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DOTA 2 GOTY EDITION Features >interactive replay system with options to select player/caster's perspective >in-game TV that has

integrated graphs and stats and ability to choose whoever c aster whatever language you want to >in game tournament TV, ticket system, and team penants >Items tab on the main menu >Steam workshop: Make good skins and profit >Coming soon: community-made GUIDES integrated in game, tutorials, mentor system , Quests, CUSTOM MAPS >On release: LAN SUPPORT. LAN SUPPORT. LAN SUPPORT. LAN SUPPORT. LAN SUPPORT. LA N SUPPORT. LAN SUPPORT. Gameplay >Skill cap? Play a 5-6 active item late game Tinker. >most balanced dotalike/moba/arts game with 5 or more years of balancing work >flexible meta that allows players to think outside the box and able to formulat e trends and strategies that has not been done months ago >has a platform that highlights players gamechanging skills and precision rather than a standoff of mindless spamming of skills >ability to extensively use the enviroment to your advantage, not just a meaning less level you happen to walk onto >laning phase that isn't tedious and not repetitive >ward wars that actually make sense, focusing on intelligent positioning and tim ing rather not mindless spamming of wards all over the map >a good list of viable melee carries >supports that have variety of work possible and feel extremely rewarding to use >variety in item builds that actually has a huge impact and allows you to adapt to the game and your opposing team's composition and builds >late game scenarios that does not depend on damage, has substantial focus on cl utch usage of skills/spells that convincingly win games >has game mechanics and variables that actually stops and discourage snowballing , your every actions actually has weight and you get punished HARD if you fucked up or overextend Anti-Fun mechanics >implying there's an absolute measure for fun >implying no one had fun playing invoker >implying the game the spawned the moba genre is not fun to play >implying for since the existence of DotA, fun was not had using the 'antifun' m echanics >implying the buzzword 'anti fun' wasn't only invented to attract newbies and do es not apply in medium to high gameplay >implying more buzzwords are being used that just dumbs down further discussions >burden of knowledge that actually happens on all moba games, also, implying you cant hover and read skill descriptions Client/Game >Source Engine, no additional shit >Will support custom maps >Already has two successful event modes that gives FREE SKINS every game >Main focus is getting better and having fun in the process, not a grind fest fo r runes/IP, you play to further your skill, what else would you play for a compe titive game? Emphasizing again on SKILL. eSports >Allows the scene to grow, not artificially inflated (not that its wrong, but yo u know, no ones gonna fund tournaments and palyers' salaries forever) >Valve International 2 had more than half a million concurrent viewers, second t

o League of Legends' S2 WC a milli, yet International was the most organized thi s year and set the standards higher for eSports events. The International 2 docu mentary on youtube. >Sponsors support in game with couriers and flags. Also penants and tournament b anners.

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