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Valve is "freeing" Dota 2, so wave goodbye to battle passes

While I hate to admit it, Dota 2 has been relatively stagnant for a while now. Valve's premier MOBA game has dropped off of the radar a little in recent years, struggling against competitor League of Legends. The New Frontiers update, however, breathed a gust of much-needed fresh air into Dota 2, and Valve isn't stopping there.


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Learning from the Past, Looking to the Future



The ten year anniversary of Dota's public release is coming up (yes, we're working on some fun stuff for it; no, we're definitely not going to hit the July 9th date listed on Steam). As anniversaries go ten years is a big one, and while looking back is important, what's more important is how we approach the ten years to come. So we'd like to take this opportunity to share with you our thoughts on the long history of Dota updates, what we've learned, and how that helps our plans to make Dota even better in the decade ahead.

[h3]The Past[/h3]

Early Dota updates were diverse in form and scale, themed around everything from new heroes to new cosmetics, new gameplay modes to new client features. While details varied, all of these updates shared the same goal: generate a bunch of excitement and entertainment for existing Dota players and bring new players in. Some were successful (Diretide 2012); some were less successful (Diretide 2013). We learned from all of them and continued to experiment.

In 2013, two years into running The International, we saw how much fun people were having at the event and had a new idea: What if we could bring some of that fun to anybody who couldn't attend in person? So we created a digital companion to the event and called it The International Interactive Compendium.

The Compendium grew in scope over the years, and ultimately transformed into the Battle Pass, acquiring a reward line and spawning a wide variety of content. Features that earlier in Dota's history might have been fun themed updates, minigames and item sets, arcanas and voice lines, gradually got swallowed by the Battle Pass — new game modes, new functionality, new cosmetics, anything that could fit.

The nature of the Battle Pass is such that it could grow to encompass just about any content we produce for Dota over the year. And, over the last few years, it did — Battle Pass season has grown to be a tremendously exciting time in Dota, but it leaves the rest of the year feeling barren by comparison.

[h3]The Present[/h3]

Last year, we started to ask ourselves whether Dota was well-served by having this single focal point around which all content delivery was designed. Each step we had taken made sense when considered independently: any single piece of content would be more valuable when bundled as part of the Battle Pass, so we bundled more and more. This led to a momentous content drop every year, but it also greatly limited our ability to do things that were exciting and valuable for players but didn't fit into the Battle Pass reward line.

When we recognized this, we made a deliberate choice earlier this year to run an experiment: to take some of the resources that would normally produce Battle Pass content and instead put them towards more speculative updates, including features and content that couldn't fit into a Battle Pass. While work is still in progress on future updates, the first of these has shipped: New Frontiers and patch 7.33 couldn't have shipped as they did if we were focusing all our efforts on producing Battle Pass content.

Most Dota players never buy a Battle Pass and never get any rewards from it. Every Dota player has gotten to explore the new map, play with the new items, and accidentally die to a Tormentor; every Dota player benefits from UI improvements and new client features. Community response to New Frontiers has helped us build confidence that working less on cosmetic content for the Battle Pass and more on a variety of exciting updates is the right long-term path for Dota as both a game and a community.

[h3]The Future[/h3]

We're going to continue on the path that started with New Frontiers. This means we're building a wide variety of features and content for the game, delivered in different ways. We'll still ship a range of cosmetics over the year, but we're also going to ship more diverse updates for all Dota players to enjoy.

We recognize this affects The International. We're still huge fans of TI and we're excited for this year's event — both as organizers and as attendees ourselves — and work is well underway on a TI-themed update to ship in September. The update will still contribute directly to the prize pool, with a focus on the event, the players, and the games, but new cosmetic items won't play a notable part. This is a significant change from the last few years, so to make it clear that we're shifting focus towards the event and away from the giant reward line of cosmetics, we're intentionally not calling this update a Battle Pass.

We're excited for the future of Dota and for what these changes allow us to do. We're already working on the next updates, and a host of new cosmetic items — and we've already started conversations with venues for TI 2024. By freeing Dota's update and content cycle from the timing and structural constraints of the Battle Pass, we can go back to making content in the way we know best: by coming up with fun ideas of all scales and shapes, and exploring them with you.

7.33d Gameplay Patch

Patch 7.33d is out now. You can check the notes here.

Over the last few days we've addressed several gameplay issues:

  • Fix the interaction of Phantom Assassin's Stifling Dagger and Dragon Knight's Dragon's Breath
  • Fix Phantom Lancer's Phantom Rush not being able to be toggled off while on cooldown
  • Fix Rubick's Spell Steal interaction with Multishot and Frost Arrows
  • Fix Spirit Breaker's Charge of Darkness going on indefinite cooldown in certain remaining rare circumstances
  • Fix Tiny having infinite Tree Tosses when affected by Muerta's Parting Shot
  • Fix Tiny's death animation playing on soul unit when affected by Muerta's Parting Shot
  • Fix Warlock's Minor Imp imps not exploding when expiring
  • Fix Pangolier's Rolling Thunder being blocked by Mars' Arena of Blood
  • Fix Arc Warden shard giving some of its bonuses to enemies
  • Fix Tormentor Bounty being 5x the value on Meepo when everybody in the team already has a shard

Tinkering With Turbo

If you’re reading this from one of the parts of the planet lucky enough to get a Vin Diesel movie every two years (Sweden, others), you’re probably happy with how fast everything is, but you might be wondering why everyone’s always so angry about it.

Look, it’s a great point, and we’re glad you were brave enough to say something: Going fast should never be a cause for fury. We've been reading all your feedback on Turbo Mode, and as part of our More Fast, Less Furious initiative, we’re rolling out a batch of changes to improve the overall Turbo play experience.

  • Wisdom Rune experience amount increased by 100%
  • Lotus Pool lotus spawn interval decreased from 3 minutes to 90 seconds
  • Aghanim's Shard initial availability time reduced from 9:45 to 7:30
  • Infused Raindrop initial availability time reduced from 3:30 to 1:30
  • The hero selection interface has been updated to show how many players have selected a hero on each team
  • Random hero selection are no longer revealed to the enemy team
  • Players who select a random hero no longer receive a free Mango and Faerie Fire
  • There is no longer a restriction against selecting a random hero for the last 10 seconds of the picking phase
  • Phantom Assassin's Manifold Paradox Arcana will now count wins in Turbo for half credit.
  • Pudge's Feast of Abscession Arcana will now count wins against Rubick in Turbo for half credit.


In addition to Turbo updates, the team has also addressed more gameplay issues
  • Fixed various interactions with Phylactery when targeting low-health units.
  • Fixed Stormcrafter proccing immediately if dropped and picked up again.
  • Fixed a bug where issuing an attack order while using quick attack against an invulnerable target would cause the cursor to remain in attack mode after failing to issue the order.
  • Hero Relics are now purple for universal heroes.
  • Fixed Universal heroes having incorrect attack damage displayed during picking phase.
  • Fixed Dota Plus neutral item suggestions showing NaN
  • Message displayed when killing tormentor changed to be a combat event message that will display who received the shard or how much gold and experience is awarded to the team in the event all available shard upgrades have already been acquired.
  • You can now add and remove 'Pinned Items' when editing them rather than just replacing the existing ones.

Dota Plus Update — Summer 2023



As seasons go, spring doesn’t have much going for it. It’s wet, there’s too many insects, idiots are all over the place skipping through parks and falling in love. Luckily, our global spring nightmare is finally almost over — and that’s because the Summer 2023 Dota Plus update* is here, dropping from the sky like a meteor on the grateful people below. The update includes refreshed seasonal quests and guild rewards, plus an all-new treasure to explore.

* Attention, web designer! Make sure these words are in Impact font! **

** Not these words.

[h2]Dota Plus Seasonal Treasure[/h2]
The Summer 2023 Seasonal Treasure is here and available for purchase with shards. This treasure features all new sets for Axe, Ember Spirit, Troll Warlord, Zeus, Oracle, Queen of Pain, Sand King, and Treant Protector. There's also a chance to unlock Moil the Fettered courier, who haunts the lanes bearing random prismatic and ethereal gems.

We've also taken sets that were available in the Spring Treasure 2022 and made them available for direct purchase for 15,000 shards each as part of the collection of legacy sets in the Shard Shop.

[h2]Updated Seasonal Quests & Guild Rewards[/h2]
Today’s update also comes with a new set of Dota Plus quests to shore up your shard stash for new relics and the Seasonal Treasure — offering up to 115,200 shards over the course of the season. Guild rewards have also been updated, making new emoticons, sprays, and chat wheels available to high-scoring guilds.




Guild Tier

Rewards



Silver


  • Emoticon - storm_impressed
  • Emoticon - void_thumbsdown
  • Emoticon - void_unimpressed



Gold


  • Spray - Lichsicle
  • Spray - Puck Dagon
  • Spray - Sven Strength



Platinum


  • Chat Wheel - "See you later nerds"
  • Chat Wheel - "Que Dota é esse, cara?"
  • Chat Wheel - "再见了宝贝儿!"



[h2]And Lastly…[/h2]
Let’s all take a moment to remember Mi "YammerS" Hongwei, a beloved member of the Chinese caster community, who sadly passed away earlier this week. In memory, we’re including one of his most popular voice lines as a platinum-tier guild reward.