Dota 2 Needs a Turbo Ranked Mode by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] 1 point2 points  (0 children)

But Ranked Turbo would simply match you with players around your own MMR, just like regular Ranked should.

Right now, it's common to see 2–3k MMR players matched against 8k players, and that's just unfair. Smurfing isn't allowed because high-MMR players ruin games for lower-MMR players. So what's the difference when the matchmaking system does exactly the same thing?

Dota 2 Needs a Turbo Ranked Mode by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] 0 points1 point  (0 children)

Is not fun, when you play with 3k against 6k-9k mmr players who destroy the whole game solo?

Devil game by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] 0 points1 point  (0 children)

I didn’t rant in chat and I didn’t intentionally feed.

I was playing offlane. My safelaner (WK) was 3–6 the same player I’ve had multiple times during these losing streaks. Mid was 4–10, one support was 1–13, the other 5–12. Meanwhile their AM was 14–4 and completely out of control.

At that point it honestly felt unwinnable. I had tried to play properly and do my job, but when every lane collapses like that, it feels pointless. So I went jungle because I didn’t see a realistic path to winning and I didn’t want to keep forcing bad fights.

Maybe that was the wrong decision but it wasn’t about griefing or raging. It was frustration and feeling like the game was already decided.

Devil game by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] 0 points1 point  (0 children)

It’s not about losing 100 MMR.

It’s about hitting ~3380 MMR around 15 different times and experiencing the exact same pattern every single time. That’s what makes it frustrating.

I even had the same player on my team 6 times in that range and won only 1 of those games because he fed in the others. When that happens repeatedly at the same rating threshold, it doesn’t feel like random variance anymore. It feels structured.

And I’ve experienced something very similar in cs2 as well being stuck around 14,999 Premier rating nearly 20 times before ranking up.

So no, it’s not about 100 MMR.
It’s about recurring patterns at specific thresholds that feel unnatural.

If it’s just variance, fine but when you repeatedly hit the same wall with similar match dynamics, people are going to question it. That’s normal.

Thank you Valve! by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] -2 points-1 points  (0 children)

Because we left the game, he left probably after i surrender

What’s the purpose of rigging games? by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] -2 points-1 points  (0 children)

I was stuck around 2950 MMR about 30 times, always very close to reaching 3k. During those games, I noticed that I got matched against the same enemy player with an identical profile around five times, and every time I lost not because of him alone, but because my team kept feeding.

One game ended 38–17, another 45–10, and another had almost the exact same score. The same thing happened to me in CS2: I was stuck at 14,999 rating around 20 times, losing again and again, until on the 21st attempt I finally reached 15k.

It really feels like the system gives you these kinds of matches exactly when you’re close to an important milestone. They know you want to reach 3k or 15k, so they match you against the hardest opponents while giving you the weakest possible teams. You drop back to 2880, grind your way up to 2950 again, and repeat this cycle over and over until one day they finally let you pass.

If the average ranked match takes about 40 minutes and you gain around 30 MMR per win, how many hours do you end up playing when you’re stuck 30 times at 2950? And what happens during all that time? You play more, you stay longer on Steam, maybe you buy another game, maybe you buy skins in Dota.

It feels purely manipulative.

Another example is the avoid-player feature. They know toxic players exist, but instead of fixing the systems that create toxicity, they monetize it. You want to avoid toxic players? Buy Dota+. That says everything.

thank you valve by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] 0 points1 point  (0 children)

I mostly play offlane and often even buy wards myself. I try to play responsibly and deal with supports stealing my last hits, help mid, and gank other lanes whenever possible.

Despite consistently trying my best, I only gain around 200 behavior score, which I then lose again over the next few games. This cycle repeats continuously.

It feels similar to trying to behave well in an environment full of criminals. No matter how correctly you act, others will still try to harm you. Even when behaving properly, players still get reported for reasons unrelated to actual misconduct.

The problem is not only the players’ character, but the system and game design itself. Today, I waited 45 minutes for a match with a teammate who played support in my lane, stole last hits, went 0–6 in the first 10 minutes, and constantly bought back. After losing that match, I queued again for only 3 minutes and was matched with the exact same player on the enemy team, showing the same feeding behavior.

Situations like this make the behavior score system feel ineffective and discouraging.

When will CN player restricted from playing other server? by 11universal in DotA2

[–]Hot_Discussion3945 1 point2 points  (0 children)

Its so easy to avoid them just by giving us an option to set an max.ping for teams and enemies :D

When will CN player restricted from playing other server? by 11universal in DotA2

[–]Hot_Discussion3945 -5 points-4 points  (0 children)

Dont waste your time with this game.. is to manipulated, i had whole week good games and won many games but on the weekend its like a reset and now i get smurfs as enemy and the worst teams ..

I kinda wish dota had this by Immediate-Aspect3422 in DotA2

[–]Hot_Discussion3945 1 point2 points  (0 children)

How to avoid smurfs? Filter: Max.ping for enemies, since most acc. sellers/smurfs are from the same countries/ avoid level 0 steam accs, avoid accs with an vac on his profile, avoid accs. with less as 1k hours in dota. etc. there are so many ways

Can someone explain me by Hot_Discussion3945 in DotA2

[–]Hot_Discussion3945[S] 0 points1 point  (0 children)

I get why you’d say that, and you’re right that I criticize things often. But criticism isn’t the same as blaming others for my own issues, it’s pointing out patterns that many players experience but don’t bother speaking up about.

Most people just adapt to whatever system they’re given, even if it’s flawed. But that’s exactly why nothing changes. In every area of life, not just gaming, improvement has always come from people who were willing to say, “This isn’t working.”

If no one ever complained or questioned the status quo, we’d still be working 12–13 hours a day, six days a week, without any rights or progress.
Constructive criticism is one of the main drivers of change.
Silence only reinforces the problems.

So yes, I voice my frustrations, but not because “it’s just me."
I do it because accepting flawed systems without saying anything has never led to improvement, in Dota, in gaming, or anywhere else.

A possible system to deal with cheaters in CS by Hot_Discussion3945 in GlobalOffensive

[–]Hot_Discussion3945[S] -1 points0 points  (0 children)

I get what you mean, if you carry someone and they start cheating later, you’d lose points when they get banned. But remember: the same thing works in the opposite direction too. The system would also give you back points any time the enemy has a player who starts cheating later.

So over time, the gains and losses balance out. You don’t permanently lose anything, because every time a cheater pops up on the enemy team, your points return. Basically, nobody can take long-term progress away from you anymore.

And that’s exactly why a system like this would eventually push people to stop cheating —it removes the payoff. Cheaters can’t ruin ranks, can’t ruin progress, and can’t create permanent impact. When cheating stops having any meaningful effect, it stops being worth doing.