Good balance and diverse meta are very important. In this regard, Dota is and always has been an undisputed industry leader. However, for many of us, Dota is much more than just a game, and today we want to talk about how we’d like to see an improvement in the Dota experience outside of game mechanics.
This point will be very controversial. There are many die-hard Dota fans who didn’t particularly like, or even passionately hated, the story of Mirana and Davion. However, the truth is that not only did it bring in new players, but it also introduced new heroes and gave old heroes better characterization.
Many have experienced this effect firsthand: after the anime release, many gamers began experimenting with DK with great success. Mirana is also much more popular now than it used to be. And everyone loves Marci, although apparently the hero needs a few minor nerfs.
Maybe the story of Davion and Mirana is over now, or maybe there’s more to tell, but we really wish for more Dota lore. There are so many more interesting characters in the game to talk about and so many world-changing events to explore.
Also, are Kaden, Bram, and Fymryn too much to ask for as playable heroes?
The first Cavern Crawl was kind of fun, but it gets more and more annoying with each passing year.
Everyone knows that the rankings will be ruined for a while because some people just refuse to play unranked. Because of this, the game becomes very frustrating for the most dedicated part of the player base.
The rewards are usually not worth the effort. The set quality is quite high, but do we really need another Juggernaut set every year? Going for niche heroes in the caves doesn’t make much sense either: very few people would gravitate towards a Visage set.
Trying to tweak your route to get double, triple, and quadruple clears is probably the most fun you can have at the Cavern Crawl. Perhaps the system needs to be changed if you enjoy it the most, finding ways to interact with it as little as possible. From our experience very few people enjoy doing the crawl, most of them enjoy completing it.
A less restrictive approach that doesn’t force you to play a specific hero over and over again could be great. Maybe the Cavern could progress through losses as well, or maybe bot plays could count for half if the crawl stays here. There are very few things more frustrating than having to play a niche hero that you’ve rarely played before, over and over again until you’re lucky enough to find teammates who will simply carry you to victory.
The Dota coaching functionality is brilliant. The game is undeniably tough and having someone to give you hints during a game can be a godsend for new players and almost feels like a necessity for player base growth. The problem is that there are very few reasons to coach players outside of pure altruism and perhaps content creation.
This can easily be solved by encouraging players to train by providing some rewards. Maybe some trainer specific chests. The sets can even be recolors of the existing ones; Maybe a specific color scheme for trainer rewards or some kind of emblem or pet could be introduced.
Alternatively, coaching could give some bonuses during the Battle Pass period when there are many new and returning players. If Cavern Crawl stays here, good trainers could get the Culling Blade consumable or other helpful stuff. Perhaps student wins could even count toward weekly quest progress.
There are many things that can be done to encourage players to engage with an already great system. We also think it could really help with player base growth as long as there is something to differentiate between good and disruptive trainers.
Here are our three most wanted things for Dota in the new year that aren’t directly related to balance and game mechanics.
If you’re interested, you can also check out our patch 7.33 wishlist, where we discuss changes to the actual game that we’d like to see.
Do you agree with our list or are you a Cavern Crawl fan? Do share your opinions and wish lists in the comments section below.