But most importantly Valve has succeeded in preserving Dota—in protecting the spirit of a phenomenal game that predates this specific iteration and will hopefully outlive it, too.

Dota 2 - Valve
* Fixed Dispersion tooltip incorrectly stating its Spell Immunity Interaction (was a previous change that wasn't documented correctly)
Dota 2 - Valve
* Fixed an exploit with Phantom Lancer
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