Dota 2 Update - December 2nd, 2019

December 03, 2019

Void Spirit
* Dissimilate damage reduced from 140/220/300/380 to 120/200/280/360
* Resonant Pulse cooldown increased from 14 to 16
* Resonant Pulse mana cost increased from 90/100/110/120 to 100/110/120/130
* Level 15 Talent reduced from +150 Resonant Pulse Damage to +100 Resonant Pulse Damage

Snapfire
* Fixed Lil' Shredder charges not being consumed when Snapfire's passives were disabled

Dota 2 Update - November 29th, 2019

November 29, 2019

* Fixed various cases where Cooldown Reduction was not stacking multiplicatively
* Fixed a case where Outposts could give XP to a team twice

Dota 2 Update - November 26th 2019

November 27, 2019

* Fixed couriers giving xp (was supposed to be reverted before)

Dota 2 Update - November 26th, 2019

November 27, 2019

- Fixed XPM display being incorrect

The Outlanders Update

November 26, 2019



Today's update unleashes two new heroes — Snapfire and Void Spirit — and unveils the 7.23 Gameplay Update, featuring a host of changes, all-new features, and multiple reworked items and abilities.

Head over to The Outlanders update page for a full list of all the changes now available.

Dota 2 Update - November 15th, 2019

November 15, 2019

* Fixed an issue that allowed players to have more available reports than intended. This also had the unintended side effect of some people getting low priority more easily than intended. We have adjusted some players low priority penalties and behavior scores.
* Removed "Intentional Feeding" and "Ability Abuse" report types
* Added "Disruptive Gameplay" report type – for reporting players who ability abuse, intentional feed, go AFK, or similar.
* Added “Cheating or MMR Abuse” report type – for reporting players who are manipulating matchmaking, scripting, hacking or similar.
* Fixed issue that was preventing people from reporting players they had avoided and vice versa
* Added Communication reports to Conduct Summary UI
* Users are now required to choose only one report category when submitting a report
* Enemy Communication reports will no longer be accepted for enemies who did not communicate via all chat
* Ally Communication reports will no longer be accepted if the ally did not use any form of communication during the game.
* Enemies can now be reported for "Cheating or MMR Abuse". This report will be used in our existing boosting and cheating detection algorithms.
* Updated behavior score adjustments for each report type

Dota 2 Update - November 11th, 2019

November 12, 2019

Matchmaking Update:
* As a result of the recent changes to legal party combinations, we sometimes have scenarios where three person parties have a lot of trouble finding compatible players. This is because 3 person parties have recently been disallowed from matching against 5 stacks or solos. Matching against solos in particular had allowed for a much bigger spectrum of compatible matches, but we know that that is undesirable to some players. So with this update, we are allowing 2s and 3s to on occasion match with a 5 stack when the need is high.

Fast Queue

November 02, 2019



We know that queue times have increased across the board recently, and the most significant factor contributing to this has been the stricter requirements that Ranked Roles imposes on the formation of matches. Prior to the introduction of Ranked Roles, the matchmaker had a wider pool of people to draw upon because of the few restrictions. In the past, when one or more players desired the same role, this conflict was resolved during the game itself, often with unpleasant results. This conflict is now resolved at queue time, but a price of this is that the matchmaker is often starved for players in the least-queued roles. The matchmaker must wait for players in the desired roles to enter the queue, or form sub-optimal matches with the players currently in queue to satisfy all role requirements. Usually the role most in demand by the matchmaker is Hard Support, but this is not always the case, and historically this has varied based on time of day, skill bracket, region, etc.

To address role imbalance more generally, today’s update introduces Fast Queue for Ranked matchmaking. Players in the Fast Queue are given priority by the matchmaker, and will find matches much more quickly. In order to earn games for Fast Queue, you must elect to play with all roles selected. Playing with all roles selected will also automatically place you in Fast Queue for free.

When playing solo with all roles selected, you will earn four more games for future use in the Fast Queue. When grouped as a party, players can also earn Fast Queue games if the party fulfills all roles between its players. Two-player parties earn 2 games each, three-player parties earn 1 game each. You can earn and store up to 60 Fast Queue games.

For example, if you are in a party of two where one player marks the three Core roles and the other marks the two Support roles, they will enter the Fast Queue for free, and will each be awarded two additional Fast Queue games. Parties of 5 will always enter the Fast Queue for free, but do not earn Fast Queue games. We've added new UI to make it easy to see to understand when you or your party is eligible for Fast Queue.

Our data clearly showed that players choosing roles without any additional constraints simply doesn't result in enough role diversity for the matchmaking population to be healthy, negatively affecting both queue times and match quality. The motivation of the Fast Queue is to solve the "roll for mid" problem in a structured way that prevents in-game conflicts, while also providing enough role diversity to enable reasonable queue times.

Going forward, our immediate focus will be validating that Fast Queue is doing enough to improve health of the matchmaking pool, and tweaking as necessary. We'll also be rolling out a small incremental update to the behavior and report system in the coming weeks. As always, please continue to give us feedback. We appreciate your patience thus far as we iterate on matchmaking.

Dota 2 Update - October 18th, 2019

October 18, 2019

Matchmaking Update:
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- Immortal players can now only party with Immortal or Divine players in Ranked.
- Immortal players will only ever be matched with other Immortal or Divine players in Ranked. This means, for example, that if there is a Divine player in a party with players below Divine, that divine player will as a result never end up in a match with other Immortal players.

Dota 2 Update - October 16th, 2019

October 17, 2019

- The match quality survey we mentioned in our recent blog post is now enabled. Let's hear your feedback!

- On Friday we reverted the change that reduced the hard limit for MMR party spread in ranked matchmaking. We will be thinking about that change a little more and revisiting it when we are more confident in the change and the alternatives that exist. In the mean time we’ve added a UI indicator when large MMR spreads exist in parties to let players know that being in such parties will negatively impact match quality and queue times.

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