True Dota 2 - /r/TrueDota2 Survey Analysis


/r/TrueDota2 Survey Analysis

Posted: 12 Jul 2017 06:17 PM PDT

Hey guys, Muddy here. A few weeks ago we put out the /r/TrueDota2 survey and got nearly 400 responses...far more than either /u/freelance_fox or I expected! So I just want to start off by giving a big "thank you" to everyone who participated. The data we got will be absolutely invaluable for determining the direction of the subreddit from here on out.

That all being said, this post will serve as a shortform analysis for what we learned from the survey responses. I'll boil down what the numbers mean, and what that may decide for the future of the sub.

Let's begin!


Q: What is your solo MMR?

My initial expectation was that the large majority of /r/TrueDota2 users would be in the 3000 to 4000 MMR zone, based on the knowledge that it is the "average" Dota 2 player skill range. What I didn't expect is that half of our userbase is actually in the "very high skill" range (as Dotabuff and OpenDota call it). While this information doesn't directly influence any decisions on the subreddit in the making, the main takeaway from this survey result is that /r/TrueDota2 does seem to cater, in some way, to players from every skill bracket. Personally, I'm thrilled with that.


Q: Are you satisfied or unsatisfied with the moderation of the subreddit?

I'm surprised to see this graph is overwhelmingly blue, since I believe there is always room for improvement and we've never asked upfront for feedback from this sub up until now. Not to say that we can't improve, but this result lets us know we're at least partially heading in the right direction!


Q: What changes would you like to see in the subreddit's current moderation, if any?

We got a lot of varied answers for this one, but we've read every single one and taken it into consideration. I'll go over some of the topics on the table that have been brought up.

Memes: for or against? We got responses varying from "be harsher on memes in comments" to the direct opposite "don't be so harsh with silencing jokes/memes." Personally I do feel like a middle ground is acceptable in this area, and both sides can be happy. For one, posts and comments made only (as in, containing no other actual content) for jokes/memes should be as welcome as they are in /r/games; that is to say, not at all. However, comments and posts containing this sort of humor along with helpful content is encouraged.

Low-skill content: a lot of users seem to be tired of seeing theorycrafting like "position 6 roaming Spectre" (for example), the sort of thing that only works in extremely low skill games. Additionally, the authors of these posts generally only try this build in a handful of games, and then declare it to be good even though the sample size of games to judge it from is far too small to be reasonably valid. /u/freelance_fox and I will look into solutions for this on the mod-side, but for now I would suggest simply asking for the author's Dotabuff profile page, if they haven't listed it already. That tends to be a true litmus test for whether their post holds weight or not.

Inexperienced player problems: players who are clearly still learning the ropes of Dota 2 should preferably be forwarded to /r/LearnDota2 (a far more suitable sub for short, easily answered questions), but on the mod-side we're not sure how to handle this at this moment.

Monthly/weekly discussion posts: more on this later.


Q: How have we been doing on removing off-topic/spam posts?

Another somewhat surprising result, at least for me. As mentioned earlier, though, there is always room for improvement. Please let me or /u/freelance_fox know, either through Reddit or on Discord, how we can be better in this regard. We are always looking for feedback.


Q: Some guides and "advice" posts on the subreddit are submitted by players who are likely in below-average skill brackets. Should these posts be flaired as "Low MMR Discussion"?

There were a lot of "other"-type responses to this question (55, to be exact), so I had a lot to read through. The majority of users are in favor of having posts be flaired as "Low MMR Discussion"...but at the same time, it is not an overwhelming majority, which makes me uneasy about implementing this functionality, since it is a very controversial topic.

In the same topic:

Q: What do you think about enforcing all users to flair their posts with their MMR? (Only for guides and "advice" posts)

Again, the majority of users is in favor, but similarly the majority is not overwhelming enough to make me commit to a decision. This is something that /u/freelance_fox and I will likely still need to get feedback on, but one possible solution is for the MMR flair system to be entirely opt-in. This would encourage higher skill level players to get their MMR verified so their posts would be flaired accordingly, which would immediately attract more attention towards those posts (while unflaired posts would be relatively untouched). This idea was suggested in several responses to these questions and personally I am in favor, but we will not be implementing any changes at this moment in this regard, so stay tuned.

Also, I am aware I appear to be tip-toeing around this topic. We got a lot of responses that give very valid reasons for and against such a system. In a worst-case scenario, we would end up alienating a lot of users who, while low in MMR, might have a higher-level understanding of the game that they simply cannot outsource mechanically into the game. In a way, think of Purge; he is not a professional player among the likes of Arteezy and AdmiralBulldog, but he has repeatedly offered valuable insight into matches of that skill level. We have many users who are quite knowledgeable about the game, and I'd like not to throw them under the bus.


Q: Do you think new rules should be instituted to address "low effort" posts?

This one is skewed towards "yes" but not overwhelmingly so. Evidently low effort posts are something a lot of users would like to see stay. Despite this, we will still be creating new rules to deal with bottom-shelf quality posts (troll posts and the like), but we will announce these rules later and get feedback to make sure we are on the right track.

Q: If so, which of the following would be fair standards to judge post quality by?

This was a bit of an odd question but one I thought would be fair to ask. The standard for which to judge the quality of posts seems to largely be in the "usefulness of information" camp, which is something I wholeheartedly agree with. Proper punctuation/grammar/spelling takes second place, but is still important in terms of simply making posts easier to read. These two facets will be playing a part in the aforementioned rules we will be implementing.


Q: Some recent posts have brought about attention to bugs and exploits in Dota 2. Should these posts be allowed on /r/TrueDota2?

Personally, I am in the "no" camp on this one, but over 70% of users said otherwise. The bug posts stay.


Q: Should we keep using the "hero flag" user flair, or do something different?

60% of users are in favor of keeping the current flair style, so it seems that it will be here to stay, but there were a lot of interesting responses given for suggestions. None of them came close to the 60% majority, though.


Q: Would you find weekly/monthly discussions on items, heroes, and strategies useful?

Seems a lot of people would really like this! So, we'd like to get it going. I've even considered getting the bot to make these posts automatically, but I've gotta find the time to look into that first. Anyways, the format will likely be alternating hero and item discussions every other week, so we would have a new hero and item to talk about every two weeks. I personally think chopping this time in half would be a better idea (3 days to talk about an item, 4 days for a hero). In any case, please contact me or /u/freelance_fox if you have any suggestions.


Q: Have you checked out the TrueDota2 Discord server?

I personally feel as though this Discord server is a valuable resource for anyone looking to learn more about the game. There are not many regulars to the server at the moment, so there is a lot of opportunity to make your mark on this part of the community. You can also more easily contact the mods here and get quicker feedback from other /r/TrueDota2 users.

Anyways, I'm sad to see most people haven't even heard of the server, so hopefully this question alone was enough to get the word out. To join the server, use this link: https://discord.gg/0askGO5M5J7KYOw6

And yes, I'm totally aware I look like a huge sellout here (EleGiggle)


Q: Are there any other design changes you would like to see in the subreddit?

I'll go over some notable ones here.

New banner: we are thinking of having a contest for this, though personally I just feel it should be a one-and-done banner change without any crazy fanfare. Either way, we'll get Vengeful Spirit out of here soon.

Night mode compatible: actually unsure of how to do this, but I will look into it.

Use the delta system like in /r/changemyview to award users who contribute often: that is a freaking fantastic idea. I would like to see this happen, but the only question is how to implement it in a way that makes sense (/r/changemyview is a bit straightforward comparatively...change OP's view, get a delta). Suggestions would be welcome for how to make this work in this sub.

We've read the other responses as well, but there are a lot (and many of them overlap) so I won't list them all here.

Q: What are your personal suggestion(s) for /r/TrueDota2?

Similarly to the last question, I'll list some notable ones:

State of the sub post: this will likely be forthcoming after we've implemented some of the changes listed throughout this post.

Custom games discussion: I like this idea a lot. We will make some flairs so that certain custom games posts can be tagged as such (i.e. "Overthrow", "Siltbreaker Act 1").

More guides would be nice: guides by players with experience (even if they aren't super high level) are some of my favorite posts in this sub, so I would love to see more.

Lack of topics for other heroes (i.e. barely-played heroes): we are hoping to address this partially with the weekly hero discussions, though I am considering a non-stickied discussion series on the least-played heroes in Dota 2 (just an idea). Otherwise, it is up to the users to create and facilitate discussion, so if you have a hero you would like to discuss, please feel free to make a post for that purpose!

Limit or tag "hypothetical" posts focusing on imaginary scenarios that don't impact the game: agreed, some posts simply ask "what if this hero could do [x]" (to give an example), but that does not make for useful discussion. These will come into consideration with the new rules.

More Meepo: be the change you wish to see in the world.

Otherwise, many of the responses focused on the topic of MMR flairing, which I talked about earlier. We've read through all of these responses and every single one has counted towards our decisions and will continue to influence decisions to be made.

Thank you everyone for the responses, once again. We will follow up soon with more information on changes to be made, but I wanted to post this as a bit of an announcement as to what we learned from the survey and how it has been a positive impact on our decision-making process. As always, feel free to contact /u/freelance_fox and I for any questions or suggestions you may have, either on Reddit or Discord.

<3 ~ Freelance and Muddy

PS: this post was actually written a few weeks ago, so the response count may be quite a bit off now. Still, I expect the percentages are the same.

submitted by /u/_Muddy
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What is the proper etiquette for deciding which player plays which role?

Posted: 13 Jul 2017 10:07 AM PDT

Shadow shaman tips early game?

Posted: 13 Jul 2017 02:33 PM PDT

What should I do against dual lanes? When am I good to go for ganking? (I find level 1 shackle is not great for ganks when your team has no backup stuns). Should you alternate points in hex and shock when you're underleveled (the level 1 hex is really bad)?

submitted by /u/DeathOnion
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How do I bind meepo without Alt-Tab problem?

Posted: 13 Jul 2017 02:33 PM PDT

I use Alt+Q for BoTs and Tab to switch meepos. The only problem I have is my game would alt tab. Any programs to disable alt tab? or should I just change my layout?

submitted by /u/Arteazy
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i used to be a solid mid 500's avg gpm player, now barely able to make that.

Posted: 13 Jul 2017 08:03 AM PDT

i observed this trend across many other players as well, and have noticed that avg gpm/ xpm have gone down somewhere around previous updates, what changed? what exact changes do you guys think affected this or if any does at all?

submitted by /u/Xandervern
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What should I be thinking about doing as a support every minute.

Posted: 13 Jul 2017 11:43 AM PDT

Someone told me that at the end of every fight I should immediately be checking the clock and thinking about what to do next - pull, help other lanes, etc. Problem is, I sometimes don't know what it is I found do. I'm not talking about being torn between helping a mid gank vs. stacking or something. I mean I literally stare at my screen thinking, what should I do now? And just wander around for a second until something happens or something comes to me.

Is there a small and helpful list I can keep next to me that I can glance at for a while until it becomes second nature?

This is low 3k average games.

Edit, specifically the first 10 minutes of the game I'm wasting to much time. I could be more efficirnt. If it was second nature to look at the clock and instantly know what I should be doing might be helpful. Or I might be approaching this the wrong way.

submitted by /u/infiniteray
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What nerfs will hit Veno?

Posted: 13 Jul 2017 07:21 AM PDT

I picked up veno about a week ago (coincidentally around the same time as that article) and I hadn't realized how strong he has gotten. I play him as a pos 3/4 jungler with some ganking around level 5/6. I go Talon/Clarity > Midas > Arcane Boots > Veil and then go from there, typically getting/thinking about Aghs, Octarine, Atos, and blink. He can easily transition into a pos 1 carry or support with Grieves and Pipe.

I'm nearly 3k for the first time because of him and I feel he will be nerfed. I'm trying to think of possible nerfs and the ones that come to mind are:

  • Changing the 30% EXP talent into 20% or something
  • Nerfing his Q
  • Lowering the lifetime of his wards

I'm curious as to what you think the nerfs might be, if you think he's a problem right now or it's just because of the meta, and if you've had any success with Lesale.

Stats MMR

submitted by /u/Fiestu
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Practicing Veno's 6 minute Midas Jungle, how should I play him after Midas?

Posted: 13 Jul 2017 02:06 PM PDT

Hello all,

First off, I plan to play Veno as a position 4 greedy support. I start out with Blight, 1 Clarity, Quelling Blade and a Ward for mid player (Less pressure on laning support + I have enough mana until shrine is up). The jungle part was pretty simple, just need to practice timing and creep chase distance.

The problem is that after I got Midas at 6, I have no idea what to do next.

So here's a few things I feel like I'm not doing right:

  1. Mid game, what I did were either split push or gather my team to push a lane and get the Tier 1. After that, I either wander off alone pushing a lane with wards + gale combo. I felt like I'm doing it wrong because when a fight broke out, I came into it pretty late, usually either when they're already fighting or finished (Which I came in and clean up if I can).

  2. Item progression. After Midas, I go for Veil/Blink -> Mekansm -> Force Staff -> G.Greaves. The game is usually done by then, if it goes later I either get a Hurricane Pike (If we're losing and I'm short on money) or Octarine Core (If we're winning). I'm not sure if I'm building Veno "right". My goal in a fight is to drop ult and stay behind to spam wards.

  3. Fighting, I go for the "Ult and Run" Veno. What I do in a fight is spam some wards, use Gale, then blink into the fight, Ult and run (I usually die if I don't have force staff). I don't feel like I'm using Veno to 100% during a fight.

  4. Talents, I go for 30% XP Gain -> +150 Cast Range -> +75 Damage -> x3 wards HP/Damage. I feel like the 14% extra slow isn't that great in late game and my split push can be a really big pain in the ass when I spam wards on high ground. The +75 Damage is way better than 15% resistance so that's a given but I don't right click that much with Veno (Blink, Ult, Force staff away).

That's it, I love playing this hero because of how annoying he can be during a fight but because I play position 5 almost all the time, I'm not sure if I'm playing Veno with the best efficiency.

submitted by /u/Warhand_
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On Blitz's mid tips with Day[9]

Posted: 12 Jul 2017 07:07 PM PDT

I watched some of Day[9]'s stream with Blitz and one of the recurring ideas I noticed Blitz talk about is "shoving" in the lane in during the early laning stage i.e. nuke the creep wave. Day[9] was playing Lina in this context.

I didn't fully understand why this was important as Lina. Is it always a good idea to do this or should you sometimes keep the wave on your highground (Taking in variables such as current HP/mana and the enemy's lineup vs your hero).

I guess the main discussion points I would like to highlight are: what are the advantages of pushing the lane in and when is it a bad idea?

submitted by /u/5cienta
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Razor's Unstable Current purge

Posted: 12 Jul 2017 08:45 PM PDT

Razor does some unique things and i am curious which heroes are most screwed up by his passive.

If you target razor with a spell, you take damage, get rooted, lose move and attack speed, and get purged.

If riki or pa blink on razor, razor can walk it off.

If bristleback uses nasal goo, he loses warpath stacks.

Who else is especially disrupted facing razor?

submitted by /u/9ersaur
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Learn laning Videos?

Posted: 13 Jul 2017 05:23 AM PDT

Hi guys,

Im a scrub and want to learn something. Are there any guides or videos out there in which laning is explained? Especially Credo Aggro and how to use it. When to attack the opponent to pull his Creeps near to you. For example.

Thanks guys

submitted by /u/torsolko
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Whether or not you get the last hit/deny is actually not important, because it does not change what you should do next

Posted: 13 Jul 2017 02:03 PM PDT

Thus you should actually not focus on whether or not the last hit connects because you could be using that time on more useful things that actually matter for the future!

submitted by /u/dotoent
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Courier issue/bug?

Posted: 13 Jul 2017 09:33 AM PDT

Hey all, quick question regarding a bizarre problem I've had for the last few months. A lot of times when I use the courier to deliver my items, the courier ends up traveling to the location where I was when I issued the "deliver items" command and doesn't deliver my items. This is particularly problematic when I'm playing mid and I was in the river or something when I issued the command, and the creep wave pushes to my high ground and the courier just runs straight past the creep wave to the enemy hero. Am I crazy or have other people noticed this as well? The weird thing is that it doesn't happen every time, only some of the time. I have been working around the problem by quickly selecting it and issuing the "deliver items" command again before it goes too far, but it has caused a couple courier deaths over the past few months.

Any ideas? Thanks!

submitted by /u/Urzuz
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OG vs Liquid Counter Gank by Miracle

Posted: 13 Jul 2017 03:06 PM PDT

Always build to your heroes strengths, before covering your weaknesses.

Posted: 12 Jul 2017 11:15 PM PDT

Alot of the questions here about itemisation are getting super redundant. Personally I'm a 2k player with about 2 years experience (2 thousand hours) playing this game. Obviously I don't pretend to be an expert but I've been following a rule of thumb recently when deciding what items to build on any hero I'm playing.

For example;

Puck is an extremely strong initiator, very elusive, and has decent nukes. So my first items are always items to help me initiate, so a blink dagger. Second, I get a survivability item, like euls, and finally to compensate for my slightly weak nukes, I buy a veil/eblade/dagon

Shadow Fiend is a hero that deals insane amounts of damage, and farms extremely fast. So I tend to build very aggressive items to take advantage of my early power spike with items like SnY, deso, butterfly. Later on, I get a BKB, AC to compensate for my squishiness.

Finally, dark seer is a hero that provides extremely effective utility and control in a teamfight. I would buy a mek/greaves and force staff to bring the most out of my spells. Later on I get a blink dagger to have sharper initiations, when enemy illusions are alot more powerful.

Huskar; armlet>dragon lance

Legion commander; blink>blade mail

Razor; SnY>heart/AC

Storm spirit; bloodstone>orchid

Ember spirit; BoT>battle fury OR Veil>blink

Invoker; BoT>Aghs

Templar; deso>BKB

Batrider; blink>force

I could go on but the recurring trend here is that heroes most optimal builds tend to fall back on what the hero excels at, then making that aspect shine. Followed by cover it's weaknesses. If you stray from this path, it is mainly when you're having an awful game that you will most likely lose. If you're a Templar who rushed a BKB, you'll soon realise that you're doing a whole lot of nothing in fights.

Obviously these aren't cookie cutter builds. Like the shadow fiend example, there are a bunch of possible items, but they all generally help you be a bigger and badder monster in the mid to late game. Followed by items that allow you to survive the prolonged fights.

What do you guys think?

Edit,

Batrider typo.

submitted by /u/HowIsBuffakeeTaken
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Definites and Certainties: A Comment

Posted: 12 Jul 2017 04:28 PM PDT

A trend I've noticed in DotA is that a lot of people speak with definites, statements like "deso on pa is good" or "don't first pick pugna, its just bad," or "You're always going to want to do this is this situation."

I want to point out the number of factors involved when it comes to giving a question context. A lot of questions either get asked and expect a definite answer like "Why do PA's get deso over BkB in my games?" or "Why is this build good?"

You can't answer questions like that because there are no definites. There are 10 players with 40 abilities with 60 item slots in a 40 minute window that average 150 actions per minute with a hundred different possible actions.

You're looking at trillions and trillions of different possibilities seconds into the game. Instead of looking for definites and certainties, look for trends or take notes on possibilities and potential different outcomes.

Questions looking for very definitive answers are possible to ask, but the standard of question needs to be much higher. If you want to ask a question about something that happened in a game you played, you need to provide A LOT of context. People are going to have to guess and will likely give you inaccurate advice.

Nothing is certain in a game of DotA. It's a risk reward analysis type game where whoever is taking the better risks wins (usually). Most players that struggle to play consistently well lack analytical skills and simply do not give themselves information to make proper decisions.

Just wanted to bolster some better discussion and focus on observations

submitted by /u/thadpole
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