Disclaimer: I do not set the goal of this topic to show the only possible truth from my lips. I want to draw some conclusions of my own (objectivity is a myth) on the basis of the results of the major in Kiev and suggest which heroes, mechanics, and objects should be changed and how. There will be a lot of text next, so if you are not ready to spend a couple of dozen minutes of your life on it – use them in a more suitable direction. Or immediately go to the very end, where the sum is summed up.
How heroes were assessing
First of all, let us outline the main parameters that we will rely on when assessing the strength of the characters:
- Popularity. The peaks and bans play a similar role here because it’s quite obvious that the heroes are banned on the pro stage on the basis of who is considered as the strongest character or an unpleasant opponent. In addition, there is no need to talk about the fact that Valve likes to look first at those heroes who enjoy constant popularity in the cybersport branch of their game (hello, Earth Spirit!). One of the most famous examples of popular heroes can be considered, for example, Crystal Maiden.
- Efficiency. In fact, this parameter is tightly connected with the previous one, but sometimes it happens that in reality, the hero turns out not as effective as it seems to the teams that are picking him. A great example is Ark Warden and Abaddon, we will return to them later.
- Gameplay. Different teams perform differently on different characters. Here everything is simple – not always closely attention deserves the hero, who plays very brightly in the hands of a specific player or team. As an example – Noone’s Ursa or 4dr’s Lina.
For simplicity, although it will not look simple, we will divide the heroes into groups by popularity and evaluate them through the prism of the past Major, using statistics from the dotabuff.
Ready? In that case, we’ll start.
- Crystal Maiden (52 picks/29 bans),
- Monkey King (39/42),
- Warlock (35/27),
- Treant Protector (33/48),
- Ember Spirit (31/37),
- Vengeful Spirit (31/29),
- Lina (29/31),
- Legion Commander (28/39),
- Invoker (25/29),
- Specter (24/19),
- Juggernaut (22/26),
- Abaddon (22/17),
- Rubick (22/14),
- Magnus (19/29),
- Riki (19/20),
- Templar Assasin (17/27),
- Io (9/45),
- Terrorblade (14/38),
- Naga Siren (9/35),
- Earth Spirit (17/24).
Anti-champions on the sum of peaks and bans, the first 10 heroes:
- Skywrath Mage,
Winners of the tournament
- Slark (16 matches – 87.5% winrate),
- Enigma (9 games / 77.78% WR),
- Templar Assasin (17 matches / 76.47% WR),
- Dark Seer (12 matches / 75% WR),
- Terrorblade 14 matches / 71.43% WR),
- Slardar (10 matches / 70% WR),
- Io (9 matches / 66.67% WR),
- Naga Siren (9 matches / 66.67% WR),
- Storm Spirit (9 matches / 66.67% WR).
Outsiders of the tournament
- Faceless Void (5 matches / 0% WR),
- Arc Warden (7 matches / 14.29% WR),
- Tinker (6 matches / 16.67% WR),
- Spirit Breaker (5 matches / 20% WR),
- Tiny Of matches / 20% WR),
- Witch Doctor (9 matches / 22.22% WR),
- Clockwerk (13 matches / 23.08% WR),
- Silencer (11 matches / 27.27% WR),
- Earth Spirit (17 matches / 29.41% WR),
- Alchemist (9 matches / 33.33% WR).
With the input data we finished, so let’s go directly to the analysis.
Analysis of Major
In fact, all these characters (or those that fit under one of the categories) are the main contenders for changes in the upcoming patch.
To admit, initially I wanted to make a brief review of each hero, but after a hour realized that it was impractical. The text will be very volume and such amount of text will be simply difficult to perceive, and as a consequence – nobody will read this. But at the same time I was able to understand some of the main problems of the mechanics in the current patch, which should be told before tackling the analysis of specific heroes and their positions in this or that top.
- Late-oriented patch. Simply saying, games at 7.05 never last too little, and even the shortest game could hardly have ended in 25 minutes. Therefore, heroes who feel well at an early stage, but traditionally sink to the late game, in many cases remain out of work.
- Root mechanics. These observations I made before the major, and if you summarize the impressions in brief, it looks something like this – the roots is now almost equal to the stun, and in something even better. Many of the abilities that impose the root effect last a long time, recharge a little.
- The mechanics of illusions. Quite frankly, illusions have always been a sick theme of the Dota 2. And although in the last patches, it seemed that the situation had improved a little, practice shows that heroes who can use a large number of illusions for a small amount of time win more often. For obvious reasons – illusions do not risk with anything.
It is these three problems that are now determining for the coming changes. Accordingly, Valve should move in several directions:
- Either pull the characters weak in the late game to the desired level, or change the overall variability of the game.
- Change the mechanics of the roots.
- Rework the mechanics of illusions.
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