Why DotA Sucks And How To Improve It
I decided to see what all the is fuss about and downloaded a few professional DotA replays to watch, like SK versus MYM. I do not see how these are “professionals;” the things they are good at are the aspects of the game that anyone can easily learn, and what they should be good at they lack.
All of the deaths(which pretty much ultimately decide the game) are the result of either some stupid judgement or poor game-awareness and teamwork. An example of bad decision making: a Witch Doctor (slow hero) running into the other side to try to kill a PotM and giving first blood instead (a replay from Prime Nations).. I think ‘pros’ should not be allowed to make mistakes like this. It would be a bit like a solo player trying to solo a Demon Hunter with Archmage.
To be fair, I guess there is some strategy in hero combinations, builds, and lane choices or creeping patterns, but it is much more limited compared to any other ’strategy’ game. DotA is really a team game, and teamwork is what the pros should be best at, however, watching the replays shows that they are not very good at it. I would not be surprised if a new team came and shined; there is just so much room for improvement currently.
Skill-wise there is not much to specialize in either. Last hitting? Give me a break. Reaction speed, hero ability execution? Fine. Forresting optimization? Okay, not bad. Rune timing does not impress me. My point is that individual player ability is nothing too difficult and everyone should be able to learn these, just as anyone can easily copy builds. I also do not think it is the critical part of the game.
The biggest problem holding DotA teams back is poor communication. If I recall correctly, I read that ToD and Grubby do not use vent or anything when they played together in 2v2, and they did not chat much. They just knew each other, and this mutual understanding was critical to their success. I believe this can be applied to DotA. Obviously there are more places to watch-the map is bigger as well. With all the last hitting and being constantly engaged with opponents, micro is also favored over macro. This makes good communication all the more crucial. Teams need to act as a single cell. When a hero from a lane is missing, everyone should know. There needs to be constant awareness without constant attention. Teamwork is everything.
How to achieve this? I have an idea that is quite unconventional. In addition to the five players, allow a sixth ‘captain’ in the game for each team. This commander in chief would have vision of the team and dictate all the strategy. He would take care of all the macro, letting players focus on micro. This would include making the calls for missing heroes at least, and skilled captains could tell players when to back, when to change lanes, and etc. DotA could, in effect, become a strategy game.
A small limitation this would create is that a player in the game would have to host and there would be no spots for observers.
In conclusion, to bring DotA to the next level and make it truly a game for professionals, players first need to stop making terrible noob decisions. This does not mean to stop taking risks, but risks should be calculated and shown to be worth taking in practice. Next, something must be done to improve teamwork. Map awareness is a must, but micro cannot and should not be sacrificed. Finally, after and only after the first two steps have been accomplished, focus can be put on strategy. I can already think of many possibilities. To name a couple: Feinting lane switches or retreats. Pretending to go switch from middle to top and then teleporting to push bottom. I see a little bit of faking retreats for ganking, but there is so much more to try!














I highly doubt pros are not good and anyone can learn the skills they can. They might have a bad day or make a bad decision once in awhile, but so do ladder players.
Last hitting is definitely a skill. But you have to also consider lane control, denying your opponent, lowering his health while keeping yours, or to survive if the lane characters are against yours. And i agree that teamwork is one of the most important aspects if not the most important. But your suggestion for a 6th leader is pretty unnecessary because as of now, it is up to the team to manage both micro and macro and both will account for overall skill. Taking away the need for the team as a whole to keep track of the map will not change anything but only make the game simpler as each player would have less to worry about.
I am aware I oversimplified proper laning. The point I wanted to make was that it is not as difficult skill-wise as other games can get; neither is it the ‘main part’ of the game.
And the whole point is to make things simpler for the players so they can focus on what they are doing. Give them less to worry about so that play will become closer to perfect. Because from the replays that I watched,(and maybe I just chose bad games), a majority of the deaths could be avoided with better macro.
why would you want to make it even simpler if its already “not as difficult skill-wise as other games can get”
the goal is to stop making stupid choices + basic macro mistakes.
the first goal is up to the player. the second one *could* be up to the player too, but even at the current professional levels it is not close to being achieved. just watch some pro replays and you will see what i mean.
my idea was simply a way to achieve the 2nd goal. it would make the game more interesting after you eliminate these *imo what should-be-trivial mistakes*
If the that the choices pros make are stupid and the macro is basic, they can do both without a leader. You would only need a leader if the skills needed are too difficult for a team of 5 to take care of while controlling of their hero. Your assumption and suggestion contradict each other.
you should proof-read what you write.. it’s a bit hard to understand. what are you saying is contradictory?
I’m not saying that macro + micro are impossible for an individual to take care of.
I’m saying that at the pro level right now, it is a quite obviously not very good.
I’m not saying my way is *THE* solution and that the skills are too difficult. I am merely sharing an idea that could be *A* solution. This idea would also change the way the game is played, and perhaps allow room for more strategy.
you say that this game does not take that much skill. Then you follow by suggesting a leader, which would make the game even simpler and in effect, take even less skill. Why would you want that?
my goal: that stupid decisions and deaths do to terrible macro won’t be made anymore
i think it would be nice to achieve that goal, by whatever means.
PLUS, my idea wouldn’t make the game simpler, it would add a new element