What does my mmr mean dota 2

What does my mmr mean dota 2

What does my mmr mean dota 2

A collection of thoughts and problems

In Part 1, we discussed the potential for inflation/deflation in Dota 2’s ranked matchmaking system. In part 2, we will discuss some other effects and weaknesses of such a system.

Before we really begin talking about inflation at the highest level of play, we need to look at what it really means for a player to have a MMR of 4.4k.

The most comprehensive analysis of what it really means to have a certain MMR comes from this reddit post. By calculating the differences in total team MMRs, he/she could derive a relationship between what Valve’s matchmaking system thought the win chance was and how it related to the difference in MMRs. This graph is the end result. Simply put, 1k MMR points would roughly translate to an increase in win rate of about 25% at the same level.

However, there are several problems with this system.

Firstly, it is currently unknown to us as to whether this ratio changes from patch to patch. If it does not, MMR inflation would be a problem. Certain patches are more stable than others, in the sense that the better team is more likely to win. Take the current patch 6.82c as an example. With the new comeback mechanic in place, teams that make mistakes are more heavily punished, so the better team is usually more likely to come out as the winner. It is difficult to produce real evidence (perhaps through some analysis of dota2lounge statistics this may be possible, but I lack the skills to complete this process), but 6.81 was a far more chaotic patch as compared to 6.82c, and underdogs were more likely to win, probably as a result of the lack of this new comeback mechanic. If we take this to be true, what it means is that a 200 point MMR difference would now translate to an increase in win rate of greater than 25%. This means that while you obtain 10 points, which would translate to an expected 80% win rate, you are actually having an expected 85% or maybe even 90% win rate. This change in patch has resulted in a scenario where higher MMR players are actually favored more naturally. As higher ranked players are rare, Valve’s matchmaking system often places them in games where the MMRs are skewed, oftentimes with their teams having the higher MMR, favouring them in this new, more stable patch. This allows for the higher ranked MMR players to climb even higher and contributes to inflation at the highest level of play.

This brings to mind another problem with the current MMR system. The current MMR system attempts to match individuals with close MMRs with each other, so most games are completely even with little variance. This completely breaks the MMR system and renders the expected win rates meaningless. If players are not constantly exposed to a situtation where there is a large difference in skill between the two teams, this 80% win rate nets you 10 points effect is irrelevant. If games with 1k skill difference are rare (they currently are), then the fact that valve assigns the winning team only 10 points almost never comes in play, so the relationship between the scaling of points and the win rate is not controlled by Valve, but by the distribution of player skill. This means that the previous work done by /u/Zenotha on reddit is meaningless as that merely demonstrates what Valve thinks a 1k MMR difference means and not what it actually corresponds to.

Of course, Valve could have already implemented varying constants that change patch by patch or month by month that negate all of my concerns.

An interesting thing to note is that the current MMR system where players are matched with players with equal MMR, avoiding games with huge variance has possibly interesting implications. Imagine a scenario where a bunch of players of perfectly equal skill are dumped in a separate pool for matchmaking using Valve’s current matchmaking. Say we give them all an initial matchmaking rank of 4k. As the teams are perfectly even as all the players are even, it can be expected that the winners are all random. This means that as more games are played, due to the natural amount of variance, it can be expected that these players would all shift to a increasingly wider range of MMRs despite having equal skill. There is no equilibrating force in this case as there are no games played where the teams have large differing MMR points, disallowing players far from the mean to take advantage of their obscenely low/high MMRs to get back to the mean. In reality however, a equilibrating force exists in the direct relationship between MMR and player skill.

In the end, higher players increasing their MMRs over time was probably just a slow stabilization process as the higher MMR slowly adjusted to their real values.

What does my mmr mean dota 2

Reaves dota 2 singing

Reaves dota 2 singing

Reaves dota 2 singing

SingSing

This article may require copy editing for grammar, style, cohesion, tone or spelling. You can assist by editing it now.

Wehsing “SingSing” Yuen is a retired professional Dota 2 player from the Netherlands. He is widely known as one of the most popular Dota 2 streamers.

Contents

Biography [ edit ]

Before he played Dota 2, SingSing played StarCraft II, Heroes of Newerth, and DotA.

Dota 2 [ edit ]

SingSing started off by streaming early when he received early access to the Dota 2 Beta. Reaves dota 2 singing His often troll-oriented streaming got the attention of viewers and he became one of the most watched streamers. In December 2011 SingSing, along with his teammates in what used to be called “EBIN”, got picked up by mousesports, [1] quickly getting results by winning two events hosted by The GD Studio. After a roster changed, the team place 3rd in the West Qualifier for The International 2012. However MUFC was unable to attend the event due to last minute issues and mousesports took their second chance by beating World Elite in a last minute qualifier. [2] [3]

After The International 2012, it looked like SingSing would stay with mousesports for a long time. But in October 2012, it was announced that The GD Studio would sponsor the team’s trip to Star Ladder Finals after mousesports dec >[4] [5] SingSing then represented The GD B-Team for the tournament but it was made clear that this was a one time thing and the team would have to find a new sponsor. After briefly calling his team Zero, [6] SingSing left in early November 2012. On December 31, he announced a new team of his. [7] On February 1st, QPAD’s Facebook announced a new team, the QPAD Dragons (later changed to Red Pandas), containing both SingSing and Wagamama as core members. [8]

Shortly after The International 2013 he joined Kaipi, who he previously played for as a stand-in. [9]

Kaipi was picked up by the international organization RattleSnake and formed RattleSnake. int. [10] The team was later renamed to Speed Gaming, to give it a more sol >[11] Following issues with their manager, the team left to join the Cloud9 organization. [12] On August 13th, 2014, SingSing left Cloud9 to join a new team, [13] while playing for Team Tinker for i-league. [14] Following a string of disappointing results, SingSing departed Team Tinker in February of 2015. [15] He went on to form a new team, Burden United, to participate in the ESL One Frankfurt 2015 qualifiers. [16] After failing to qualify for The International 2015, Burden United disbanded and SingSing was left teamless. [17] Singsing returned to his former team Kaipi on 14th March 2016.

After falling short in the Boston Major American Open Qualifers, SingSing announced his retirement during an interview, where he cited that the open qualifiers would be his last tournament. [18]

After his retirement as a professional Dota player, SingSing focused back on streaming, where he had entered a partnership with Cloud9 in January 2016. [19] [20]

Reaves dota 2 singing

Golem de warlock dota 2

Golem de warlock dota 2

Golem de warlock dota 2

Guia: Como jugar con Warlock DOTA 2

Al invocar a su gólem demoníaco, Warlock trae la ruina a los enemigos y destruye sus defensas. Incluso sin su gólem, sus oscuros hechizos aún son capaces de causar estragos, ya sea curando a los aliados y dañando a los enemigos con una palabra o atando a sus enemigos para que compartan su agonía. Golem de warlock dota 2

Como conservador jefe y director de adquisiciones para los Archivos Arcanos de la Academia Ultimyr, Demnok Lannik era incansable en su búsqueda de tomos perdidos, poco comunes y prohibidos. Ningún templo maldito era tan inquietante ni ninguna caverna era tan peligrosa como para que la más mínima preocupación por su propia supervivencia pudiera disuadirle de entrar si los rumores indicaban que algún pergamino de sabiduría ancestral podía encontrarse aún en sus profundidades. Sin embargo, sus investigaciones solían despertar bastante a menudo la ira de entes guardianes, por lo que vio necesario dominar el arte de la magia. Golem de warlock dota 2 Se dedicó a aprender hechicería con el mismo ímpetu meticuloso que lo había caracterizado en su búsqueda de incunables, convirtiéndose en el mejor Hechicero (Warlock) de la Academia en menos tiempo del que la mayoría de practicantes necesitaban para completar un curso básico. Mientras estaba en ello, talló un bastón de madera sombría e imbuyó en él a un espíritu cautivo de los Infiernos Exteriores. Además, anticipándose al día en el que haya recopilado hasta el último tomo de magia perdido, ha comenzado a escribir su propio Grimorio Oscuro. Sin duda, será muy instructivo.

Fuerza

24 +2.8

Agilidad

10 +1.0

Inteligencia

22 +2.7

ESTADÍSTICAS:

Daño: 46 – 56
Alcance de ataque: 600
Velocidad de los proyectiles: 1,200
Armadura: 2.6
Resistencia mágica: 25%
Velocidad de movimiento: 295
Alcance de visión: 1,800/800
Vida: 632 +1.6
Maná: 405 +1.4

HABILIDADES:

Fatal Bonds TIEMPO DE RECARGA: 24/22/20/18 MANÁ: 140

Une a varias unidades enemigas, haciendo que un 25% del daño causado a una de ellas lo sientan las demás.

HABILIDAD: UNIDAD OBJETIVO
AFECTA A: UNIDADES ENEMIGAS
ATRAVIESA INMUNIDAD A HECHIZOS: NO
DAÑO: 0 / 0 / 0 / 0
ENEMIGOS UNIDOS: 3 / 4 / 5 / 6
DURACIÓN: 25
NOTA:

  1. El daño no inutilizará habilidades u objetos como la Daga de Traslación que requieren daño por jugador.

Shadow Word TIEMPO DE RECARGA: 16 MANÁ: 90/110/130/150

Warlock susurra un encantamiento, curando a una unidad aliada o dañando a un enemigo a lo largo del tiempo.

HABILIDAD: UNIDAD OBJETIVO
AFECTA A: HÉROES
TIPO DE DAÑO: MÁGICO
ATRAVIESA INMUNIDAD A HECHIZOS: NO
DAñO: 15 / 25 / 35 / 45
DURACIÓN: 12
NOTA:

  1. Un héroe bajo el efecto de Palabra de las Sombras puede ser denegado si su vida se reduce por debajo del 25%% de su vida máxima. Golem de warlock dota 2

Upheaval TIEMPO DE RECARGA: 50/46/42/38 MANÁ: 100/110/120/130

CANALIZADA: Una poderosa corriente ralentizante que aumenta su fuerza a medida que se canaliza. Golem de warlock dota 2 Dura hasta 16 segundos. Los enemigos son ralentizados durante 3 segundos tras salir del área o después de que acabe el efecto.

HABILIDAD: CANALIZADA, PUNTO OBJETIVO
ATRAVIESA INMUNIDAD A HECHIZOS: NO
DAñO: 0 / 0 / 0 / 0
RADIO: 650 / 650 / 650 / 650
RALENTIZACIÓN MÁXIMA CANALIZADA: 12.5 / 6.5 / 4.5 / 3.5
RALENTIZACIÓN MÁXIMA: 84%
NOTA:

  1. El aumento de la ralentización se basa en la duración de la canalización, no en el rato que un enemigo lleve en el área. Golem de warlock dota 2

Chaotic Offering TIEMPO DE RECARGA: 165 MANÁ: 200/300/400

Invoca un Gólem de las profund >Mejorable con el Cetro de Aghanim.

HABILIDAD: PUNTO OBJETIVO
TIPO DE DAÑO: MÁGICO
ATRAVIESA INMUNIDAD A HECHIZOS:
RADIO DE EXPLOSIÓN DE LA INVOCACIÓN: 600
VIDA DEL GÓLEM: 1000 / 1500 / 2000
DAÑO DEL GÓLEM: 75 / 100 / 125
REGENERACIÓN DE VIDA DEL GÓLEM: 25 / 50 / 75
NÚMERO DE GÓLEMS CON CETRO: 2
VIDA DEL GÓLEM CON CETRO: 750 / 1125 / 1500
DAÑO DEL GÓLEM CON CETRO: 56 / 75 / 94
REDUCCIÓN DE RECOMPENSA CON CETRO: 50%
NOTAS:

  1. Las unidades inmunes a hechizos quedarán aturdidas.
  2. Esta habilidad destruye árboles en su área de efecto.

OBJETOS:

  • Los siguientes items serán para mejorar nuestra última habilidad, para esto con “Cetro de Aghanim” podremos sacar 2 golems cuando activemos “Chaotic Offering“. Y el siguiente item es “Orbe Revigorizante” que reiniciará nuestras habilidades, por lo que podremos sacar otros 2 golems, con lo que tendríamos 4 golems.

CETRO DE AGHANIM : Mejora la habilidad “Chaotic Offering”. Invoca a 2 Gólems con estadísticas y recompensa reducidas.

  • Por último necesitamos items para escapar o sobrevivir, esto porque seremos el objetivo número 1 de los enemigos, ya que no querrán que saquemos nuestros 4 golems, por eso con el item “Bastón de Fuerza” podremos empujarnos para evadir las batallas. Para completar nuestro inventario y evitar que nos asesinen antes que lancemos nuestros golems, el item “Aeon Disk” es fundamental, este item nos protegerá cuando nuestra vida este por debajo de 70% y por 2.5 segundos no recibiremos ningún daño, este tiempo es suficiente para invocar a los golems y así inclinar la balanza en las batallas.

BASTÓN DE FUERZA : Empuja a la unidad objetivo 600 unidades en la dirección en la que está mirando. Haz doble clic para lanzarte Fuerza instantáneamente sobre ti mismo.

ORDEN DE HABILIDADES:

WALLPAPERS – LOADING SCREENS

(1600×900) *Clic en la imagen para descargar

La mejor forma de ayudarnos es compartiendo:

Golem de warlock dota 2

Dota 2 sylar lone druid gameplay

Dota 2 sylar lone druid gameplay

Dota 2 sylar lone druid gameplay

Lone Dru >

Notes:
This ability was reworked into the current Spirit Link in version 7.23.

  • Interrupts Lone Dru >Aghanim’s Scepter , the buff on the Spirit Bear are not lost.
  • Buffs the Spirit Bear even when it’s invulnerable or hidden.
  • The heal works like lifesteal, with the difference being the attacking unit does not get healed.
    • Attack damage dealt by the Spirit Bear heals Lone Druid and vice versa. Dota 2 sylar lone druid gameplay
    • Only heals from attack damage. Spell damage does not trigger the lifesteal.
  • The visual effect on cast only appears when the Spirit Bear is within 1500 range of Lone Druid.
  • This ability was reworked into the current True Form in version 7.23.
  • Despite the lack of cooldown, True Form does proc all on-cast effects like a regular spell.
  • During the transformation, Lone Dru >Stout Shield , Manta Style , Vladmir’s Offering , etc).
  • True Form persists through Lone Druid’s death. If he dies during it, he respawns in True Form.
  • Changes Lone Druid’s model and alters his voice.
  • This ability replaced the preceding form of True Form until used.
  • Despite being a sub-spell, Druid Form does proc all on-cast effects like a regular spell.
  • During the transformation, Lone Druid cannot do anything. Cannot be interrupted.
  • This ability was only available while the preceding version of True Form was active.
  • Battle Cry’s level is set equal to True Form’s level.
  • Affects all units owned by Lone Druid and his Spirit Bear, not just him and the bear.
  • Plays a part of the sound at the beginning of the cast.
  • This ability was owned by the Spirit Bear. It was reworked into the current Return in version 7.23.
  • Return requires Summon Spirit Bear level 2 to be unlocked.
  • Return interrupts the Spirit Bear’s channeling spells upon cast.
  • Disjoints projectiles upon cast.
  • Can be cast from anywhere on the map.
  • Issues a stop order to the Spirit Bear after teleporting.
  • Taking player based damage puts Return on a second cooldown. Has no minimum damage threshold.
    • Damage is checked before any sort of reduction, so fully blocked damage also triggers the cooldown.
  • If Lone Druid dies and Return is cast, the Spirit Bear teleports back to Lone Druid’s death location.
  • The Spirit Bear had this ability from 7.20 to 7.22h.
  • Defender requires Summon Spirit Bear level 1 to be unlocked.
  • The aura only affects Lone Dru >Return , or prevent Summon Spirit Bear from being used to resummon.
  • The aura’s radius equals the leash range of the Spirit Bear.
  • This ability got replaced by Spirit Link in the 7.20 gameplay patch.
  • Rab >Aghanim’s Scepter , the effects on the Spirit Bear are not lost.
  • This ability got replaced by Savage Roar in the 6.86 gameplay patch.
  • Stats of the Spirit Bear on each level with each level of Synergy:
    • Synergy Level 0: 28-38 attack damage, 320/320/330/340 move speed
    • Synergy Level 1: 38-48 attack damage, 330/330/340/350 move speed
    • Synergy Level 2: 48-58 attack damage, 340/340/350/360 move speed
    • Synergy Level 3: 58-68 attack damage, 350/350/360/370 move speed
    • Synergy Level 4: 68-78 attack damage, 360/360/370/380 move speed
  • Rabid duration with each level of Synergy: 10/20/30/40/50
  • True Form total health bonus on each level with each level of Synergy:
    • Synergy Level 0: 250/400/600 health
    • Synergy Level 1: 350/500/700 health
    • Synergy Level 2: 450/600/800 health
    • Synergy Level 3: 550/700/900 health
    • Synergy Level 4: 650/800/1000 health
  • None of these changes are reflected in the tooltips of the upgraded abilities.

Dota 2 sylar lone druid gameplay

Pudge dota 2 model for warcraft 3

Pudge dota 2 model for warcraft 3

Pudge dota 2 model for warcraft 3

A History Of Pudge, The Butcher, Now Winning Games At An Unprecedented Rate

Pudge is by far today’s most popular Dota hero, whose origins can be traced back to more than 20 years ago to Diablo 1, an ARPG by Blizzard. Many of Dota’s heroes in Warcraft’s days also borrowed their character design and lore from other Blizzard franchise—it’s no surprise that the iconic Alleria (Windrunner) and Illidan (Anti-Mage) also migrated their popularity into the Dota franchise. Pudge’s popularity has also still persisted to this day. While fan favorites like Invoker and Sniper have taken turns at the top, Pudge is the most played hero in Dota 2 of all time. This month alone, he’s being picked at a high of 46%, almost 50% more than the next popular hero, Sniper.

He was popular even before he was a viable hero, and now with his buffs patch over patch, he’s winning at a 53% clip. More games are both won and lost with a Pudge in the game than any other hero. How did it come to this?

From “The Butcher” To Abomination

This pixelated creature was once the most terrifying experience in video gaming

The Butcher was your first quest in Diablo and your first boss encounter. In a section of the game that’s about learning the mechanics and exploring the world, Blizzard, with a bold game design move—at least in the mid 90s—designed that first encounter for you to lose. The Butcher killed you in just a few whacks of his meat cleaver.

The only recourse was to run away, go deeper into the dungeon, and come back to defeat him when you became strong enough. The arching design idea was to give players freedom by allowing them to fail at the first stages of the game. The idea sounds quaint now, but this experience was part of what made Diablo the landmark ARPG of the era. Pudge dota 2 model for warcraft 3

Enter “Pudge, The Butcher” in Dota 1. His Butcher title has since been removed, for the same reasons we now have a Windranger and a Bear-like creature for Brewmaster instead of a Panda. Pudge dota 2 model for warcraft 3 Dota 1’s heroes borrowed designs and lore from other Blizzard franchises, and with Warcraft 3’s Abomination character model, it was natural to import The Butcher from Diablo 1. Unlike The Butcher, the Abomination’s character model was more flesh golem than humanoid, now undead and donning multiple limbs. He still had the cleaver and meat hook.

Dota 2’s version became an amalgam of the hero’s past. He lost his extra limbs but was still undead, disemboweled, and rotting. Though he was no longer The Butcher, he still had the cleaver, meat hook, and apron. Everyone could put the pieces together.

Your Favorite Player’s Favorite Hero

Dendi surprises the audience at the TI all-star event

Dendi is the most popular pro player on our website, and it’s not dependent on the success of his team. He’s one of the few veterans from Dota 1 who is still playing at a high level today. And just as how legends have their signature heroes associated to them—Burning and Anti-Mage, Ferrari_430 and Templar Assassin—Dendi has Pudge.

It’s certainly an odd pairing, as Pudge was nowhere near as strong as he is today. He had obvious weaknesses, but the few things he was good at, Dendi and Na’Vi were able to extract the most out of more than any other team.

The infamous fountain hook strategy that pulled Na’Vi to a comeback victory against Tongfu in The International 2013

Because of Pudge’s weaknesses in previous metas, Dendi playing Pudge felt more like a selfless ode to Dota fans. He was willing to risk his team’s chances to win for the sake of entertaining the crowd. It could have been seen as disrespectful of opposing teams to do so, except Dendi found success with the hero. If Pudge wasn’t already a popular hero enough in pubs, Dendi was trolling teams on the big stage and winning at the same time.

A History Of Buffs

Pudge getting his Meat Hook nerfed (from 110/120/130/140 mana cost to 140 at all levels) in 7.07d was a rare occurrence. Aside from changes in 7.02 (285 to 280 movespeed) and 7.03 (Meat Hook speed nerf), he’s been getting buffs since patch 6.83, nearly 3 years ago.

Dismember was retooled over and over. 6.86 rescaled its damage and added healing, 6.88 lowered its cooldown, 6.88b increased its damage, and 7.07 nudged its duration higher and added a pull effect. Rot’s slow jumped from 20% to 30% over the same period.

Patch 7.07 also added another wrinkle to Pudge’s abilities that made him more viable in today’s meta: the ability to use Meat Hook to pull runes. Pudge players already had an advantage in the river, where Runes become attractive bait for enemy heroes. But now they also have a low-risk option to nab runes for themselves, then having the mana cost refunded as well.

Overtime, Pudge’s disadvantages have been mitigated. His weaknesses are now offset by buffs to his base health regen and Strength as a stat. Flesh Heap, now also with its own level 25 talent, became stronger when Strength gained status resistance perks. In the hero’s history, Pudge was popular even though he had clear disadvantages. He had unique mechanics and was fun to play. And now that he’s also winning more games than ever, he’s a menace to play against.

Pudge dota 2 model for warcraft 3

Dota 2 youguise

Dota 2 youguise

Dota 2 youguise

Dota 2 youguise

The new heroes started their journey pretty underpowered, not even reaching 45% win rate in their opening days. Players getting acquainted with their skill set and some balance changes have finally made heroes playable in high level pubs and also made it possible to start discussing them, since it is unlikely they will be receiving anything but some minor number tweaks in the nearest future.

The Reach beta has concluded and the team is now working hard towards the Season 1 launch. Here we share some of the details on the upcoming Season, and what players can expect when they log in to play.

The new patch is wild, with all the positive and maybe some negative connotations this word implies. As such, we are trying to be extremely cautious when discussing it so that we don’t unnecessarily invoke some misguided disenchantment from the community.

62 new items are available for finding, not purchasing. You can now build your inventory through jungling and not spending your gold. Is this good? Bad? Who knows, it’s too early to tell.

The Reach Beta has been a valuable month for us at Elo. The feedback from our community has allowed us to make considerable progress in refining the key automated systems of the platform and we couldn’t possibly be more excited to see people begin to play in Season One.

This is going to be less of a stats recap and more of a farewell to a patch, which overstayed its welcome for at least a couple of months. Instead of going over the same heroes once more, we felt it is more appropriate to highlight some of the heroes which were outside of the meta at the tournament’s start, but nevertheless had a great impact in the later stages of MDL Chengdu.

Bounty runes, come back gold, ancient creeps, camps stacking, and more. The economy of Dota keeps growing and growing but how does that affect supports and cores?

We’ve done a lot of testing with our current systems in the Reach league and are finally confident in opening it up to more users. Divine level players may now participate in Reach, effective immediately.

The first major tournament of the season is finally happening. Get up to date with all the teams participating, their odds of winning it all, and more!

Patch 7.22 is certainly overstaying its welcome and it clearly shows in the current professional tournaments. There are almost no new meta developments and for the most part the Summit 11 concentrated on the same exact heroes as the tournaments prior.

Captains and drafters are some of the most revered pros in the scene. The genius drafting strategies and counter picks can win the game before the first bounty runes spawn. Here are some draft ideas to try out for your next battle cup tournament.

Reach had an exciting and informative first week of games, with over 1000 matches played, and over 1200 unique players participating. Here’s the rundown on week 1, and what’s coming down the pipeline.

The idea of a tanky frontline hero in the offlane has been repeated over and over again for the last several months. It makes sense on the professional scene, while working incredibly well in pubs. Building survivability items and allowing yourself to be initiated on has become the go to strategy for a lot of teams and it is unlikely to change until after the new patch is released.

MMR may just be a number but a higher number is superior. Read this article to learn a few tips and tricks on growing your MMR number.

The current meta has been established for a long time but teams still must find their slight edge. At ESL One Hamburg 2019, we saw more of what we’ve been seeing for a few months now.

Did you know you can sign in securely with Steam to access your personal Dota 2 profile?

Dota 2 youguise

Dota 2 blog update services

Dota 2 blog update services

Dota 2 blog update services

Dota 2 blog update services

A comprehensive matchmaking system is an important factor in being able to enjoy playing Dota, regardless of which hero or role you prefer. Today’s update includes some engineering changes to the core matchmaking system to allow for bigger changes and better analytical capabilities. Over the next year, we’ll be spending more time focusing on various aspects of matchmaking such as intra-team balance, player conduct, new player experience, abusive behaviors, account buying, friend and teamplay aspects, high mmr matchmaking dynamics, and other issues in an effort to make the overall experience of playing Dota more fun for players of all levels. In this blog post we decided to drill deeper into the changes in today’s update and explain our thoughts.

Matchmaking involves various tradeoffs and our goal is to find the best balance between all the different factors. In order to help make progress on finding the right set of tradeoffs, today’s update includes a couple different experimental changes that will last until the end of the season. Close to the end of the season we’ll do a direct call for feedback on how the changes have worked out and use that feedback, along with data we are gathering in the meantime, to help inform the direction for the next season. We’ll also be working towards other features, such as better detection of smurfing and other abusive behaviors as the year progresses.

The first of these experiments is removing the concept of separate Solo and Party MMRs. We expect this to be the most controversial component in today’s update, as we’ve heard fair criticisms of it in the past. We can’t say that we are fully confident that this will end up being a good change either, so we’ll want to wait until the end of the season when we gather feedback and data on how it has played out after players have had a chance to absorb it. There are two major aspects with this change: 1) the teamplay and social aspect and 2) the value and correctness of the MMR value.

For the teamplay aspect: We think it is really crucial for you to not have a disincentive to play with your friends. The game currently overly emphasizes playing solo and establishes a strong social reward mechanism for this, which causes many players to prefer playing alone than with friends. We believe that bias has over time caused more negativity and unhappiness when playing Dota. Dota 2 blog update services Furthermore, Dota is a very teamplay heavy game and we want to consider that aspect a bit more strongly in the hierarchy of matchmaking values. We’ve considered other approaches to the friend and teamplay incentives, but they tended to do a poor job at making it feel actually rewarding to play with friends and only papered over the issue.

For the correctness of the MMR aspect: We recognize that there is a tradeoff here on the mmr data quality if the match has solo mmr numbers with party mmr numbers, however we feel that the impact of that data noise is much smaller than even we initially considered it to be early on and generally with how it is discussed online. Most of the issues related to this we think we can solve with better algorithms. Another common case is playing with a friend who has a higher mmr than you, expecting that it will cause your mmr to go higher. While that has been at least partly true in previous matchmaking system iterations, our most recent version does a fairly good job of addressing this. We have enough data to form matches that cause you to have an even chance to win by carefully choosing the opponents that have a similar makeup. At a base level, we think mathematically we are able to have high confidence that playing with a friend will not have a material effect on your average mmr value with a properly balanced matchmaker. We’ve done some testing to make sure this is true in advance of this update, however we know it’s likely there is more work to be done here and we’ll continue working on this aspect in the background during this experimental period.

Through our investigation into the topic of matchmaking volatility and how parties affect the game, we’ve noticed something that fans likely already know: players have very different comfort levels when playing core roles versus support roles. Some players perform really poorly when they play a role they are not used to, and in turn introduce a lot of volatility in the system for everyone by causing your MMR number to drift away from your actual skill level as well as causing imbalanced games.

So because of that, and because of our abiding love of having multiple MMR numbers, we are adding a new concept of Core and Support MMR numbers. In order to achieve this, we need to know what role you want to play in advance of the match being formed. So for this experimental update, we are moving the Ranked Roles feature to the base Ranked matchmaking and expanding on its capabilities. Now when you matchmake, you will have the option of selecting roles from position 1 through 5 (Safe Lane Core through Hard Support), including multiple selections. So if you like playing Mid or Offlane, you can select those two, or if you like playing Hard Support and Mid, you’ll be able to do that as well. You will be matched based on either your Core or Support MMR.

Each MMR type will also have its own leaderboard, and for the purposes of this short experimental period the existing rank will be applied as the initial rank for both Core and Support. If we end up keeping this feature in the future, there will be a separate calibration phase for each one.

These experimental changes will remain active for the rest of this season for you to try out. Sometime after The International concludes, we’ll issue a call for community feedback to help guide the next steps in our efforts to increase matchmaking quality for everyone. We hope to have your support and patience through this experiment as well as subsequent changes towards the path of making a better overall matchmaking system.

While we were initially going to release this change as part of the Summer Scrub update, the amount of significant underlying code changes required for this update introduces a lot of potential instability. So we are splitting the Summer Scrub update into two parts, this first part for a matchmaking rework, and the second part soon after for bug fixes and a few quality of life additions. We are expecting that we’ll have a lot of matchmaking related bugs to work through today, so please let us know if you run into any issues and make sure to include the matchid in your reports.

Dota 2 blog update services

Dota 2 sven rampage san antonio

Dota 2 sven rampage san antonio

Dota 2 sven rampage san antonio

Dota 2 sven rampage san antonio

Sven, the Rogue Knight, is a versatile melee strength hero with superior physical power coupled with powerful utility abilities. He can fulfill various roles, but is often played as a semi-carry due to his high utility even without items. He possesses a versatile arsenal, from Warcry, which hastens allies and shields them from attacks, to the throwable Storm Hammer that stuns enemies around the targeted unit. With enough items, Sven has the potential to be a strong late-game carry due to his ultimate, which increases his damage, making him hit up to three times as hard, which can then be used in conjunction with his Great Cleave to secure multiple kills with just a few swings of his sword. This immense power granted to him solely by his ultimate makes him one of strongest late-game carries in the game, and arguably the strongest semi-carry of all, as his killing presence remains even if he decides to build more supportive and tanky utility items. A truly frightening enemy to go up against if farmed, strong and versatile, Sven is a solid addition to almost every team composition.

Contents

Bio [ edit ]

Abilities [ edit ]

  • The targeting reticule must be centered over an enemy unit.
  • Storm Hammer travels at a speed of 1000.
  • Turning invulnerable or hidden does not prevent it from affecting the area around the target.
  • Storm Hammer first applies the damage, then the debuff, then dispel.
  • The projectile has 225 radius flying vision. This vision does not last.
  • Sven’s sword emits some particles during the cast time, visible to everyone.
  • If the talent is chosen, applies a basic dispel on all hit enemies.
  • Cleave damage cannot be amplified with spell damage amplification and cannot spell lifesteal.
  • Cleave damage is reduced by Damage Block.
  • The complete area is shaped like an isosceles trapezoid in front of Sven.
  • Fully stacks with other sources of cleaves. Each source of cleave works completely independent.
  • Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
  • Despite the visual effect, cleave damage is applied instantly in the whole area. Dota 2 sven rampage san antonio
  • Interrupts Sven’s channeling spells upon cast.
  • Only affects allied heroes, including clones, illusions and creep-heroes.
  • Only increases base damage and that given by the primary attribute of Sven. Raw bonus damage is not increased.
  • Checks Sven’s main attack damage periodically and adapts the attack damage bonus instantly.
  • The strength bonus effectively grants Sven 200/400/600 health, 1/2/3 health regen, 1%/2%/2% magic resistance, and 10/20/30 attack damage.
    • The talent increases these to 1000/1200/1400 health, 5/6/7 health regen, 4%/4.8%/5.6% magic resistance, and 50/60/70 attack damage.
    • The damage from the strength gets further increased to 18/44/78 ( 90/132/182) by the God’s Strength damage bonus, since it is attributes-based damage.

Talents [ edit ]

Hero Talents
+1.25s Storm Hammer Stun Duration 25 +40 STR God’s Strength
-6s Storm Hammer Cooldown 20 25% Lifesteal
Storm Hammer Dispels Enemies 15 +30 Movement Speed
+3 Mana Regen 10 +8 Strength

Recommended items [ edit ]

  • Iron Branch gives Sven attributes, and additional regeneration when combined with Tango .
  • Tango supplies early health regeneration to survive the laning stage.
  • Healing Salve gives health restoration as well.
  • Enchanted Mango helps Sven stay in lane, and allows for an additional Storm Hammer in a pinch.
  • Quelling Blade helps Sven last hit more efficiently in early game.
  • Boots of Speed is needed on all heroes.
  • Magic Stick provides burst health and mana, useful to keep Sven alive and using abilities.
  • Magic Wand is a good choice to consol >Magic Stick ‘s functionality and the minor attribute boosts when starting with Iron Branches .
  • Power Treads give bonuses in attack speed and strength; he can switch to intelligence for more mana to use abilities.
  • Mask of Madness compensates for Sven’s low attack and move speed and allows to farm faster.
  • Blink Dagger greatly improves Sven’s mobility, allowing him to initiate teamfights as well as gank unsuspecting enemies, which can make a big difference in game outcomes.
  • Black King Bar is the most important core item for Sven. It is his only defense against disables, and provides a good boost to damage and strength.
  • Daedalus is the attack damage item Sven needs, as it gives Sven the critical chance that allows him to destroy enemies in just a few hits.
  • Assault Cuirass can be considered in the late game, as the negative armor debuff, attack speed and massive armor gain allow for Sven to truly become a tank.
  • Armlet of Mordiggian is a good early teamfight item as it prov >Echo Sabre essentially acts as a crit, allowing Sven’s burst to increase significantly for a cheap price. With Daedalus , Echo Sabre gives Sven twice the chance to crit.
  • Drum of Endurance enables Sven to quickly get into combat and survive teamfights. It can be bought if Sven’s early game does not go well enough to afford bigger items.
  • Boots of Travel is a natural pickup in late game.
  • Monkey King Bar is often necessary to counter heroes who purchase evasion items against Sven.
  • Satanic prov >Silver Edge can be an alternative to Blink Dagger, and its break helps Sven against passive defenses.
  • Sange and Yasha is an easy item to build if Sven is struggling to build up gold. Its extra movement speed makes it harder for enemies to kite Sven.
  • Moon Shard grants a huge boost in attack speed. It is a powerful luxury item that ensures Sven’s continued dominance in a winning game.
  • Heart of Tarrasque not only prov >Gameplay [ edit ]

Dota 2 sven rampage san antonio

Dota 2 network protocol analyzer

Dota 2 network protocol analyzer

Dota 2 network protocol analyzer

Dota 2 network protocol analyzer

Truesight analyzes Dota 2 matches to provide incredibly detailed statistics.

Detailed Builds

TrueSight details the exact item build for every player in the match, showing times and grouping multiple purchases.

Kill and Death Economy

See how Gold changes hands from kills, assists, deaths, suicides and buybacks.

Hero Kill Rivalries

Color coding and heat maps quickly show the story of who killed who during a match.

Farm Trends

Easy to read charts and tables show exactly when each player earned their gold, experience or last hits.

Item Time Comparison

Compare the times players acquired key items to understand how power gains may have affected the game.

Farm Charts

Minute-by-minute comparison of last hits, gold and experience helps identify winning lanes and matchups.

Vision Statistics

Complete analysis of vision including wards, dust, smoke and gems give support players the statistical tools they have been craving.

Objective Statistics

Compare tower and barracks kills and denies, structure damage and Aegis, Cheese and Rune objectives.

Detailed Combat Log

Custom tailored and filterable combat logs explain how different types of events lead to a swing in advantage.

What is TrueSight?

TrueSight is a match analysis platform for Dota 2. After your Dota 2 match completes, TrueSight automatically downloads the replay file and goes to work gathering detailed statistics far beyond what is normally available. Matches that have been analyzed with TrueSight have new tabs filled with additional statistics designed to help you get the most out of each match.

Why is this useful?

The statistics and comparative views that TrueSight provides are designed to take the grunt work out of match analysis. Instead of downloading and queueing up the replay for your last match, simply navigate to the match page on Dotabuff. New page tabs such as “Kills”, “Farm” and “Vision” show you a detailed summary of what happened. Additionally, each match has a detailed event log to help identify important events.

Who is this for?

TrueSight was developed to satisfy the needs of hardcore players who review their matches, or players who don’t review their matches due to a lack of time or energy. With TrueSight you can quickly understand what happened, identify areas for improvement and move on to your next match. It also provides a great way for friends or other community members to give feedback on your matches without needing to download the replay for themselves.

How can I have my matches analyzed with TrueSight?

TrueSight automatically analyzes all tournament (Esports) matches, matches with one or more verified players and matches with one or more Plus subscribers. TrueSight analysis is publicly available for all tournament matches. Dotabuff Plus is required for analysis of your personal matches.

How long does it take for TrueSight to analyze a match?

TrueSight automatically begins downloading and analyzing your matches as soon as they are played. Because it uses both the Dota 2 API and Dota 2 replay servers, match analysis is subject to their availability. Normally match analysis should only take a few minutes. It could take longer if the Dota 2 network is experiencing difficulties.

Why can’t you analyze my personal matches without Plus?

We’ve made great efforts to make TrueSight both incredibly detailed and accurate. As a side effect, it uses a lot of computing and storage resources. Parsing all Dota 2 matches (there are sometimes thousands per minute) simply isn’t possible at this time. We currently have plans to add great public features based on the data from Truesight, such as new categories of detailed aggregate statistics. Plus subscribers don’t only help support Dotabuff, but will also be helping the community by providing anonymous data used for these advanced statistics.

Dota 2 network protocol analyzer

Dota 2 reporter episode 68 dragon

Dota 2 reporter episode 68 dragon

Dota 2 reporter episode 68 dragon

Dota 2 reporter episode 68 dragon

Roland loves Blizzard. Later, Cyphus and Roland sit down with Greg “WhatIsHip” Laird and Maut from High Ground TV to talk Dota 2, casting, Dota Pit and Dota 2 Canada Cup. Roland loves Blizzard some more. Then they wrap the episode with a few announcements about upcoming guests and the DotP guild tourney on this edition of the Dota 2 Podcast.

Roland and Cyphus release another bonus episode, this time featuring guest host Gorgon the Wonder Cow for a more intimate chat with Gorgon about life, being a non-drinker and even Dota 2 stuff! Plus a special pop-in from The First Panda and The Grand Wazoo on this episode of the Dota 2 Podcast.

Cyphus and Roland talk with statsman Nahaz in this episode of the Dota 2 Podcast for a great discussion about a number of topics affecting the Dota 2 community. Among the topics discussed: MMR and its alternatives as well as what it means, the occasional volatility of the Dota 2 community, Reddit posts and more.

DotP Guild Chat 15 features Kimbrell with exciting news about dotptv and the youtube channel (again, we know!) Also, could Ez be getting a spot on the amateur team RareEsports? Not if Kimbrell has anything to do with it! Also, State of Affairs, Why We Can’t Win Together, and the Guild’s Quest for 350!

Cyphus and Roland welcome special guest Brian Calland from Wronchi Animation, the creative mind behind the Dota 2 reporter. They talk his experience, creative process and more. Before that, they’re joined by Hatakamara, a DotP guildie and Patreon supporter, for State of Affairs and general chat in this episode of the Dota 2 podcast.

Roland and Cyphus record a special bonus episode as a thanks for a great week and patreon support. They discuss their state of affairs, four good games of Dota 2, and how bad the DotP logo is in the bonus episode of the podcast. Plus the latest from Death Prophet and the Crystal Maidens!

Cyphus and Roland are joined by Anuxi, famous Dota 2 set creator, to talk about getting hats into the game, her history as an artist and more! Plus Cyphus and Roland discuss the DotP tourney, getting the shirts for patreon awards, whether Sand King can go offlane as a support, and the hosts’ sins.

JoeSchmo joins EzMrcz for the Inaugural DotP Confession! Have a Dota sin that needs purging? Come see Father Ez for the path to forgiveness. Also, Ursinity and billybob get Chat Snatched, the Guild inches ever closer to the 350 member giveaway, and finally – someone is charting the straight line that is Roland and Cyphus’ DotP MMR! Enjoy this latest episode of the Dota 2 Podcast.

Cyphus and Roland are joined by a very special guest: Sir Action Slacks! Sir Action Slacks talks his history, deciding to make Dota 2 content, and other great aspects of Dota 2 in the latest episode of the podcast. They also talk other upcoming guests, their state of affairs, and learning Tiny/Io, Puck and Nyx Assassin.

Cyphus and Roland sit down with Toffees to talk about e-sports, regulation, the perfect way to structure professional Dota 2, and stand-ins in the latest episode of the Dota 2 podcast. Plus The Techies sing a beautiful rendition of ‘Suicide is Painless’ and Cyphus and Roland announce some exciting upcoming guests.

Dota 2 Reporter – https://www. youtube. com/playlist? list=PLPGUpAWFZPgofCHFT3d-4zj3Uvrq5HXy8

Coffee w/ Toffees – https://soundcloud. com/toffees_dota2

EZ Mrcz does a “Getting to Know” episode, giving us some insights into the dark mind that is our DotP Guild Chat host in this episode of the Dota 2 Guild podcast.

Roland and Cyphus are joined by Malystryx from JoinDota (@MalystryxGDS on twitter. and he loves to be tweeted) before getting an update from Gorgon in What’s Goin’ on With Gorgon on this episode of the Dota 2 podcast.

Cyphus and Roland talk about House of Cards, Dota 2, and then House of Cards again. but not that long. They also discuss differences between Solo queue and party and their new favorite combo: Winter Wyvern and Axe.

Cyphus and Roland talk about a tough two weeks in Dota 2, chat with Ursinity about various topics and some new happenings in the guild, and Postmaster Wazoo reads his increasingly-friendly hate mail. Plus a lotta love and sexual content to heat up your Dota 2 podcast-listening pleasure.

Dota 2 reporter episode 68 dragon