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.

Dota 2
Playing now
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
Features
Veterans
10+ hours at review73%
positive · 8,948 reviews
Newcomers
Under 2 hours at review57%
positive · 249 reviews
Most criticized
At launch
First 30 days after release on Steam (9 Jul 2013)91%
English reviews: 91% at launch → 75% now
· Reviews at launch: 1,695
Russian reviews: 79% at launch → 69% now
· 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.| Played | Positive | Reviews |
|---|---|---|
| Under 2h | 57% | 249 |
| 2–5h | 72% | 380 |
| 5–10h | 71% | 423 |
| 10–50h | 77% | 1,455 |
| 50h+ | 72% | 7,493 |
Best argument for
The most helpful review from a veteran (10+ hours at review)Best argument against
The most helpful review from a veteran (10+ hours at review)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.
Community reviews
10,000 matching
Based on the 10,000 most recent Steam reviews · updated 2 Oct 2026
- English reviews: 5,000, 15 Aug 2026 – 2 Oct 2026
- Russian reviews: 5,000, 22 Sept 2026 – 2 Oct 2026
- ▼ Not recommended7,681 h at review7,775 h total16 Aug 2026
DO not play or learn this game, focus on your careers and studies.
1,316 found helpful · 485 found funnyGames owned: 5 · Reviews written: 1On Steam - ▲ Recommended24 h at review29 h total19 Aug 2026
Good game but very harsh behavior score system
447 found helpful · 1 found funnyGames owned: 1 · Reviews written: 2On Steam - ▼ Not recommended7,320 h at review7,344 h total15 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 funnyReviews written: 7On Steam - ▼ Not recommended1,555 h at review1,555 h total11 Sept 2026
I came back to Dota 2 after not playing since 2018, and I honestly can't believe how far the game has fallen. The current report and punishment system is absurd. Players can report you simply because they don't like the way you played, the hero you picked, a decision you made, or because they need someone to blame for losing. In a competitive game, disagreements and mistakes are inevitable, yet the system gives other players far too much influence over whether you are allowed to continue playing. I'm convinced that even professional Champions League-level players could join regular matchmaking and still get reported by random teammates who think they know better. After 1,500+ hours, I also see absolutely no reason to spend money on Dota anymore. Why buy expensive skins or support the game financially when a few angry players can report you and you can end up unable to play? You can literally have hundreds of euros worth of cosmetics on an account and still have your evening ruined because some random kids decided they didn't like how you played. Dota used to be a game I could recommend. In its current state, I can't.
142 found helpful · 17 found funnyValueReviews written: 2On Steam - ▲ Recommended36 h at review475 h total25 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 funnyGameplayReviews written: 100On Steam - ▲ Recommended11,709 h at review11,788 h total3 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 funnyGameplayValueGames owned: 10 · Reviews written: 1On Steam - ▲ Recommended74 h at review76 h total22 Sept 2026
Меня назвали фоидом, фемцелом, жирной дурой и кинули 4 репорта. Игра 10/10.
48 found helpful · 17 found funnyGames owned: 24 · Reviews written: 2On Steam - ▼ Not recommended6.2 h at review20 h total16 Aug 2026
This game has the worse match making I have seen in any game putting new players in matches against players with thousands of games played and hundreds if not thousands of matches won. It doesn't give new players the opportunity to learn how to play heros in a fair yet competitive manner.
45 found helpful · 11 found funnyReviews written: 8On Steam - ▲ Recommended5,458 h at review5,494 h total22 Sept 2026
Я помню, как всё начиналось, Как первая игра искалась, Как всё казалось интересным, Заманчивым и неизвестным Как в первый раз мы загружалсь, Как впятером на мид сбежались, Как мы носили море хиллок, Не знали вражеских абилок, Как шли мы под чужие вышки, Как скиллы тыкали мы мышкой, Как умирали в первых драках, Били крипов автоатакой, Как собирали дезолятор В каждой игре на всех подряд мы, Как сделали годлайк впервые, Ни в чём тиммейтов не винили. Как рики имбой мы считали, Как сами мы под хук вставали, И в поисках секретной лавки Носились мы по всей той карте, Про роли ничего не знали, Что нравилось, то покупали, Как в ммр мы заскочили, Тысячу рейтинга набили... Но стали лучше разбираться, Куда идти, как закупаться, Как ганкать, как крипов ластхитить, Стали тиммейтов ненавидеть, И за любые недочёты С их мамками мы сводим счеты, Мы из-за каждой смерти злимся, Лишь рейтинг мы поднять стремимся, И на игру мы тратим нервы, Ведь круто быть по цифрам первым, Мы удовольствия лишились, Но мало мы чего добились, Мы в каждой катке полыхаем, Со зла всё больше игр сливаем, Хотим победу за победой, Хотим винрейт мы стопроцентный, Но всё не можем мы понять: Нельзя всё время побеждать. Вот как то так!😘 Я скачал Доту еще ребенком. Сейчас я взрослый. Когда-то я приходил домой после школы, бросал рюкзак в угол и заходил в дискорд. Там уже сидели друзья и ждали, пока соберутся все пятеро. Тогда мы вообще не понимали, как работает эта игра: не знали никаких таймингов, меты, винрейтов, собирали шмотки потому что "эта вроде норм", постоянно срались за мид и после каждого поражения точно знали, кто виноват - обычно тот, кто "не нажал кнопку". Потом мы потихоньку научились играть, только вот времени на игру почему-то становилось всё меньше. Сначала один начал реже заходить - появилась девушка. Другой поступил в универ. Кто-то переехал, кто-то устроился на работу. А кто-то просто однажды сказал: "завтра сыграем", и больше я его в онлайне не видел. А Дота осталась. Менялись патчи, карта, герои, интерфейс, исчезал старый Течис, появлялись таланты, нейтральные предметы, аспекты. Мы каждый раз говорили, что Валве окончательно убили игру, и потом снова нажимали "Найти матч". Иногда я смотрю на список друзей и вижу "Последний раз в сети: 5 лет назад", но я всё ещё помню голос этого человека. Помню, как мы орали после украденного Рошана, как сидели до четырёх утра, хотя утром нужно было вставать. Как после третьего поражения подряд говорили: "всё, последняя и спать", а потом играли ещё три. Тогда казалось, что таких вечеров впереди бесконечно много. Наверное, самое грустное в детстве - ты никогда не понимаешь, что что-то происходит в последний раз. Никто не говорит тебе: "запомни эту катку, больше этим стаком вы никогда не соберётесь". Вы просто заканчиваете игру, прощаетесь до завтра и расходитесь. А завтра иногда так и не наступает. Сегодня Дота для меня совсем другая игра. Я лучше понимаю карту, экономику, пики и то, почему мы тогда постоянно проигрывали. Но иногда я бы отдал весь этот опыт за одну катку, где мы снова ничего не понимаем, где завтра школа, где в дискорде сидят пять человек, где никто никуда не спешит. Dota 2 - ужасная игра. Рекомендую.
32 found helpful · 2 found funnyGames owned: 247 · Reviews written: 2On Steam - ▼ Not recommended1,583 h at review1,706 h total19 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 funnyGameplayReviews written: 1On Steam - ▼ Not recommended4,002 h at review4,008 h total19 Aug 2026
Dota 2 is a soul sucking experience that somehow manages to drag you back into its wretched clutches without fail. The adrenaline inducing euphoria of tp-ing out right in front of someone's face is a greater high than any rage baiting tip could push me away.
29 found helpful · 16 found funnyReviews written: 2On Steam - ▲ Recommended3,553 h at review3,606 h total8 Sept 2026
Dota is the only game I’ve never gotten bored of. It kept me going through some really bad days, and honestly, it’s the best game I’ve ever played. Every match feels different because of the endless combinations of heroes, abilities, and strategies. Unlike most shooting games, where you keep repeating the same stuff over and over again, Dota always gives you something new to experience.
24 found helpful · 3 found funnyGames owned: 112 · Reviews written: 1On Steam - ▲ Recommended4,680 h at review5,134 h total17 Aug 2026
i love and hate this game. this game is my emotional anchor, nonetheless i love the people i meet in dota <3 keep grinding guys meow meow meow
16 found helpfulReviews written: 2On Steam - ▼ Not recommended9,268 h at review9,391 h total9 Sept 2026
You can basically report bomb everyone in every match and they get punished, even though they didn't do anything wrong.
15 found helpful · 1 found funnyReviews written: 92On Steam - ▼ Not recommended2,600 h at review2,611 h total29 Sept 2026
за каждый лайк сую палец в жепу кенту
14 found helpfulReviews written: 1On Steam - ▼ Not recommended3,843 h at review3,843 h total18 Sept 2026
The most toxic game ever so far in human history. Try at your own peril. The bad matches and experience will outnumber the few good, fun experiences you have. Just totally not worth the mental toll and frustration. You will not be happy playing this game. Only the trolls and toxic people will enjoy. I gave it so much time, time i could have spent doing something else but enough is enough, Took me this long to finally uninstall and delete this game. Don't make the same mistake. Learn from my mistake.
14 found helpful · 2 found funnyGames owned: 30 · Reviews written: 2On Steam - ▼ Not recommended5,589 h at review5,593 h total10 Sept 2026
I mostly played the arcade but Valve decided to pull the plug on the arcade by removing dedicated servers
14 found helpful · 1 found funnyReviews written: 1On Steam - ▲ Recommended1,390 h at review1,601 h total25 Aug 2026
Phenomenal horrible game, the skill ceiling is infinite, with constant learning being a core part of this game. However be wary, it will test your mind, will and relationships. There's no game that will make you get as hyped or as pissed as DotA. Would I recommend it to anyone? No absolutely not, but if your mind is open to learn this game and look past its difficulties, you're in for a wide adventue of making new friends and finding teachers, learning new micro and macro managing skills, while also fighting the neverending torment of the game's cruel toxicity. You'll want to celebrate, you'll want to blow your head off, this game has something for everyone. Screw DotA, i love it.
12 found helpful · 2 found funnyGames owned: 135 · Reviews written: 4On Steam - ▲ Recommended5,580 h at review5,638 h total30 Aug 2026
the eager i want to go, the eager i keep coming back... maybe this is the definition of highest love... undescribed.
11 found helpfulReviews written: 2On Steam - ▲ Recommended358 h at review367 h total17 Sept 2026
Really good and fun game, mostly nice teammates, play this instead of League of Legends!
10 found helpful · 3 found funnyGames owned: 336 · Reviews written: 3On Steam