Dota 2
Medusa


Heya fellow nerd-ballers. Get your hotkeys ready, because you're about to drop into the first edition of What to Watch: The Week in eSports, a new column bringing you the latest news on tournaments, players, personalities, and apocalyptic balance patches for the world's premiere competitive PC games. This week, we highlight the big events to look for in 2013, where to start in building your own game knowledge to gosu levels, and what happens when the worlds of eSports and journalism collide. gl hf.

StarCraft II
 


2013 is about to kick into high gear for Blizzard's star-faring RTS, and the current undisputed king of real-time strategy eSports. With the Heart of the Swarm expansion (which you'll hear some more of my impressions on soon) less than two months away, the competitive scene is set to change in ways that only happen... well, once an expansion. At the same time, the community has been shaken up a bit by an dispute between journalist Rod "Slasher" Breslau and leading North American team Evil Geniuses that begs the question: Does eSports understand journalism?

Upcoming Events:
 
The GSL (Global StarCraft II league) is in the middle of its first season of 2012. For the newcomers, eSports seasons typically aren't a once-a-calendar-year thing: the GSL alone has previously hosted as many as seven full seasons in one year. Organized by South Korea's GOMTV, it is widely considered the very apex of competition in StarCraft II. They have a somewhat Byzantine system of qualifications, but as a rule of thumb, someone who has qualified for a coveted "Code S" slot is an eSports god among men, and the Code S champion (who will be decided on March 28) is usually regarded as one of (if not the) best StarCraft II player in the world.

Watch it: GomTV.net

The seventh season of the Intel Extreme Masters league, sponsored by (you guessed it!) Intel, will be holding its championship in Katowice, Poland starting tonight, and running through the weekend. Some of the major players in attendance will be SK Telecom T1's PartinG of South Korea, who recently left team StarTale. LucifroN and VortiX of Spain, the real-life brothers who wound up facing off at last year's Blizzard World Championship might end up in a rematch. Australian champion mOOnGLaDe, former WarCraft III master Grubby from the Netherlands, Germany's Socke, and Norwegian Team Liquid newcomer, Snute, will also be fighting for the top spot

Watch it: ESL-World.net

Other Stuff:
 
Caster (and fellow Johson County, Kansas escapee) Sean "Day" Plott continues to produce quality StarCraft content every week in his long-running Day Daily series. This week marked the return of the fan favorite Funday Monday segment, in which he imposes a restriction on viewers (such as only being able to build certain units) and commentates replays they send in working under these constraints. Outright madness has been known to ensue.



MLG's new programming schedule includes nightly Monday-Friday content for the SC2 addicts among us. Rules of Engagement with caster/pro Nick "Axslav" Ranish is a fine place to start if you're looking to tighten up your ladder play. Each day of the week has a different theme, from specific tactics to fundamentals. My personal favorite is Wednesdays, which breaks down pro-level "cheesing"- using risky, unorthodox strategies that diverge wildly from the current metagame. This week's developing fundamentals show has some good tips for economy management, and deciding what your units should be doing at any given time.

If you're looking for more Heart of the Swarm action but your favorite streamers are asleep, eating, or have otherwise vanished from public view, MLG has also been running nightly show matches in the expansion beta. Tonight at 2 p.m. PST, Axslav and Total Biscuit will be hosting a King of the Hill event.

League of Legends
 


League of Legends had an exciting and somewhat controversy-heavy 2012, shattering records for eSports viewership and shifting the balance of power from European and North American dominance to Asian primacy. 2013 is set to get rolling, and it's poised to be a very influential year for Riot's MOBA.

Upcoming Events:
 
League will also have a presence at IEM Katowice this weekend, with eight teams competing for a $15,500 top prize. South Korean all-stars Azubu are sending both their teams—Frost and Blaze—to compete with the likes of Europe's SK Gaming and North American staple, Curse. The winning team will also automatically qualify for the IEM World Championship later this year.

Watch it: ESL-World.net

The Riot-sponsored Season 3 Championship Series is also set to kick off on the 25th, with the North American Offline Qualifiers. Curse Gaming EU, Fnatic, and some up-and-comers including Team Acer will compete for a spot in the European championship series. Sixteen teams will enter, but only five will move on.

Read More: The Path to Pro

Other Stuff:
 


The latest patch notes include some more changes to jungling, which has seen a major overhaul since Season 2. Also of note is a change to the way turrets prioritize targets.

MLG's new programming is also showing LoL newbies (or just those looking to learn new champs) some love. Thursdays and Fridays starting next week, League of Legends Champion Training will offer analysis of pro-level gameplay with different champs, with analysts and the players themselves pointing out useful tips and tactics.

Dota 2
 


As 2013 dawns, we're still all asking the question, "So, is the game, like... out yet?" Thankfully, we don't have to ask whether or not there are exciting competitions to watch. While Dota hasn't really reached the volume or publicity of live tournaments of its main competitors, the red-headed step-child of premiere eSports continues to bring us high-stakes online action like The Defense. They also keep sending me beta keys in batches of around a bajillion. So chances are, you know someone who can get you in at this point if you're at all interested.

Upcoming Events:
 
The Defense 3 online tournament is ongoing, with only two teams—Germay's Mousesports and Fnatic EU—remaining undefeated. They lead their respective groups, along with Sweden's No Tidehunter in Group C and a tie between Russian Team Empire and North American Team Dignitas in Group B.

Watch it: The-Defense.com

Other Stuff:
 
Are you bad at Dota 2? Do you want someone to validate your hatred of the totally overpowered, BS heroes your enemies crush you with in solo cue? Using MSPaint? YouTuber Pyrion Flax has you covered. He's put out a general guide to Dota 2 as well as videos for specific heroes (most recently Magnus and Faceless Void.)

That's it for this week, eSports faithful. Let us know in the comments where you go to get your weekly eSports fix, and we might throw you a shout-out in a future installment.

gg
Dota 2

DOTA 2 Introduces a "Least Played" Mode to Get Players Out of Their Comfort ZonesThe latest update for DOTA 2's beta now delivers a "Least Played" mode, which will match players who are forced to use characters other the 20 that have given them the most wins. It's meant to get players in the game's closed beta to explore the game's full roster, which now runs 96 character deep.


"Least Played" enforces the top-20 restriction on all sides, so everyone is playing outside of his or her comfort zone, too. "Having an even playing field for everyone in the match will hopefully encourage players to break out of their comfort zone and try new heroes," Valve said on the Dota blog.


More than 3 million are currently participating in the beta; the post said that DOTA 2 has seen more than 100,000 games played so far.


Hello? Is this on? [Dota 2 Official Blog]


Dota 2 - Valve
Added Least Played mode to matchmaking! In this mode players can only choose from a list of their least played heroes. This mode is great for learning new heroes since everyone will be on equal footing.

GAMEPLAY
- Faceless Void: Fixed Backtrack working on HP Removal.
- Medusa: Mystic Snake now returns to restore you when it is blocked by Linken's Sphere.
- Meepo: Fixed an exploit with boot selection
- Riki: Fixed an issue with Permanent Invisibility on respawning.
- Slark: Fixed Impale based stuns not getting removed by Dark Pact.
- Issuing the haste command to the courier with the new UI no longer interrupts channeling spells on the primary hero.
- Fixed an exploit allowing items to be combined from multiple owners.
- Fixed Thunderclap being purgable.
- Fixed Malefice being purgable.
- Fixed Poison Touch being purgable and its interaction with BKB
- Fixed Brewmaster's Dispel not dealing damage to illusions.
- Fixed illusion damage interaction with other things that modify outgoing damage percentage (like Quelling Blade).
- Fixed being unable to target yourself with Force Staff if you are magic immune.
- Least Played Mode: The top 20 winning heroes for each player will be disabled. Heroes with less than 3 wins will not be disabled.

UI
- Fixed an exploit that let you bring up the panel to repick after the game started
- The Balanced Shuffle button now shows up for all non-league private lobbies.
- Fixed Nightstalker's darkness indicator persisting across games.
- Abandoned games are marked in the match history

BOTS
- Added Drow bot.
- Added Warlock bot (and Warlock Golem bot).
- Added support for bots using unique attack modifiers to harass while laning.
- Fixed bug that was causing bots to farm for buyback much earlier than they should.
- Fixed bug that was causing some bots to get stuck when trying to use a Tango.
- Bots that are lanemates of a carry will no longer jungle during the laning phase.
- If a hero is already jungling during the laning phase, additional bots will not jungle.

WORKSHOP
- Added Import Courier and Import Ward.
- Added support for animations and attachment points.
- Added Quicksave & Quickload import buttons to make it easy to redo a previous import.
- Added Centaur Warrunner, Batrider, Mirana, Keeper of the Light, Shadow Demon, and Slark.
- Preview now allows you to add multiple cosmetic items onto the preview Hero.
- Preview now has a Portrait camera view.
- Preview now allows you to select a skin on models with multiple skins.
- Preview now visualizes attachment points on models that require attachments to be valid.
- Improved validation of polygon and bone count of submitted models.
Half-Life 2
Dota 2 Steam Guide overlay


Someday, Valve will eventually run out of wonderful features to pack into its mega-gaming-hub Steam. Let's hope it's a long way off, because we'll all be busy poring over the user-written manuals, walkthroughs, and tips for our various games in the newly launched Steam Guides section of Steam's Community area.

Anyone can create and submit a guide for the game of their choice by clicking the new Guide tab on a game's Community Hub page. You can pretty up your words with images and embedded YouTube videos as well, and the guides also appear upon Steam's overlay whenever you're running a program. Neat. I can finally whip up my "How to avoid tigers" guide I've been planning for Far Cry 3 quickly and easily.

Head over to the Steam Guides page to take a look at the over 1,000 guides already created.
Dota 2
leadimage

We love games like Dota 2, League of Legends, and Smite, but the myriad skills needed to master their complex gameplay can scare new players away. That’s why we occasionally pick a key skill and teach you how to master it, using a character that particularly excels at or relies on that skill in-game.

We've activated League of Legends expert and former Senior Editor Josh Augustine to tackle the science (and art) of wards—the consumable items that you drop to illuminate LoL's ever-present fog of war. No one is better at warding the map than the little scout Teemo, who can toss down his own sight-granting mushrooms in addition to ordinary wards.

The skill — Warding
The scariest thing in games like League of Legends and Dota 2 is not knowing where your opponents are. If you can't see them, they have the huge advantage of being able to choose the time and place that they engage your team. Wards are the solution: placing them in key locations throughout the map can give your entire team the ability to not only predict incoming ganks and escape them, but also to monitor enemy movement and pick out the best times to be aggressive.

In LoL, warding the map is usually considered the job of the the support player or jungler, who already spend their time and gold helping their teammates. But anyone can do it and you probably should if your teammates aren't.
The champion — Teemo, The Swift Scout
Teemo has been the most polarizing champion in LoL since we first revealed him in the magazine over three years ago. Equal parts cute, annoying, and griefer, this little bundle of poisonous darts has been used to troll games from the lowest ELOs to the All-Star Pro game before the Season Two world championships in October, where MakNooN played him in a jungle role as a joke. Even LoL's Lead Producer, Travis George, has told me that Teemo's secret passive is a global taunt, because everyone immediately wants to kill him.

But Teemo is more than just controversy, he's a fast, fluffy blur that mixes AP and AD damage and excels at on-hit effects. He also throws stealthed mushrooms—powerful fungi that grant his team vision of the area and slow opponents that trip over them. His skillset makes him a great one-on-one dueler, but he lacks any sort of serious presence in larger teamfights. As such, he's usually played in top lane, where he can (ideally) isolate his lane with mushroom land mines and pressure his opponent.
Objective
Our goal this week is to understand the primary benefits that warding offers to you and your team, how to capitalize on those advantages, and to identify key locations that should be warded to encourage efficient use of the gold you're spending to place them. On top of all that, we'll learn the best places to use Teemo's special brand of mushrooms as wards and defensive traps.
Builds and Items
My friend and dedicated Teemo player Jeff Wycoff once told me that the first thing you need to know about playing AP Teemo is that it's bad. And while that may be true, the second thing you need to know about playing AP Teemo is that it's fun. There's very few things as funny as watching an enemy player limp away from battle, thinking that they've escaped, and then stumble across a mushroom and yell into chat as they slowly bleed to death.

The most successful builds for Teemo will focus on Attack Damage, relying on his quick movement speed and ability to blind his opponents to allow him to go toe-to-toe with most champions. Strong items for AD Teemo include Frozen Mallet Berserker's Greaves, and Blade of the Ruined King.

For this little experiment, however, we're going to build Teemo AP for a few reasons. One, Teemo's shrooms scale off of AP and it's more fun to play with shrooms when they're bursting for big damage. Two, it's funny. Three, it's a very unique playstyle. Some key items to build, depending on your opponents, are Nashor's Tooth, Rabadon's Deathcap, Zhonya's Hourglass, Liandry's Torment, Malady, Rylai's Crystal Scepter, and Sorcerer's Shoes.

AP lets you torture them slowly with poison, all while smiling like the happy anthropomorphic bunny that you are.

For non-Teemos looking to ward for the entire match duration (usually the support champion), an absolutely essential item to buy is the Ruby Sightstone. This is a new Season 3 item that allows you to pay a large one-time cost to place infinite wards that last three minutes each throughout the match, with a maximum of three up at a time. Less-dedicated warders can pick up single-use Sight Wards and Vision Wards—more expensive, pink wards that also reveal hidden units, including other wards.

The tiniest little serial killer
But we're playing Teemo this week, so let's take a quick look at his arsenal. The key skills for his AP build are Toxic Shot, which deals magic damage on every auto-attack and leaves behind a DoT effect, and the Noxious Trap mushrooms I mentioned earlier, which have a whopping 10-minute duration.

Move Quick is a great ability that lets you move faster when not being hit by enemy champions, letting you dive in and out of range for quick pokes on melee champs. And his Q, Blinding Dart, is a great failsafe that helps Teemo hold his own when confrontation can't be avoided. And of course, his Camouflage passive lets him line up some fun ganks by lying in wait next to his shrooms.

The order that you should upgrade these abilities while playing AP Teemo is: R > E > W > Q.

For you visual learners, here's what we want to avoid.
Phase 1: Don't die
It starts easy: you really only have one ward to place at the start of the game. Getting last-hits (which we covered last session) is absolutely crucial early in any game like LoL. The gold and XP you earn will snowball you to future victories, but you can't do it if you're constantly being harassed by roamers ganking your lane. And Teemo is a very tempting target for champions with stuns and leaps.

Place your starting ward into the brush that borders your river entrance. Place it on the edge of the brush closest to the direction gankers will be traveling from to give you most warning. Support champions on bottom lane should place their ward in the same area.



These are the most commonly warded spots in the entire map, and for good reason: this is where 99% of all ganks will come from as long as you maintain the central position of the creep waves. As long as you're in this part of your lane, make sure that this brush remains warded. This is also good to keep in mind when you start looking to clear out the enemy teams wards to allow your teammates to gank your lane—tossing down a Vision Ward to this area will almost certainly let you gobble up one or more enemy wards.

Junglers fearing a level one invade (when the enemy team rushes to attack you in your jungle at the start of the game), can toss a starting ward closer to the jungler's first objective—either red or blue buff—to let you make a tactical retreat.

Support players on bottom may want to put a ward into the opposing team's lane brush to prevent aggressive support champions like Blitzcrank, Nidalee, and Nami from tossing surprise CC onto you. Doing so also lets your AD carry take cheap shots at champs that wander too close inside the brush who think they're safe. Remember, you can throw a ward into the brush without walking into it.

Against certain champions, one well-placed ward in bottom brush can save many lives.

But as a top-lane Teemo, one ward should be enough to tide us over until we hit level six, when we can start placing shrooms. Until then, play it safe and don't push your lane. Stay close to your tower and retreat at the first sign of a gank.

Wall them in
Once you have access to shrooms, it's time to expand your fungi bunker to legendary lengths and toss your tiny, fluffy weight around up top. Your goal is to place mushrooms in such a way that no one can come up to your lane without stepping on at least one of them, giving you time to either escape unscathed or take pot-shots at the slowed champion if you want to take him out.

Key spots to hit for top lane, in order of importance are: (1) the river brush, (2) on the open river next to the brush, (3) the tri-corner brush just above there, (4) the corner of your lane's river entrance that is closest to your tower, and (5) near Baron and blue buff. You shouldn't need to ward the brush that runs along the top of your lane at this stage, but you can if your opponent is dipping into it often.




Traditional wards have a much wider range of sight than Teemo's mushrooms. If you're not Teemo, consider ward placement near spots number 1, 3, or the middle location of the 5s (blue circles), depending on the direction ganks are usually coming from. Similar placement works on bottom lane.

It's a fair criticism to say that we've been incredibly selfish with our Teemo shrooms and wards so far. And, early on, that's kind of okay. It's not safe for support champions to roam outside their lane to place wards during the first few levels, and Teemo needs all the help he can get. Teemo isn't quite a top-tier champion, and he really needs to get off to a good start to be of real use to his team. Embrace the selfishness that swaddles our fluffy Teemo in an impenetrable barrier of exploding mushrooms, at least for now.

Next page: The later phases of ward placement, key locations for them, master tweaks, and your homework for the week.

An unwarded mid lane will quickly turn into a bloodbath.
Phase 2: Protect mid
Once you've bought a couple core items and feel comfortable leaving your lane for a bit (and your partner is prepared to solo if you're support), you'll want to adopt some altruism and spread the wards around. Bottom should always have wards coming out from the support player, who should have bought the Ruby Sightstone for an endless supply of wards. But your mid-lane buddy is spending all off their gold on snowballing into the carry of your dreams. Placing your wards around their lane helps them doubly: it saves them money and their life by preventing ganks.

As blue team (the one that starts on the bottom of the map), there are four primaryu spots I love to place shrooms at on the north side of mid lane, pictured below. If you're playing support and just planting a ward, I'd go with the central brush clump.



The placement is pretty similar on the south side of the lane, but (if I'm on blue team) I place them a little more aggressively to allow mid to push the tower without leaving themselves vulnerable to the side path. For red team Teemos, just reverse which side you're more aggressive on.


Phase 3: Set the trap
Alright, by now you've done a good job warding through early and mid game. You've avoided ganks, saved your mid's life a couple times, and earned enough gold to snatch up some hefty AP stats. Your shrooms are ready to evolve from alarm systems to heavy health bar drains. In the later stages of the match, wards and shrooms should be used to set up traps for your team to ambush enemies.

Ward locations at this stage tend to shift away from lane entrances and go deeper into the jungles now that your champs are strong enough to survive expeditions into enemy territory. Assuming you're not being pushed back into your base, key spots to grab are the wraith brush, the red buff brush, blue buff brush, and, of course, good ol' Baron.





Doing all of these wards is probably overkill, but as you play, you'll start to get the hang of which ones are needed at that particular moment depending on the flow of battle. You'll usually want have at least three of them up whenever possible to help track enemy movement. All of these camps are key tactical objectives that will make the difference come teamfight time, and you need to be aware of when they're being fought for so that you can interrupt them if needed, or steal them if possible.

Ideally, the warded vision will allow you to spot isolated enemy champions and engage on them before they have a chance to regroup with their allies. At worst, it will allow you to proceed on your normal plan with confidence, thanks to knowing exactly where the enemy team is at any given time.

The wall hop
Keep in mind that many spots can be warded safely from over a wall, such as dropping a ward into the Baron chamber from the red team's jungle, or hitting the tri-brush from inside that same deadly boss chamber to check the jungle. Wall-hopping wards can be a huge advantage during standoffs, giving your ranged champions the line-of-sight they need to hurl death at opponents who can't even see it coming. Base walls are another great spot for ward vaulting—particularly useful when one team is pinned inside their base by super minions.




Just one step more...
Teemo's shrooms become more flexible at this stage in the game as well. Now you have the option to either ignore the vision perk and use them to push creep waves or focus on setting traps for ambushing enemy players. The former is straight forward, but the latter requires watching player movement throughout the game to identify walking routes that the enemy frequents. It's what we'll be working on for this guide because it's a great way to train your mind to spot the frequently traveled routes and gain a sixth sense about ward placement.

You must always be aware of the status of all three lanes and how that will affect what routes the players will use to travel. If top lane is pushed all the way to their inhibitor, shrooms by your top lane river entrance will likely be wasted.

Some of my favorite trap lanes are enemy team wraith camp brush to my team's wolf brush, mid-lane river to baron, and the crossroads at enemy blue buff. You don't have to hit all of the spots at once with these—see where lanes are fighting and make your best guess at which paths are the most likely to be traversed soon. This is definitely a skill you'll develop over time.


]

You should see that in most areas, and especially Blue crossroads, we're hedging our bets by placing the shrooms in places where multiple paths intersect, and spacing them out far enough that the DoT will wear off right as they run into the next one if they continue moving forward. This ensures maximum damage, and the enemy will usually have to return to base if they hit even three of them.
Master tweaks
1. At first, you will only be able to think of a few "must have" ward spots. But as you begin to play more and focus on placing shrooms in right locations, you'll start to find yourself analyzing the geometry pecularities of the map that lead champions through specific locations much more often than others. Placing a ward half an inch to the right can actually make a huge difference.

For example, champions walk through the jungle river entrance near mid lane all the time, and the game will always pick the most efficient route for the champion to travel. So you can look at the terrain sticking out and draw a mental line connecting the two path entrances to see where they will walk. That route is the perfect place to throw a few mushrooms. You can also use this to calculate what line-of-sight the champion will have and place your wards in tiny nooks that are less likely to be revealed by invisibility-seeing buffs.

Below I've drawn the efficient route the path-finding will run the player on who clicks towards bottom lane river from mid lane, highlight in orange where your ward grants line-of-sight on them.



2. There will come a time when you'll prefer to use your immense knowledge of where people walk on the map to ensure that players don't step on your mushrooms. They last 10 minutes and serve as excellent vision wards, but only while they're undisturbed.

Especially as an AD Teemo, whose shrooms do very little damage, the little guys are more useful as vision-granting wards than land mines. You'll need to walk a thin line of placing them near heavy traffic areas while placing them in odd nooks and crannies where they won't get stepped on and exploded before their time runs out.

Here are a few example locations you can use to ward the river with shrooms, granting line of sight on all the primary routes while maintaining a very low chance the enemy will step on the mushrooms.



3. Being aware of key objectives opening up, or when and where your team is going to push next will allow you to place mushrooms in the battlefield before the fight happens. Talking to your teammates is absolutely essential, but it's also important to note if the enemy team seems to prefer to congregate or teamfight in a certain part of the map. For example, if you notice that the mid often runs to gank bottom lane, make sure you put shrooms in the river near bottom lane. That will ensure that the shrooms are where the fight will happen, even if you can't be there.

4. This one is very situational and the payoff is debatable, but placing wards in spots that let your teammates hop terrain can save their lives. Champs like Katarina and Lee Sin can leap to friendly targets, including wards you place. It's rarely worth placing them beforehand, but it's good to keep in mind when choosing the specific location for your ward in an area.

Every time a Lee Sin hops to a ward, a Kayle gets its wings.

5. I focused solely on the LoL map in this guide, but once you understand the core ideas, you can apply them to the maps in Dota 2, Heroes of Newerth, Smite, and the rest. One other important element to remember in Dota 2 is that it's terain is 3D and height matters. On top of that, trees can be destroyed to cut makeshift paths through seemingly impassable terrain. Still, placing wards near lane entrances and prime objectives is always a safe bet, and a good place to start as you master the travel paths of other maps.
Your homework
Good luck out there this week, adorable Teemos! As always, you can download and play League of Legends for free. Teemo is one of the cheaper champions, and you can pick him up for $4.50 or 1350 IP if you don't already own the cutest killer with a blowdart gun. Once you've mastered wards with Teemo, taking care of ward duties on any other champion will be easy.

Five goals to aim for as you learn to ward with Teemo:
1. Avoid three ganks before hitting level six thanks to your wards.
2. Receive a "thank you" from a teammate who benefits from your wards.
3. Place more than 50 wards/mushrooms in a single game.
4. Escape an enemy chasing you in the enemy jungle by leading them over at least two mushrooms.
5. Draw a smiley face with wards.
Dota 2 - Valve
Added Medusa!

GAMEPLAY
- Witch Doctor: Fixed Aghanim's Death Ward attacking Familiars and other psuedo heroes.
- Doom: Scorched Earth now only applies damage from Doom himself, not all the units affected by his aura.
- Pudge: Fixed being able to get units stuck using Refresher.
- Keeper of the Light: Fixed Recall interaction with non-hero units.
- Fixed Armlet and Power Treads interaction.

UI
- Added a Haste button to the courier HUD element.
- Added Mid Only game mode for private lobbies (disables other lanes and allows the same hero to be selected).
- The Announcer Share dialog has been replaced with a Shared Content dialog.
- Added a badge to the top bar to count the available shared items.
- If shared content is available in a game, a message is now printed pregame.
- Added Balanced Shuffle button to non-tournament private lobbies.
- Added All Chat private lobby option for enabling voice chat among all players.
- Fixed "Equip" appearing in the right click menu for some chests.

AUDIO
- Fixed hearing the wrong announcer after equipping a new item in the loadout.
- Fixed bugs with muting cobroadcasters causing other sounds to be muted.

BOTS
- The bots are now less likely to push with more heroes than what they deem necessary (less 5-man Dota). Probably needs some tuning.
- Made bots slightly less self-concerned when considering defending an ally. Also made them more likely to jump in if they have a slow or stun.
- Bots that are capable of jungling during the laning phase may now do so.
- If purchasing an item from the secret shop would complete an item, desire for going there is now increased.
- When their next item is purchasable, their desire to farm is signficiantly reduced.
- Fixed bad tuning that was causing bots to almost never farm lanes.
- Improved bot responsiveness to pings on Roshan.
- Bots are now less likely to assume that humans will purchase wards.
Team Fortress 2
Steam Big Picture


Reclusive Valve boss and mighty beardsman Gabe Newell spoke with The Verge in an interview at the Consumer Electronics Show today, sharing precious additional details on the studio's Steam Box hardware project. Among other topics, Newell discussed his interest for biometric control setups, the "giant sadness" of Windows 8, and the changes to Valve's game design structure. Oh, and Half-Life 3. (Just kidding about that last part, but we saw you jump a little in your chair.)

Newell said Steam Box's team explored ideas surrounding both motion-control and biometric controls, ultimately leaning towards the latter after tangling with "super boring stuff" involving latency and precision. "Maybe the motion stuff is just failure of imagination on our part, but we’re a lot more excited about biometrics as an input method," he said. "Your hands, your wrist muscles, and your fingers are actually your highest bandwidth, so to try and talk to a game with your arms is essentially saying, 'Oh, we’re gonna stop using ethernet and go back to 300 baud dial-up.'"

When asked about Steam Box's supported features, Newell stated the Linux-based hardware allows Netflix streaming, Internet browsing, and networking across multiple TVs.

"The Steam Box will also be a server," Newell said. "Any PC can serve multiple monitors, so over time, the next-generation (post-Kepler) you can have one GPU that’s serving up eight simultaneous game calls. So, you could have one PC and eight televisions and eight controllers and everybody getting great performance out of it. We’re used to having one monitor, or two monitors—now we’re saying lets expand that a little bit."

Photo from The Verge — click for source

As for the wide-ranging Steam storefront itself, Newell hoped Valve will continually distance itself from inclusive alternatives such as Apple or Microsoft's digital shops by soon giving gamers the power to create custom listings to share with everyone else.

"Our view is that, in the same way users are critical in a multiplayer experience, we should figure out how we can help users find people that are going to make their game experiences better," he said. "Some people will create team stores, some people will create Sony stores, and some people will create stores with only games that they think meet their quality bar. Somebody is going to create a store that says, 'These are the worst games on Steam.' So, that’s an example of where our thinking is leading us right now."

Newell also revisited his great displeasure of Windows 8, calling the operating system a "giant sadness" and a detriment to the PC industry.

"It just hurts everybody in the PC business," he said. "Rather than everybody being all excited to go buy a new PC and buying new software to run on it, we’ve had a 20+ percent decline in PC sales. It’s like, 'Holy cow, that’s not what the new generation of the operating system is supposed to do.' There’s supposed to be a 40 percent uptake, not a 20 percent decline, so that’s what really scares me. When I started using it I was like, 'Oh my God...' I find unusable."

Check out the rest of the interview on The Verge for Newell's thoughts on Valve's "theory of fun," user-made content, and the level of control over Steam Box's design.
Dota 2 - Valve
- Fixed Snowballs/Coals/Campfires proccing some passive abilities like Aftershock
- Fixed RoB, RoA and Radiance proccing Essence Aura
- Fixed a Roshan exploit with Clockerk
Dota 2 - Valve
VISUALS
- Added Nightstalker darkness graphic to day/night clock.
- When calculating Net Worth, we no longer include the inventory value of the other Meepos.

GAMEPLAY
- Roshan is no longer pushed by Clockwerk's cogs.

UI
- Added Announcer previewing.
- Fixed backwards day/night indicator.

MISC
- Added Australia server region.
- Failed chunks are now retried when downloading replays. This should address the issue with Error 206.

BOTS
- Bots will now wake up if they're attacked during their initial 15 second slumber.
- Improved decision-making of who should buy wards on a team.
- Fixed Lich bot trolling teammates by using Dark Ritual on creeps that a teammate teleporting to.
- Swapped around Jugg bot's item build (he goes for ring of health and battlefury faster now).
- Carry bots are now allowed to move further from their base laning location when going for last hits.
Dota 2 - Valve
- Naked Greevils now get a random ultimate too.
- Auras from heroes no longer apply when in Greevil mode.
- Rebalanced the essence stat bonuses slightly. This should make seraphic greevils slightly weaker overall and colored greevils should be the best at whatever their essence gives innately.
- The items heroes receive from presents are now significantly better.
- Fixed a bug that would sometimes caused non-naked greevils to get incorrect/random abilities.
- Fixed a few greevil ability tooltips that were crediting abilities to the wrong essence/egg colors.
- Fixed Greeviling game summary gifts somtimes displaying incorrectly.
...