Dota 2

Playing now

740,218

Developer / Publisher

Valve

Release date

Jul 9, 2013

Genres

Action, Strategy, Free To Play

Russian language

Text only, no voice-over

Price

Free to play

Steam recommendations

14,374


Tags

Free to Play
MOBA
Multiplayer
Strategy
eSports
Team-Based
Competitive
Action
Online Co-Op
PvP
Difficult
Co-op
RTS
RPG
Tower Defense

Features

Multi-player
Co-op
Steam Trading Cards
Steam Workshop
SteamVR Collectibles
In-App Purchases
Camera Comfort
Color Alternatives
Custom Volume Controls
Valve Anti-Cheat enabled
Steam Timeline

Veterans

10+ hours at review

73%

positive · 8,948 reviews

Newcomers

Under 2 hours at review

57%

positive · 249 reviews

At launch

First 30 days after release on Steam (9 Jul 2013)

91%

English reviews: 91% at launch → 75% now

−16

· Reviews at launch: 1,695

Russian reviews: 79% at launch → 69% now

−10

· Reviews at launch: 453

How opinion changes with playtime

Share of positive reviews by hours played at the time of the review. Click a column to read those reviews.
How opinion changes with playtime
PlayedPositiveReviews
Under 2h57%249
2–5h72%380
5–10h71%423
10–50h77%1,455
50h+72%7,493

Best argument for

The most helpful review from a veteran (10+ hours at review)
▲ Recommended
11,709 h at review11,788 h total
3 Sept 2026

Dota 2 — A Veteran’s Perspective on What Makes It Special I started playing Dota AllStars in 2006, when I was 17. Later, I got invited to Dota 2, and it quickly became my go-to game for most of my free time. At my peak, I reached around 7K MMR in later part of 2016—back when Miracle- was famously the first player to reach 9K MMR in the entire world. I have also spent a ridiculous amount of time playing custom games. After all these years, I think I have played enough Dota to explain you, exactly what keeps pulling me back to it. The Beauty of Dota 2 At its core, Dota 2 is simply an incredible strategy game. There is an almost endless amount of depth in it: mechanical skill, decision-making, positioning, timing, resource management, drafting, itemization, map awareness, and, perhaps most importantly, the ability to turn an absolute $hitshow into a moment where everyone watching thinks: “Wow. This guy is actually insane.” Every game feels different. Even when you play the same hero hundreds of times, the circumstances, matchups, timings, team compositions, and decisions can completely change how the game develops. That unpredictability is one of Dota's greatest strengths. Of course, there is one giant problem. Your teammates. Ranked and Normal Dota puts four other people on your team, by the matchmaking gods of valve, and those four people can be anything from 300-IQ geniuses to the biggest flame lords ever born on planet earth. You can play your absolute best game and still watch the entire thing collapse because someone decides to do something completely incomprehensible. And the funny thing is, the enemy team has exactly the same problem. That is part of what makes Dota so chaotic—and sometimes so beautiful. Dota Has Five Carries One of the things I love most about Dota is that the concept of "carrying" is not limited to one position. Dota essentially has five carries. It is just a matter of when and how each player carries. Your position 4 and position 5 might not be the ones buying the expensive late-game items, but they can absolutely carry the early game, and midgame, and even very very late game the final fight (Let's say your pos 5, 0/20/15 K/D/A WarLock making the greatest Fatal Bond of his life and dropping the golem from sky can win the final teamfight straight). A great support can create kills, secure vision, control the lane, protect the core heroes, rotate at the perfect moment, and create enough momentum that the rest of the team gets to play an easier game. In many matches, the difference between winning and losing starts with the supports creating that early momentum. A great Pos 4 or Pos 5 isn't simply "supporting" the carry. They are carrying the game while helping create the farming cores become the carry. The Meaning of Being a Carry If you usually play Mid or Position 1 like I do, you understand what Dota means when it calls someone a "carry." You lane well. You farm well. You make the right decisions. You hit your item timings. And eventually, you reach the part of the game where you can genuinely feel the weight of your hero. Take Spectre, for example. Spectre is one of those heroes where the enemy team knows exactly what they are dealing with. You don't necessarily need to be the strongest hero on the map from minute one. You need to survive, farm, reach your timings, and become the problem the enemy can no longer ignore. Eventually, when Spectre enters a fight, the enemy doesn't just see another hero. They only see the thing they have been afraid of for the last 30 minutes, you, the Spectre of all things. Even a hero like Sniper, who is notoriously fragile, can become terrifying when played correctly. Dota gives you a huge amount of freedom in how you build your hero. There isn't always one fixed item build that you blindly follow every game. Yeah, I bought Abyssal Blade for Sniper just to counter Doom jumping on me with his BKB on, I was doomed for sure but I rightclicked him to death. He couldnt even hit me with his right click becuase Doom has very bad attack speed and his cast swing is very long. Sniper has machine gun tier attack speed + bash from Abyssal + your headshot push back passive to win one of the most unfair manfights. Item might be melee focused but you can do $hit like this if situation calls for it. Free your mind and just do it, it usually works :) You can adapt. You can buy defensive items because you're being jumped. You can build damage because you love biggg numbers. You can completely change your build because the enemy lineup demands it. That freedom is a huge part of what makes Dota feel like Dota. Why I Prefer Dota's Version of Carrying I have also played League of Legends—I somehow reached Master—but the concept of carrying feels very different there. In League, depending on the situation, you can feel incredibly vulnerable. An assassin, burst mage, or even another damage dealer can sometimes erase you incredibly quickly. Take Jhin or Jinx for example, you can blow up in one second if someone touches you and they click their keyboard correctly in sequence. You are gone, in a bloody 1-2 second at max. Dota feels different. The game gives you more tools to respond to the situation. Your hero isn't necessarily locked into one build or one predetermined role. You can change your itemization, positioning, playstyle, and priorities depending on what is happening on the map. Even if you play very squishy hero, you don't blow up quick if you farmed as a carry player. And when you finally become that late-game carry, you can feel it. The enemy team feels your presence. They have to think about where you are. They have to consider your items. They have to change how they initiate. They have to decide whether they can kill you before you destroy them. And with a hero like Spectre, sometimes the biggest threat isn't even where you are. It's knowing that you can join the teamfight from anywhere. You started the early game with survival horror movie to become the raid boss at the end. The $hitshows Are Part of the Experience Dota can be frustrating as hell. You will have teammates who make you question whether they have ever touched a keyboard before. You will lose games that you absolutely should have won. You will have games where you are playing perfectly and still feel completely helpless. But every once in a while, something magical happens. You are 10,000 gold behind. Your lanes are destroyed. Your teammates are arguing. The enemy team is laughing. Everyone thinks the game is over. And somehow, you find a way. One smoke. One high-ground defense. One perfectly timed buyback. One insane teamfight. One player making the right decision at exactly the right second. Suddenly, the impossible comeback becomes real. Those are the games you remember. Not the easy 25-minute stomps. Not the games where everything went according to plan. The unforgettable ones are the absolute disasters where you somehow turned a losing game into a victory. Final Thoughts After playing Dota for roughly two decades, I still think it is one of the best competitive games ever made. It is frustrating, complicated, unfair, beautiful, ridiculous, strategic, mechanical, and sometimes completely insane. You can spend 60 minutes in a game experiencing every possible emotion a video game can give you. You can hate your teammates. You can hate yourself. You can hate the enemy team or one specific enemy. You can swear you are never playing again. And then you make one incredible play, turn the entire game around, destroy the enemy Ancient, and immediately queue for another match. That's Dota 2. The game doesn't guarantee you a good experience every time. But when everything comes together—when the strategy, mechanics, teamwork, adaptation, and sheer chaos align—it can give you some of the most unforgettable 60 minutes you will ever spend in gaming.

82 found helpful · 5 found funny
Gameplay
Value
Games owned: 10 · Reviews written: 1
On Steam

Best argument against

The most helpful review from a veteran (10+ hours at review)
▼ Not recommended
7,320 h at review7,344 h total
15 Aug 2026

The current game's integrity system encourages people to unfairly report each other, not for genuinely disrespectful behavior, but simply for using vulgar language, even in a positive way. Sometimes you can get reports for a simple request, if teammates are having a bad day. I don't know why they started rewarding integrity for successful reports—it's like those memes about the Soviet Union, where everyone reported on each other "just in case, for no reason, just because." This is an incredibly inept system, worse than if there was no integrity system at all, like in 2013. I recommend review-bombing this game until the developers say something about their own mistakes. Until then, I'm deleting the game and don't recommend anyone play this disgrace. It's better not to play a competitive game at all than to be afraid to say anything, especially a non-offensive, polite call. I thought the community would kill this game, but in the end, the developers decided to kill it themselves, giving the worst part of the playerbase tools to pressure all other players, allowing them to ruin the game for absolutely everyone else. I'm behaving better in-game now than ever, which has nothing to do with the behaviour system, but with my maturation. Paradoxically, I'm getting more penalties than ever for literally nothing, sometimes even for celebrating my team's success. I'm left with no emotions from the game other than the monstrous injustice felt by both myself and many other people who can't communicate in voice chat, but don't seem nearly as insane as the people who report them. I think it's because the most reasonable players have stopped reporting.

184 found helpful · 15 found funny
Reviews written: 7
On Steam

Community reviews

99 matching

Based on the 10,000 most recent Steam reviews · updated 2 Oct 2026

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  • English reviews: 5,000, 15 Aug 2026 – 2 Oct 2026
  • Russian reviews: 5,000, 22 Sept 2026 – 2 Oct 2026
  • ▲ Recommended
    36 h at review475 h total
    25 Aug 2026

    I thought *Dota 2* was just another popular MOBA that everyone played because it was competitive. I was wrong. At first, it looks complicated. There are dozens of heroes, hundreds of abilities, items everywhere, and enough terminology to make you wonder if you accidentally enrolled in a university course. But somewhere along the way, you start understanding it. And then you're in trouble. The gameplay is incredibly deep. Every match can turn into a completely different experience depending on the heroes, players, builds, decisions, and the thousand tiny mistakes everyone makes along the way. The first few games can feel overwhelming. Then you learn one thing. Then another. Eventually, you realize you've spent hundreds of hours learning a game that still has more to teach you. The best part is how much your decisions matter. One good team fight can change everything. One terrible decision can throw an entire match. Sometimes you make the perfect play and feel like a genius. Sometimes you walk into the enemy team and immediately question every decision you've ever made. I've played games with simpler mechanics, easier learning curves, and much less stress. I don't remember most of them. I'll remember *Dota 2*. Some games are competitive because they want you to win. *Dota 2* is competitive because it wants you to become obsessed with figuring out why you lost. And then queue again. 100% recommended.

    105 found helpful · 16 found funny
    Gameplay
    Reviews written: 100
    On Steam
  • ▲ Recommended
    11,709 h at review11,788 h total
    3 Sept 2026

    Dota 2 — A Veteran’s Perspective on What Makes It Special I started playing Dota AllStars in 2006, when I was 17. Later, I got invited to Dota 2, and it quickly became my go-to game for most of my free time. At my peak, I reached around 7K MMR in later part of 2016—back when Miracle- was famously the first player to reach 9K MMR in the entire world. I have also spent a ridiculous amount of time playing custom games. After all these years, I think I have played enough Dota to explain you, exactly what keeps pulling me back to it. The Beauty of Dota 2 At its core, Dota 2 is simply an incredible strategy game. There is an almost endless amount of depth in it: mechanical skill, decision-making, positioning, timing, resource management, drafting, itemization, map awareness, and, perhaps most importantly, the ability to turn an absolute $hitshow into a moment where everyone watching thinks: “Wow. This guy is actually insane.” Every game feels different. Even when you play the same hero hundreds of times, the circumstances, matchups, timings, team compositions, and decisions can completely change how the game develops. That unpredictability is one of Dota's greatest strengths. Of course, there is one giant problem. Your teammates. Ranked and Normal Dota puts four other people on your team, by the matchmaking gods of valve, and those four people can be anything from 300-IQ geniuses to the biggest flame lords ever born on planet earth. You can play your absolute best game and still watch the entire thing collapse because someone decides to do something completely incomprehensible. And the funny thing is, the enemy team has exactly the same problem. That is part of what makes Dota so chaotic—and sometimes so beautiful. Dota Has Five Carries One of the things I love most about Dota is that the concept of "carrying" is not limited to one position. Dota essentially has five carries. It is just a matter of when and how each player carries. Your position 4 and position 5 might not be the ones buying the expensive late-game items, but they can absolutely carry the early game, and midgame, and even very very late game the final fight (Let's say your pos 5, 0/20/15 K/D/A WarLock making the greatest Fatal Bond of his life and dropping the golem from sky can win the final teamfight straight). A great support can create kills, secure vision, control the lane, protect the core heroes, rotate at the perfect moment, and create enough momentum that the rest of the team gets to play an easier game. In many matches, the difference between winning and losing starts with the supports creating that early momentum. A great Pos 4 or Pos 5 isn't simply "supporting" the carry. They are carrying the game while helping create the farming cores become the carry. The Meaning of Being a Carry If you usually play Mid or Position 1 like I do, you understand what Dota means when it calls someone a "carry." You lane well. You farm well. You make the right decisions. You hit your item timings. And eventually, you reach the part of the game where you can genuinely feel the weight of your hero. Take Spectre, for example. Spectre is one of those heroes where the enemy team knows exactly what they are dealing with. You don't necessarily need to be the strongest hero on the map from minute one. You need to survive, farm, reach your timings, and become the problem the enemy can no longer ignore. Eventually, when Spectre enters a fight, the enemy doesn't just see another hero. They only see the thing they have been afraid of for the last 30 minutes, you, the Spectre of all things. Even a hero like Sniper, who is notoriously fragile, can become terrifying when played correctly. Dota gives you a huge amount of freedom in how you build your hero. There isn't always one fixed item build that you blindly follow every game. Yeah, I bought Abyssal Blade for Sniper just to counter Doom jumping on me with his BKB on, I was doomed for sure but I rightclicked him to death. He couldnt even hit me with his right click becuase Doom has very bad attack speed and his cast swing is very long. Sniper has machine gun tier attack speed + bash from Abyssal + your headshot push back passive to win one of the most unfair manfights. Item might be melee focused but you can do $hit like this if situation calls for it. Free your mind and just do it, it usually works :) You can adapt. You can buy defensive items because you're being jumped. You can build damage because you love biggg numbers. You can completely change your build because the enemy lineup demands it. That freedom is a huge part of what makes Dota feel like Dota. Why I Prefer Dota's Version of Carrying I have also played League of Legends—I somehow reached Master—but the concept of carrying feels very different there. In League, depending on the situation, you can feel incredibly vulnerable. An assassin, burst mage, or even another damage dealer can sometimes erase you incredibly quickly. Take Jhin or Jinx for example, you can blow up in one second if someone touches you and they click their keyboard correctly in sequence. You are gone, in a bloody 1-2 second at max. Dota feels different. The game gives you more tools to respond to the situation. Your hero isn't necessarily locked into one build or one predetermined role. You can change your itemization, positioning, playstyle, and priorities depending on what is happening on the map. Even if you play very squishy hero, you don't blow up quick if you farmed as a carry player. And when you finally become that late-game carry, you can feel it. The enemy team feels your presence. They have to think about where you are. They have to consider your items. They have to change how they initiate. They have to decide whether they can kill you before you destroy them. And with a hero like Spectre, sometimes the biggest threat isn't even where you are. It's knowing that you can join the teamfight from anywhere. You started the early game with survival horror movie to become the raid boss at the end. The $hitshows Are Part of the Experience Dota can be frustrating as hell. You will have teammates who make you question whether they have ever touched a keyboard before. You will lose games that you absolutely should have won. You will have games where you are playing perfectly and still feel completely helpless. But every once in a while, something magical happens. You are 10,000 gold behind. Your lanes are destroyed. Your teammates are arguing. The enemy team is laughing. Everyone thinks the game is over. And somehow, you find a way. One smoke. One high-ground defense. One perfectly timed buyback. One insane teamfight. One player making the right decision at exactly the right second. Suddenly, the impossible comeback becomes real. Those are the games you remember. Not the easy 25-minute stomps. Not the games where everything went according to plan. The unforgettable ones are the absolute disasters where you somehow turned a losing game into a victory. Final Thoughts After playing Dota for roughly two decades, I still think it is one of the best competitive games ever made. It is frustrating, complicated, unfair, beautiful, ridiculous, strategic, mechanical, and sometimes completely insane. You can spend 60 minutes in a game experiencing every possible emotion a video game can give you. You can hate your teammates. You can hate yourself. You can hate the enemy team or one specific enemy. You can swear you are never playing again. And then you make one incredible play, turn the entire game around, destroy the enemy Ancient, and immediately queue for another match. That's Dota 2. The game doesn't guarantee you a good experience every time. But when everything comes together—when the strategy, mechanics, teamwork, adaptation, and sheer chaos align—it can give you some of the most unforgettable 60 minutes you will ever spend in gaming.

    82 found helpful · 5 found funny
    Gameplay
    Value
    Games owned: 10 · Reviews written: 1
    On Steam
  • ▼ Not recommended
    1,583 h at review1,706 h total
    19 Sept 2026

    The game rewards low skill players by a poorly thoughout report system that enables mass reporting with poor oversight. If a low skill player has a high behaviour score, they are allowed to judge any skill level of a match and subsequently apply their degree of understanding to their judgment. If 3 players dogpile on their best player and mass report them, it damages their account reputation even if they never utterered a word. The resulting impact is regressive match making, a rapidly worstening gameplay experience and 0 feedback or evidence provided for the arbitrarily assigned punishment. There are few competitive games out there these days, of this nature, what a shame to be so thoughless and wreckless in how you structure - punish and reward players. The core game itself is exellent, the conduct system and assessment of player skill is an utter disaster.

    29 found helpful · 2 found funny
    Gameplay
    Reviews written: 1
    On Steam
  • ▼ Not recommended
    169 h at review180 h total
    1 Sept 2026

    This game is addictive due to mechanics but has the worst ♥♥♥♥♥♥♥ community ever. Bunch of ♥♥♥♥♥ ass crybabies who would report you for one wrong play. Not worth anyone's time until they fix their stupid reporting system.

    9 found helpful
    Gameplay
    Reviews written: 1
    On Steam
  • ▼ Not recommended
    9.8 h at review9.8 h total
    25 Sept 2026

    Worst Moba on the market, here is why: -Last Hit Mechanic : an outdated mechanic that forces you to wait until the enemy minions are extremely low before attacking them so you can get the most important thing in the game, gold. This was extremely frustrating for me since I don't like someone else doing my job for me. -Shop Confusion: Searching for items in the in game shop requires you to play around 20 hours to learn WHERE and item is then another 5 hours to learn each item individually as to what Attribute they give then another 2 hours per item to learn if you should build them on your hero. -Broken Champ Logic : Dota goes on the logic that if all champions are broken then no one really is.. not how it works, this results in a character like Invoker having 5 stuns and slows that he uses on you which renders you unable to play the game -Carrier: Cool idea bad implementation. I struggled to use it because the logic behind it is.. crazy. So I have to be close to a "secret shop" for me to buy an item and when I do.. the carrier has to come with the item from the base to me to bring it??? What? I bought it FROM THE SECRET SHOP so give me the ♥♥♥♥♥♥♥ item instantly, why is the carrier bringing the item FROM BASE if I wasn't allowed to buy it FROM BASE???? -Bugs: I have less than 10 hours and I already had a pretty annoying bug where the finished item wouldn't be built for some reason.. the result was me selling one of the item components and then buying it again, resulting in a 300 gold loss for me (gold that is hard as ♥♥♥♥ to earn because of that dumbass last hit mechanic) -Queue times: For a game of 500 THOUSAND players having a 7 minute queue time is insane, absolutely crazy. Other games have less than 10k people and it takes you 1-2 minutes to find a match to play. Something is wrong with your server connections. It's such a shame, the game did really good on some other things, such as: -allowing you to see if the people in your queue have good karma or good skills (why you would reject the match after a 7 minute queue is beyond me tho) That's.. it.. there is literally nothing else. Dota is not "helpful" towards new people in any way, they like their old systems and won't change them for nothing, even if they are extremely badly implemented and flawed beyond touch. Dota: 2/10

    2 found helpful
    Performance
    Gameplay
    Reviews written: 36
    On Steam
  • ▲ Recommended
    5,362 h at review5,390 h total
    21 Aug 2026

    Dota 2 is a 5v5 moba strategy game that I have been playing for~ Oh... Oh, no... Flows Dota 2 rewards reflexes... But it rewards strategic thinking much more. And the skill ceiling of strategic thinking in a game with so many variables is (team compositions, item combinations, map positioning, etc.) nearly endless. The whole game is focused on mechanics. Going faster by following the flow of the rivers, having no vision of higher ground areas, most of the terrain obstacles being trees that you can destroy with extremely basic items or hills that you can pass over with abilities or items, there is a day and night cycle with the later giving you increased movement speed but reduced visibility... Dota 2's map is far more than a flat board that might as well be background, it's a core part of the game. Speaking of, the map is BIG, especially compared to other mobas. Traversing it takes time, and this is very much intentional. Map awareness is one of the most important skills a player should have. And I suck at it. Over 100 heroes to choose, each doing something extremely unique. You will get no copy-pasted characters here, despite the huge roster (and unlike "some other popular mobas"). There is a hero that becomes deadly in the night but is weak during the day, one that focuses on brainwashing jungle creeps to fight for him, another that becomes stronger in water terrains, another that destroys trees as part of his core mechanics and on and on. The gameplay variety is fantastic. In fact the mechanics of each hero are so unique, that the interactions between their various moves and the items they can buy are completely chaotic and infinitely entertaining. In general I love the sandbox approach Dota takes with its individual hero/team builds. There is a series called "Dota WTF" on YouTube that releases weekly, showing compilations of absurd in-game interactions recorded by players, hilarious more often than not. At the time this review is written it is at episode 646... Every hero is strong in his own right, but certain heroes are simply above the rest in terms of power/flexibility. The "reason" they are above the rest is the same mechanical complexity that makes them challenging to control in the first place. Invoker is the most obvious example (a character with 9 different ultis, formed through your QWE basic ability combinations), but he is far from the only one. Heroes are strong in what they do, but hardly anyone has an all-purposes complete kit. Each hero has built-in weaknesses to their arsenal (e.g. no defensive options/slow movement speed/heavy mana reliance, etc. etc.), and a smart opponent will exploit them. You will need to take yours into account and either supplement them through item builds, or choose specific team combinations. It is not unusual for games to be decided before they even start, by which team has the better synergy. Visually, each hero is unique (audibly as well actually, the voice acting is fantastic). This obviously includes a plethora of babes, the hottest of which being Templar Assassin, an Arab-dancer-themed babe with Psylocke's abilities (you are of course allowed to prefer another female character as your favorite. It's just that you're wrong.) The more monsterous designs are the highlight though (and they have the best cosmetics). The cosmetics are not single skins, but parts of skins, that you can combine as you like. You will either be playing Barbie, activating Polymerization, or enacting your inner doctor Frankenstein. Other cosmetics called "personas" and "arcanas" even completely redesign the characters from the base model. On that note, a lot of the cosmetics are designed by players, viewable in the game's Steam workshop at any time, and you can actually vote which ones you like. Budget-wise, cosmetics are really affordable, with lootbox releases being infrequent. Cosmetics include UI elements. Map skins, announcer packs, custom UIs and many more. A player who uses one of these can freely share it with the rest of his team, applied in the same session instantly. The dark fantasy aesthetics really do it for me. Dota doesn't aim for realistic OR cartoony graphics, in the style LoL does, but rather for intentionally edgy 3D visuals. And it works. Players can program crazy variants of the standard Dota build, including new maps, characters or even gamestyles, and then share them through the "Arcade" tab of the game. Currently I am watching a single-player roguelike called "Emberfall", while a football-themed variant was trending last week. The engine freedom Valve provides with Dota (and all its games in general) is absurd. The developers really go balls to the wall with the major patches. Absolutely no rule is set in stone, and every game aspect is liable to be experimented on. I wouldn't call it so much "evolving" as "mutating", but it's still very entertaining and great at maintaining your interest. Flaws I am really not a fan of the direction Dota's storytelling has taken. The Marvel-style humor & Rick and Morty style of self-awareness is a very ill fit for Dota's dark fantasy aesthetics and cosmically horrifying original lore. Frankly the map could use a lot more interactions. I was a huge fan of Heroes of the Storm and its fantastic map-objective approach, and I wish Dota would take more ques for it. While there are some mildly fanservice-y outfits for the girls, Valve is intentionally being conservative with them, and that's a shame. The lack of a proper hero ban system is really hurting the game. Some heroes are banned randomly at the start of every match, but, objectively this should have been the players' choice instead of an RNG result. In general, RNG is far more prevalent in Dota than it should have been. Ranged attacks to someone on higher ground have a 25% miss chance, or so the game says, because it's quite common to miss 5+ shots in a row. An Ogre Magi might trigger his QWE kit once each... Or each of them might trigger 4 times in the span of 2 seconds. Items often have a chance to trigger their attack modifiers, rather than having them guaranteed. I get that "some" RNG is supposed to be a part of it, but hitting someone 10+ hits with a Spirit Breaker and not triggering a single bash can lead to some very understandable screen punches. Items are generally separated into early game items, mid game items and late game items. The vast majority of early and mid game permanent items are used as materials for some late game item, essentially evolving into them. Unfortunately that is not the case for some of them, including 2 out of the 4 evolutions of your boots, an aura buffing item called "Vladimir's Offering" and many others. Therefore the optimal play is to simply sell those items in the late game and buy something entirely new. The problem is you liked those items, and would very much prefer to have an evolved version of them instead of just erasing them from your arsenal. The isometric view makes navigating trees really difficult. Oftentimes it looks like there is a path for you, but there isn't, resulting in your character taking a route he really shouldn't have taken. When you are being chased, that usually results in your death. Completely random disconnections are not too uncommon, along with a variety of other technical issues, such as the client having trouble synching with the coordinator. At some point, you will run out of Ukraine death jokes for all the Russians infesting European servers, despite having a dedicated server of their own. Communications issues arise, since they never speak English. Thumps up, go play it and get humbled. Dota 2 is a fantastic moba, with heavy emphasis on strategy, fantastic audiovisual design, customization options and RNG elements that encourage you to learn new slurs.

    2 found helpful
    Graphics
    Gameplay
    Story
    Games owned: 1,692 · Reviews written: 62
    On Steam
  • ▲ Recommended
    831 h at review834 h total
    1 Oct 2026

    Незабываемая, неповторимая и лучшая! «многопользовательская онлайн-боевая арена» , бееспорно крутая! Рекомендую всем и каждому!) ВО!

    1 found helpful
    Gameplay
    Games owned: 110 · Reviews written: 6
    On Steam
  • ▲ Recommended
    3,333 h at review3,342 h total
    1 Oct 2026

    почти разобрался в управлении

    1 found helpful
    Gameplay
    Reviews written: 1
    On Steam
  • ▼ Not recommended
    6,632 h at review6,650 h total
    28 Sept 2026

    Played Dota 2 on and off since Dota 1 on WC3. Recently started playing again after a 6 year break. Many things are new and great but other like the player base remains earily the same. Some of the core issues remained the same because they are untreated. Other aspects are new and gamebreaking. Let it be said that I solely play fun AbilityDraft and Turbo modes. This game offers something unique compared to other games, a combination of teamwork, high skill, adrenaline, unique situations and unexpected exciting outcomes. That much has all been said before and it's true, albeit with a high learning curve. The reason why I do not recommend coming back to this game currently is the reporting system in combination with the state of the servers. Because of the declining player base many people flock to playable servers. Communication is key in teamwork but a common language isn't a thing in this game. None of that has ever been enforced. More than half your games will have people that do not speak your language and have a non existing sense of decorum. People typically fail to see something wrong with their own gameplay and point the finger of blame to others. Valve/Steam has chosen for a community-driven regulation of behaviour and communication. However, with unlimited reports and all reports valid it is impossible to play as a solo player. Often you get reported by a 3-4 man stack. You get reported for people not liking your gameplay, buying the wrong item (in their mind), due to cultural, racist, and other reaasons. Why is this a problem? The lower your score the less you can do, talking, drawing, notifying allies of their ability (CDs). I've seen the list of on the Dota 2 Development Forums regarding this and it's madness. People will still get reported even without the ability to talk. Not communicating is a flaw. People that fail to communicate their item timings, overarching plans or movement cause problems for their team. It doesn't make sense at all. There are many better alternatives. Nevertheless and more importantly, Valve/Steam has been aware of this issue since 2025 and continues to steer their course. There was this beautiful quote I read about this game in one of these reviews "I kept agonising that my game was full of idiots until I realised that there were in fact 10." So if you give me the choice as a solo player between playing with randomised people that hate and report me for speaking English, and playing a myriad of other good games, well then I thank you for the opportunity. A team game is only ever as good as the team.

    1 found helpful
    Gameplay
    Reviews written: 1
    On Steam
  • ▼ Not recommended
    281 h at review303 h total
    28 Sept 2026

    It should be dead game,and its heading to certain death with its newly added ♥♥♥♥♥♥♥♥ mechanics

    1 found helpful
    Gameplay
    Reviews written: 6
    On Steam
  • ▲ Recommended
    350 h at review372 h total
    26 Sept 2026

    прошел игру видимо очень быстро за 350 часов увидел что похоже открыл всех персонажей и не понимаю что тут люди делают тысячи часов ведь делать больше нечего наверное стоят в афк, сюжет отличный и хорошо поделен по главам, в среднем глава идет час или же в режиме умственно отсталых 25 мин в котором я ее и проходил, каждая глава это уникальная локация с совершенно разными механиками но иногда во время прохождения мне казалось что это какое то безумие и мне казалось что я повторял одно и тоже действие раз за разом в надежде на изменение результата, в общем игра крутая множество разных локаций реально спасают игру

    1 found helpful
    Gameplay
    Story
    Games owned: 103 · Reviews written: 3
    On Steam
  • ▲ Recommended
    3.1 h at review3.1 h total
    24 Sept 2026

    Тот вечер запомнился до мелочей. Я просто кликнул по ссылке, которую скинул друг, и даже не подозревал, что этот клик станет началом чего-то большого. Dota 2 загружалась долго, экран мелькал, а я нетерпеливо поглядывал на полоску прогресса, гадая, что меня ждёт. Когда наконец открылся экран выбора героя, я застыл. Столько персонажей, у каждого своя история, способности, внешний вид… Казалось, что передо мной целая вселенная, и я стою на пороге, не зная, с какой двери начать. Друг в голосовом торопливо советовал: «Бери Пуджа, он простой! и я послушался. Пудж тогда казался мне чем-то монументальным: огромный, мрачный, с этим его крюком, который будто обещал решать всё одним движением. Первые минуты в матче были сплошным хаосом. Я бегал туда-сюда, не понимал, куда идти, умирал почти сразу после появления на карте и слышал в наушниках то подбадривания, то ворчание команды. Но вместо того чтобы расстроиться, я ловил себя на мысли, что мне интересно. Каждый раз, когда я умирал, я анализировал: Ага, вот тут я вышел слишком рано, вот тут не хватило обзора. Карта становилась чуть понятнее, линии привычнее, а механика добивания крипов почти родной. Помню тот момент, когда впервые удачно кинул крюк и притянул врага прямо под башню. В чате вспыхнули восклицательные знаки, команда закричала в голосовой: Ну вот, наконец-то! И меня накрыло каким-то особенным чувством будто я не просто нажал кнопку, а действительно что-то сделал, повлиял на игру. Это была маленькая победа, но она ощущалась огромной. С каждым матчем я узнавал что-то новое: про артефакты, про ротацию по карте, про важность вардов и командной игры. И чем больше я узнавал, тем сильнее затягивало. Оказалось, что Dota это не просто нажимать кнопки, а целая стратегия, где важны и холодный расчёт, и интуиция, и умение договариваться с людьми, которых ты видишь только по никам. Я начал смотреть реплеи, разбирать ошибки, искать гайды. Иногда проигрывали, и было обидно, но даже эти поражения учили чему-то. А когда удавалось вытянуть сложный матч, когда все пять человек действовали как единый механизм это чувство было ни с чем не сравнимо. И тогда я понял: я влюбился. Не в идеальные моменты и не в бесконечные победы, а в саму суть игры в её сложность, глубину, в то, сколько в ней пространства для роста. В Dota всегда есть чему учиться, всегда есть что открывать заново. И каждый новый матч это новая история, которую ты пишешь вместе с командой. Теперь, когда я захожу в игру, меня снова охватывает то самое предвкушение: что сегодня будет? Новый герой, неожиданный ход, красивая комбинация или просто вечер, когда всё складывается. И я знаю: эта любовь никуда не денется, потому что Dota это не просто игра. Это целый мир, в который я однажды шагнул и остался.

    1 found helpful
    Gameplay
    Story
    Games owned: 13 · Reviews written: 5
    On Steam
  • ▲ Recommended
    3.4 h at review3.5 h total
    23 Sept 2026

    оч крутая игра,доброе комьюнити,легкое управление

    1 found helpful
    Gameplay
    Reviews written: 1
    On Steam
  • ▲ Recommended
    51 h at review78 h total
    22 Sept 2026

    Наденюсьдота не умрет еще в ближайшие 5 лет, самая любиая игра с красивой графикой, и оченьььььььььс сложнойц механикой и токсичными людьми, но надеюсь у меня всё получиться

    1 found helpful
    Graphics
    Gameplay
    Games owned: 1 · Reviews written: 1
    On Steam
  • ▲ Recommended
    7,020 h at review7,052 h total
    21 Sept 2026

    Dota 2 is one of the most enjoyable and competitive games I’ve played. It has a huge amount of depth, and every match feels different because of the variety of heroes, strategies, and playstyles. What I really enjoy is that there’s always something new to learn and improve, whether it’s understanding matchups, improving mechanics, or working better with your team. The ranked system also gives you a reason to keep playing and getting better. The game can definitely be challenging at times, but that’s also what makes winning a great experience. Overall, Dota 2 offers an incredible amount of content and replayability, and it’s a game I can continue coming back to even after thousands of hours. Definitely recommended for anyone who enjoys competitive multiplayer games and is willing to learn and improve.

    1 found helpful
    Gameplay
    Games owned: 3 · Reviews written: 1
    On Steam
  • ▼ Not recommended
    38 h at review50 h total
    21 Sept 2026

    ## How to fix Dota 2 * Remove half the jungle camps * Bring back Unique Attack Modifiers so carries have to choose * Give more spell-based counterplay while also increasing cooldowns * Make mana pools something you have to carefully manage again. * Go back to 6 slots total. No backpack, no scroll slot. * Rollback the last 8 years of absurd power creep. Only idiots want every patch to be nothing but buffs. * Remove healing lotuses and wisdom shrines. * Rework tormentor. If you want it to be a true goal that dictates a team's movements, it should give something more significant than an aghs shard to a random teammate. Give a team a tower they can choose to deploy where one of theirs has died. Make it so the same tower cannot be resurrected more than once. * Allow players (whose heroes are still alive) to aim tower aggro at enemy heroes, as it is much too easy for experienced players to manipulate tower aggro, while inexperienced players aren't going to have any notion of it. So give the inexperienced players some counterplay. * Bounty runes are not a bad idea, but they're largely an afterthought. Return them back into the cycle at the main two rune spawn points. There shouldn't be a guarantee of getting a potent combat-oriented rune every time. Make it mean more when someone gets a double damage. * While we're on the subject, return it to being double damage, and make that double damage extend to spell damage. If PA can get to a point of cleaving a whole team for 4000 damage with a crit without a rune, then high damage ults on heroes like Zeus or Lion should also have the opportunity to put out damage like that if they end up being lucky enough to net the rune that will allow that. It won't break the game, and certainly no more than the currently broken and uninteresting state the game is currently in. * Add many more trees and make them stay dead longer after a certain point. Leave the tree respawn rate alone during the first 10 minutes, and then make it longer after that. The reason is simple - players should have meaningful counterplay against heroes with a need/usage of trees, but it should be carefully measured so those heroes aren't dumpstered in the laning phase because of this. * And finally, to add to the tree changes, make more items able to destroy larger amounts of trees. Destructible environments with meaning and purpose to strategic destruction where it matters is more interesting than the tertiary purpose of trees now as mere hindrances for line of sight that have been significantly reduced. Some of the coolest plays in dota are jukes where people used trees and branches to their advantage. The theme is, of course, COUNTERPLAY. Bludgeoning real counterplay out of the game through arbitrary changes over many years that have caused absurd power creep to just get more and more silly is why the game fails to hold the interest of players for much longer than the time it takes for the new from the last major patch to wear off. Make it mean more to really learn the game again. Thanks for coming to my TED talk.

    1 found helpful
    Gameplay
    Reviews written: 1
    On Steam
  • ▲ Recommended
    2,015 h at review2,037 h total
    16 Sept 2026

    Dota 2 is a challenging but rewarding MOBA with a huge variety of heroes, items, and strategies. The gameplay offers a lot of freedom, and learning new heroes and improving your skills can be very satisfying. However, the game has a steep learning curve, and new players may find the mechanics overwhelming at first. Matches can also be quite long, and losing after investing a lot of time can be frustrating. Overall, Dota 2 is a great game for players who enjoy strategy, teamwork, and competitive gameplay, but it requires patience and practice to fully enjoy.

    1 found helpful
    Gameplay
    Games owned: 1 · Reviews written: 1
    On Steam
  • ▼ Not recommended
    1,312 h at review1,346 h total
    11 Sept 2026

    The latest game mechanics are terrible. You’re underpowered the entire game, then someone farms for 10 minutes and suddenly they’re level 25 while everyone else is still level 15. It’s too bad, this used to be such a good game back in the day.

    1 found helpful
    Gameplay
    Games owned: 6 · Reviews written: 1
    On Steam
  • ▲ Recommended
    19,437 h at review19,627 h total
    3 Sept 2026

    For me, this is THE definitive PVP game. It's a core interest, like a childhood hobby that becomes a lifelong, character-defining trait. Intensely overwhelming at first, with an entire new language of terms and library of abilities, interactions, gameplay ideas. A somewhat jaded and slightly aging community. But I genuinely believe interest around this game will not die for dozens of years. Perhaps longer. I can't imagine any game ever replacing Dota 2 in my heart. If you like the feeling of simply being better than your enemies... if you like strategic movements and challenges of awareness and reaction... if you enjoy a fantasy aesthetic, competition, plotting with friends... flashes of silliness, desperation, and triumph with a tight-knit group of compatriots... this game is the best there is.

    1 found helpful
    Gameplay
    Story
    Games owned: 106 · Reviews written: 1
    On Steam
  • ▲ Recommended
    3,885 h at review3,924 h total
    24 Aug 2026

    Best MOBA right now. Technical side - Servers are good, maintenance is decent, balance is fine. Gameplay wise - multiple mods and features (bots, custom games, normal, turbo and ranked with server support and really easy to use interface. Most important (for many players) completely free to play, every financial transaction is strictly for cosmetic purposes and not affecting the gameplay at all (aside from some visual glitches and bugs from time to time, which are fixed quite fast).

    1 found helpful
    Performance
    Graphics
    Gameplay
    Reviews written: 20
    On Steam