YMMV / Dota 2

  • Acceptable Targets: The playerbase, like all MOBAs, have a seething hatred for all people Brazilian or Russian due to a Vocal Minority who troll games going "Huehuehue" or going onto the American servers and demanding them to speak Russian, plus those who simply join English-speaking ladders and can't communicate with their team.
  • Alternate Character Interpretation: The Narrator seems to regard the Courier as a being of pure evil.
  • Anti-Climax Boss: The grand final game of The International 4 tournament between Newbee and Vici Gaming has Newbee disposing of Vici Gaming in less than 90 minutes despite the match being best of 5. Much less than the standard grand final match of 3 hours.
  • Awesome Ego: Wraith King is pretty much made of this. Probably a contributing factor to how the change from Skeleton King to Wraith King was received better than most changes of this caliber.
  • Award Snub: For a certain definition of "award". One of the stretch goals for the TI4 Compendium was a contest to give a remodel to a hero chosen by the players. Naturally, comments arose about heroes with, for want of a better term, "ugly" character models, with Viper and Slardar being two of the more prominent choices. As a result, more than a few eyebrows were raised by the announcement that the remodel was won by Faceless Void.
  • Base Breaker: This is a MOBA community so it is no surprise that changes will rarely be universally accepted upon.
    • Jakiro used to be a relatively mediocre nuker with a nice passive and pretty good at pushing, but overlooked among better options. Then came the 6.75 patch where his Ice Path spell was changed to be one of the best non-ultimate stuns in the game (2.2 seconds in a 1100 range!), while also dealing damage and being cheap in mana. Jakiro overnight went from rarely ever picked to a staple, and drew cries of being a Game Breaker.
      • Come 6.81, however, his stun's damage is reduced to a mere 50 at all levels, but Dual Breath now does 360 damage over 5 seconds instead of two impacts of 140 damage each, then 80 more damage over 4 seconds, and that change is a Base Breaker in itself.
    • Dragon Knight gets some flack for having the longest Level 1 stun spell in the game, at 2.5 seconds. The trade off is that it's melee range until level 6, but it can chain stun with something else like the above Jakiro and turn a tough lane into a complete massacre.
    • Invoker: One of the most powerful heroes in the game whose power justifies his high skill ceiling or an overcomplicated Jack-of-All-Stats? The debate comes down to the idea that Invoker is as strong as the player behind him: He has ten amazing spells but you need to be able to combo them properly and Invoke them quickly for it to pay off.
      • Fell out of favor when 6.75 nerfed him after the second International. He took too long to come online compared to more focused gankers and teamfight heroes who became useful far sooner. He's started to come back into favor with 6.79, which allowed him to Invoke two spells with one level of Invoke. It makes his skill builds more flexible by letting you skip Invoke at level 7 and gives more option for laning-phase plays. That as well as the craze of "build Hand of Midas on everything" letting him get to his magical level 12-13 much faster.
    • There's also the classic MOBA debate of whether there should be a surrender option. The closest thing to it is the "Game is now safe to leave" feature that kicks in when someone leaves the game. The side favoring a proper surrender option says it's better to just surrender to an assured loss and move on, while the other says the option would ruin the game's sense of competitiveness and make the potential for comebacks even worse than it currently is.
    • In April, Valve introduced a mute system where players above a certain report threshold lose the ability to communicate with the rest of their team. The main dev site was embroiled in a flame war. It was semi-remedied when Valve let them use the Chat Wheel to convey basic ideas such as "Missing Mid" into chat and limited the number of pings they could use in a row (usually out of spite to the mute), although the mute system still harms team communication and anyone can report anyone for anything they want.
    • The game's 2 main play styles Teamfighting, and Split Pushing, respectively refered to by their critics as Deathballing and Rat Doto. This is especially brutal between players of pushers like Nature's Prophet and Broodmother and those of initiators like Magnus and Enigma, whose favorite heroes are really good at one and meh at best at the other.
    • The changes to Gold and XP Bounties in 6.82 upset the community because most gankers suffered a tremendous drop in win rate while carries got a steep rise, with bounties able to reach over 1000 gold for a single kill. Reaction was so vitriolic and the results so extreme that the mechanics were reworked within 3 days with another patch a week later that tweakeds the comeback formula to more modest levels by giving a cap for the net worth differences and reduces the kill streak bounty.
    • A streak of several consecutive patches focused mainly on buffing heroes rather than nerfing them has lead to a much lamented power creep. Although heroes like Sniper, Troll Warlord, and Juggernaut are agreed to be overly powerful at all stages of the game, many other heroes are almost as powerful and simply seem less so in comparison. This alongside the change in bounties forcing a more careful style of play that lengthens games dramatically has led to 6.83 being labeled the worst patch in recent history by both pros and pubs.
  • Character Tiers: While there isn't exactly an "Official" tier list, there is general consensus on the quality of most heroes. Cries of anguish from teammates when they see someone pick Techies in a pub is the most evident example of this.
    • It's worth noting that these can vary widely depending on the latest patch, region, skill level, and even individual games as a draft unfolds. In the competitive scene there are about 10-15 top picks at any one time, a wider roster of about 30-50 that are picked up often but not always, 20-30 who will are picked rarely, and at least 10-15 heroes are seen as inferior to other options or only useful in gimmicky drafts.
  • Complacent Gaming Syndrome:
    • Done by the Bots. Depending on the AI difficulty levels, after Practicing with Bots for a few times, you may notice that the AI will generally pick only a certain subset of heroes and never experiment with other heroes. This may reflect how real-life players stick to their strongest heroes, but it's more that they're limited by the fact the "Bot Guy" who coded the bots had long since left the Dota 2 team for other projects at Valve and never coded bots for more complicated heroes.
    • Bots are generally seen as useless beyond a certain level of mechanical skill anyway, as they are unable to react to the subtle nuances of the game that humans do. There's a few fanmade patches floating around to remedy this for those who want to avoid the notorious player base.
    • There's also something to be said about real players who go for the same item builds and skill builds every time they play a hero, disregarding whenever a different build would far better suit the match at hand. For example:
      • Rushing Hand of Midas on all heroes.
      • Always building Jack-of-All-Stats heroes like Vengeful Spirit, Abaddon, Tusk, Naga Siren, Silencer etc. as carries, even though there are already multiple carries and no supports on the same team.
    • In Pro Games, a Blink Dagger is purchased on a lot of heroes, including one where it isn't generally considered to be optimal. But the amazing utility of the item means that even when Blink Dagger is sub-optimal it's still impactful.
    • Jungling with your heroes in the early game is usually inefficient compared to laning as experience and gold are earned more slowly there than in lane (except for Enigma, Chen and Enchantress: Enigma farms faster in the jungle and Chen and Enchantress can make use of jungle creeps as minions). However, pub players like to jungle for no good reason other than fear of being harassed and killed by the opposing heroes, which makes no difference if you get ganked and weaken your lanes (or worse, picking a jungler when all lanes are occupied to not have to support), and with every hero that can't be killed by neutrals from level 1 (Legion Commander and Lifestealer being the most notorious examples, but others do exist). It says something when the most popular pub junglers always have higher win rates when played in a lane than when played in the jungle. Pro players tend to only jungle if they have the appropriate hero or their lane is in fact far too dangerous to stay in, and even then they often get out of the jungle to help their lanes instead of AFK farming for over 25 minutes and then complaining the team is behind like in pubs.
      • One of the most infamous case of this happens to be Ancient jungling with Necrophos during 6.84. Basically, all you have to do is stand outside the spawn camp of an Ancient, level your Heartstopper Aura, then wait as your skill will slowly degenerate the creeps to death, occasionally stacking in order to up the bounty before becoming online to purchase Aghanims as first item. While viable in low level pubs, in higher level skill caps it is incredibly inefficient, weakens other lanes, and is an easily punishable tactic, either by someone warding the camp or simply ganking him as he has no way of countering them besides dying to the ancients. The hatred and backlash of this tactic is so bad that by 6.85, it is immediately removed so that Heartstopper Aura no longer works on ancient creeps.
    • Pubs tend to stick to some hero picks. Some of the more common picks in pubs include Sniper, Pudge, Mirana, Wraith King, and Invoker. Learning to counter these heroes is a good way to perform better.
    • Done by Ursa players. Since he benefits very well from lifesteal, Vladmir's Offering was considered a core item on him because it was the only source of lifesteal that worked with his passive skill Fury Swipes (and Skeleton King's Vampiric Aura, but obviously you can't rely on him being on your team every game); lifesteal from other items were considered an orb effect and didn't stack with Fury Swipes (also an orb effect). In 2014, Fury Swipes was buffed so it is no longer an orb effect (and thus can work with every source of lifesteal), making Vladmir's Offering unnecessary, but it continues to be the most common item on him until 2016 when pro players popularise the Mask of Madness Ursa build; and even then the number of pub players who choose Mask of Madness or Helm of the Dominator is still dwarfed by those who continue building Vladmir's Offering.
    • Faceless Void: before patch 6.80 he was built exclusively as a Glass Cannon hard carry, but buffs to him in 6.81 made him viable in the offlane as a teamfight initiator. Pros began to pick Void most often as an offlaner building Blink Dagger and Aghanim's Scepter and starting to look for fights as soon as he has his ultimate (and in some cases they chose to go for some late-game insurance if Void's needed to carry still). Although Void saw a subsequent rise in usage amongst casuals, the old carry Void remains as the most common way to build him in pubs. Even after 6.86 nerfed him as a carry (by replacing Backtrack, making the Glass Cannon Void even squishier) and buffed him as an initiator/teamfight controller, and pros stopped playing him as a carry, Mask of Madness and Daedalus remain the most commonly used items by pub Void players.
  • Contested Event: The fourth iteration of The International was not as well received as The International 3 by the fanbase. Common complaints include the poor format, poor stream quality, the grand finalists being revealed too soon, few to no quirks in the caster panels, and an overall excessively dour approach to a what should have been a light-hearted, joyful experience. The anti-climatic grand finals and fan-favorite teams being abruptly eliminated (sometimes by their own stupidity) did not help favors.
  • Crack Is Cheaper: While the game itself is free-to-play, some of the cosmetic items come with very large price tags, especially on the community market. Arcana items, for instance, demand prices of roughly 40 dollars or more, while the very rare Golden Immortal items often have prices in the hundreds.
  • Crack Pairing: Technically any pairing outside those characters who explicitly are tied together; no hero except Oracle has a response to every other hero.
    • Faceless Void and Phantom Assassin area moderately popular couple, for whatever reason. Perhaps because they're both naturally evasive?
    • Someone thinks that Faceless Void and Death Prophet is also a good pair.
    • Phantom Assassin and Omniknight are another popular pairing, particularly in the Russian fanbase.
    • Fanarts also seem to like pairing Sven with Rylai and the reasoning may be a little more off. They can't be the only blue-colored heroes in the game. Although there are small bases like how Rylai compliments on Sven if they're alliesnote , and Sven isn't so big on killing an enemy-Rylai if they're enemiesnote , it's still pretty crack seeing that they don't even interact in back-story (and Rylai seems to have more links with Ymir) (although gameplay-wise, Sven really benefits on Rylai's support).
    • Not to be one-upped by her sister, Lina also has a Crack Pairing with Batrider. Maybe because they play with fire and Batrider has more 'kill quips' on Lina than any other ladies.
    • Winter Wyvern has one with Phoenix of all people, despite (or perhaps because of) the obvious incompatibilities.
    • Good luck trying to explain how the Juggernaut X Windranger pairing came to be, knowing they have absolutely zero interactions and they're not exactly a common lane duo and yet produced quite a bunch of fanarts pairing them. The tiniest justification is that Juggernaut's Blade Fury have him spin like a whirlwind, something Windranger is more common thematically with. The other thing is the official image that displays them together when you click 'Play Game' in the Rebirth client, but aside of that, it's total crack.
  • Crossover Ship: Not officially, but if the fandom is to make a crossover art between DOTA and League of Legends, Davion the Dragon Knight is inevitably going to be paired with Shyvana the Half Dragon.
  • Dork Age: The 6.83 era is considered to be the dark days of Dota 2 because it has a rubberband mechanic greatly limiting your strategies to simply defend from the high ground, artificially Padding the average game length in the process at up to an hour with obnoxious heroes like Sniper and Troll taking up the spotlight as they benefit from the mechanic the most and a near-universally despised Year of the Beast event thanks to its completely unstable servers, its pay-to-win feature, and its hijacking of the normal matchmaking to the point that the playerbase starts declining until 6.84 is released and the playerbase and the reception began recovering.
  • Ear Worm: The drumbeat of Witch Doctor's Death Ward will get stuck in the player's head quite quickly.
  • Ensemble Darkhorse: Juggernaut, Axe, Nature's Prophet, Death Prophet, Tusk, Techies, Lina and Storm Spirit all have announcer packs. While every hero has their fans, some other universally liked heroes include Rubick and Shadow Fiend.
    • Heroes that are pretty Rated M for Manly also tend to be universally liked, such as the aforementioned Axe, as well as Sven and Skeleton/Wraith King.
    • Techies were the most anticipated and demanded hero by the fanbase. "Added Techies", is a fairly common joke patch note in the fandom. Though many others are just a quick to point out that "Give Techies" was more of a joke than a genuine desire for their mines to be hidden everywhere on the map. They were finally going to be released after The International 2014, just without the 'Goblin' moniker. And they immediately got their announcer pack.
    • Meepo, to the point that he was buffed from an overly-diffcult borderline Joke Character to one of the single most powerful and rewarding heroes in the game.
    • After their stories were reworked into sister-rivals, both Lina and Rylai started to dominate the DOTA fanworks.
  • Fandom Rivalry: With its primary competitor game, League of Legends. The stereotypical Dota player claims that League is an inferior rip-off title with watered-down gameplay to please the braying crowds, and its fans are clearly inferior players who couldn't take a real game. Meanwhile, League fans commonly argue that the changes made in the transition make for a better, more stable game, and the Dota fanbase are just a bunch of conceited snobs who want new players to stay out of their game so they can feel special. The fact that both games are infamous for their unpleasant fanbases adds an extra layer of vitriol when they start arguing over which is worse. Additionally, there's an old feud regarding the old PlayDOTA forum's owner, Pendragon, going over to League and shutting it down, while using its address to advertise the new game. Most fans have moved on or never heard of it, but tempers flare between those who haven't and still hold strong opinions on it. Hilariously enough, even a number of League fans thought that what Pendragon did was a dick move for advertising.
  • Fanon: There are some fan-exclusive thoughts going on between characters that has never been confirmed clearly by Valve. For instance, fans think that Windranger is flat-chested, and like to land her with A-Cup Angst jokes when her size was usually left ambiguous.
  • Fan-Preferred Couple: Slark/Naga Siren is a popular couple among fan artists.
    • Fanarts like to pair Sven with Rylai despite how 'crack' it seems (see Crack Pairing), and put him up with Juggernaut as Heterosexual Life-Partners despite having even less quips to each other. CM even mentions Sven with friendly manner in her Announcer pack.
    • There's also a camp who likes pairing the aforementioned Juggernaut with Windranger... if WR is not being paired with her Lovely Angels Foil Drow Ranger, a more common pair.
  • Game Breaker: As balance patches come and go, sometimes what seems like a small change can hugely affect the overall prowess of heroes, especially in the competitive scene where skill levels and team compositions can magnify specific advantages. Other heroes will become popular for a month or two as they seem unstoppable, then gradually fade away again as the metagame adopts their counters. This is standard practice for Dota, and has been the case for years.
    • Some heroes are more than fad-picks in the competitive scene, though, and tend to be dealt with more thoroughly in the balance patches. Oftentimes, they end up coming back into the meta someway or another. The most notable examples are Io, Batrider, and Dark Seer, who remained staple picks despite continual tweaks (Though currently only Batrider still sees a large amount of play despite by far being nerfed the hardest and most frequently).
    • While many carry heroes require farm to become effective, a handful have very potent spells to help them out in early teamfights. This led to a period throughout 2013 where the dominant support heroes (Gyrocopter, Naga Siren, and Alchemist being the standouts) were designed to be carries, as they had the utility of regular supports with the added ability to turn into damage dealers later in the game. With nerfs to the early potentcy of these carries and dedicated support heroes overall got more buffs to help compensate for this, support carries have more or less disappeared until 2014 where they made a return. IceFrog has since gone the opposite direction with Gyrocopter in 6.83, with buffs suggesting a more supportive role.
    • Many builds in Ability Draft mode can be absolute game breakers, but special mention should be given to Meepo's ultimate, Divided We Stand. Countless videos demonstrated how horribly imbalanced it was in combination with skills stronger than Meepo's usual kit before Valve removed him from this mode in the 6.81 patch.
    • Other easily abused Ability Draft skills include:
      • Batrider's Sticky Napalm (Inflicts damage whenever the target is damaged by another of your spells or attacks) combined with a spell that deals small amounts of damage rapidly (Such as Pudge's Rot or Dark Seer's Ion Shell).
      • Earthshaker's Aftershock (Stuns and damages nearby enemies whenever you cast a spell) combined with a spell that has a very short cooldown (Most famously, Storm Spirit's Ball Lightning, which has zero cooldown) can easily keep someone permanently stunned.
  • Goddamned Bats: Mud Golems. In older patches, they were completely immune to magic, meaning that they disrupt many junglers' farm just by showing up, and their relatively high HP pools don't help in this regard. Patch 6.84 removed the magic immunity and replaced it with a large amount of magic resistance and the ability to split upon death, meaning that they can now be farmed using spells but still take a long time to kill.
    • Early in the game, lane creeps can be this, especially for gankers. They're numerous, don't die quickly, run faster than most heroes without boots, and chip away small but still numerous amounts of your health at a time. The kicker is that, if you try to attack an enemy hero, they will drop what they're doing to chase and attack you. And they don't give up easily, either. Finally, their attacks are capable of breaking the regeneration of Healing Salves and Clarities.
  • Good Bad Bugs: While the gameplay is largely free of bugs (aside from Ascended Glitches), a few amusing visual bugs pop up on occasion, such as Crystal Maiden losing all her hair during her death animation (leading to the Fan Nickname "Cancer Maiden"), Tiny becoming a demented cousin of Jack Skellington, Lycan losing his head, or lane creeps Dressing as the Enemy.
  • Hell Is That Noise: Shadow Fiend's Requiem of Souls goes halfway towards a literal example, being an Unholy Nuke powered by the souls of the dead. The old sound might be even worse, sounding more like a distorted scream than anything.
    • "HA HA HA... FRESH MEAT!" This is the sound of you/a teammate being dismembered.
  • Internet Backdraft: The 2013 Diretide event fiasco, which led to one of the most vicious and widespread fandom shitstorms in the history of the community.
    • While not on the same scale as 2013 Diretide, the 2015 Year Beast Brawl was widely regarded as the worst event the game has ever had, due to the pay-for-power aspect of ability points, the unbalanced nature of the game mode, and how the event was only available at random ten-minute intervals throughout the day.
  • Memetic Loser: If there's one hero that gets the Butt Monkey treatment from the fanbase, it's Crystal Maiden, due to being the archetypal "hard support" - easy to kill, has to babysit the team's carry while surrendering farm to them, and has to spend most of what little gold she earns on wards rather than nice things for herself.
  • Memetic Mutation: Memes are common within the Dota 2 community, which can be seen here
  • Memetic Psychopath: Enchantress is occasionally portrayed by the fanbase as an Ax-Crazy Yandere with a mile-long sadistic streak hiding under an innocent facade. The fact that Enchanted creeps are on a limited timer really doesn't help her case, nor does her ability to kill people without any real shift in demeanor. Further not helping the case is how Terrorblade, well known as a very evil Card-Carrying Villain, somehow claiming himself as 'her best friend' meaning that he, in all his evilness, approves a lot of her 'acts'.
  • Moe: Enchantress. She has a very adorable voice and bubbly sweet personality (which of course, occasionally undermined with some slight obliviously sadistic streak).
    • For much the same reasons as above, Crystal Maiden. It's helped by her being very delicate. She, like Enchantress, also voiced by the same person: Gin Hammond (though she also does other heroes with different non-delicate personalities)
  • Most Annoying Sound: Just about anything Storm Spirit does. Imagine this going on for over an hour: "I'm over here!", "BLOOOOW THE MAN DOWN!", "Touché!", "ZAAAAAP!", "BLOW THE MAN DOWN!", "Puddin' pop!", "I'm over here!" "Where's the party?" "Who's that handsome devil?" "I'm over here!" "Where's the party?" "ZAAAAAAP!" "I'm over here!" "Over here now!" "Where's the party?" "ZAAAAAAAAP!". On the other hand, Storm Spirit has quite the sizable fandom who considers his voice to be a strong contender for Most Wonderful Sound.
    • The same cannot be said for Windranger, whose quotes include such nuggets of banality as "You hit... a girl!", "Why do you hate gingers...so?", "Bury me...beneath a tree.", "Ooh, now I get to shoot stuff!" and rather tastelessly, "Your tiny featherless arrows can't hurt me, Sniper!"
    • Pudge. The main problem is that his ult is heard globally, so even when nothing may be happening in your section of the map, you're going to be hearing "Fresh meat!" over and over again whenever his ultimate is cast.
    • A teammate spamming pings on top of you and constantly using the ">Well Played!" quick-chat whenever you make a mistake. Or do something they perceive as a mistake. Or did not join them in their mistake and made them look like the only idiot for dying. Or died saving their ass but it looks like you were feeding.
    • Whenever you predict a victory before the game begins, most heroes (except Wisp and Phoenix) will declare that the game is in their bag. Sounds simple enough, but Skywrath Mage has the longest, and most obnoxious victory taunt that rarely fails to grate and annoy the player's ears.
    • The above proved to be so irritating, in fact, that it was changed to play in its entirety only 10% of the time, otherwise starting from "I declare...".
    • In fact, this is a staple of heroes voiced by TJ Ramini. All of them get elaborate victory taunts too:
    • Ever since Sniper (of all heroes) has become an omnipresent hero everywhere(Both pubs and competitive), people began getting annoyed by the dwarven's obnoxious remarks such as:
    Sniper (When firing shrapnel): HO HO HA HA!
    Sniper (When killing you): Hee hee hee hee hee hee hee hee hee hee!
    • Animator Dopatwo also popularized this kill quote that you can occasionally hear to grate you. There's kind of a reason why he portrays him as a douchebag:
      Sniper: Whoo hoo hoo! note 
    • BOOOM!!! That's the sound of you dying because you accidentally stepped into Techies' mine field without realizing it.
  • Most Wonderful Sound: When Doom kills Storm Spirit, you might get this gem.
    • Whenever the announcer states that you deny your own tower, you know you deny the enemy most of the potential gold they would have gotten.
    • "RAMPAGE." note 
    • Chen's ultimate, Hand of God, plays one note for each ally it heals. Played together, this results in an angelic F#/Gb major chord in-game.
      • In fact, most AoE heals in the game produce major chords if they affect several targets: Omniknight's Guardian Angel makes a C major chord; the Mekansm item, B major and the Guardian Greaves, A major.
    • If the hero in question is on your team, the hum of Enigma's Black Hole, the boom of Magnus's Reverse Polarity, the rumble of Sand King's Epicenter, the crack of Tidehunter's Ravage or the crash of Earthshaker's Echo Slam are probably the most encouraging sounds one could hear in the middle of a teamfight.
    • Hearing the slot machine make Jackpot sounds when you manage the amazing skillshot of a 4X Multicast on your Fireblast or Ignite as Ogre Magi.
    • Phoenix doing a triumphant screech once the battle begins and again, when/if his team is victorious.
    • "Bullseye!" when playing as Mirana and actually landing a blind or maximum-damage+stun arrow.
    • *ka-THUNK* "I SAID GOOD DAY, SIR!"
    • "Radiant Victory! / Dire Victory!" Followed by the triumphant music, signalling your team's win.
  • Narm / Narm Charm: Some of the heroes have really bad voice work. Luna in particular has become memetic for this gem.
  • Nausea Fuel: Pudge is an extremely disgusting charater to both look at and listen to. Lifestealer isn't much better.
  • Nightmare Fuel: In the supplemental comic The Summoning, we get to see Enigma's Demonic Conversion up close and personal. It isn't pretty.
  • Overshadowed by Controversy: The Second Shanghai Major. Let's just say that fans remember the tournament better for the many, many issues that arose than the actual competition and leave it at that.
  • Paranoia Fuel: You never know where the Techies might have planted their mines. And if they purchase an Aghanim's Scepter, any mines under their Minefield Sign become immune to any kind of detection. So you see his sign on a chokepoint and wonder agonizingly, "is it really mined?" If it is, I should find a detour. But could that be the sign's true objective?
    • Lifestealer. There's no way to tell whether that jungle creep you're farming has a Lifestealer in it or not. Or that support you think is all alone, or that lane creep you're last hitting. Or the one that's supposed to be on your side.
    • Pretty much any hero with an invisibility skill, as they can come out of nowhere, kill you in seconds, and then disappear without a trace. They can be dealt with using any form of True Sight, but if you don't have any and are farming the jungle...
    • Or heroes who has bought the Blink Dagger. You may be just minding your farm nicely, then suddenly POOF, that hero appears right in front of you after hiding through the fog of war and lays smackdown on you until you die. That's why wards is the cure of this paranoia.
  • Rescued from the Scrappy Heap:
    • Alchemist was rarely seen in matches prior to 6.75 due to a crippling reliance on farm, a skill that does nothing but give him extra gold, and a flashy indicator that lets enemies see how charged his stun is. However, thanks to 6.75's immense buffs, he became a much better hero all around. Considering that he was a Joke Character before said patch, that's saying something
    • Spirit Breaker received a massive buff in 6.75, causing him to go from barely seen in pubs to the local Game Breaker for how amazing he was at ganking. Nerfed in 6.79 so that his ult could be stopped while casting and he was put somewhere between back in the Scrappy Heap and balanced.
    • Naga Siren and Morphling, after being widely detested for being ubiquitous at The International 2012, suffered heavy nerfs in 6.75. However, they slowly worked their way back into the meta by The International 2013, where they became crowd pleasers.
    • Lycan was equally detested during The International 2012 yet was almost never in play, sporting an almost 100% ban rate throughout the event. With his ability to jungle nerfed thereafter, his reign of terror over the game has since ended. Although he retains his powerful objective-killing abilities, he's no longer considered a priority pick/ban nor does he see much pub play.
    • Heaven's Halberd, a decent mid-game item with evasion and the ability to disable an enemy unit's auto-attacks found a niche as a siutational support item for its utility in teamfights after Manta Style was changed to no longer dispel its Disarm. However, because BKB still removes Disarm, it's lumped with Rod of Atos as "support Items that sound amazing in theory but tend not to come up to snuff in practice."
  • Sacred Cow: Comparing this game to another MOBA will get you obliterated on certain forums and imageboards. As can referring to it as a "MOBA" at all, as most fan prefer to just call it Dota.
  • Scrappy Mechanic:
    • For new players, creep pulling and stacking can be a large hurdle to overcome when learning to play support heroes. Modeled after fairly unintuitive mechanics of the WC3 Dota engine, neutral creep camps are stacked by displacing them from their spawn locations a few seconds before the minute mark, at which time more creeps will spawn should these locations be free of existing units. Done improperly, time and map presence can be wasted or the position of the creeps in the adjacent lane can be moved to an unfavorable position, hampering the ability to farm from it.
    • S-S-S-Silence!
    • For every discussion there was about adding Techies to the game, there will be a person who brings up finding a random Clarity/Salve/Iron Branch on the ground and dying to their mine trap when you try to investigate.
    • Evasion can make a fairly straightforward encounter equal parts confusing and frustrating. Because one of Brewmaster's passive skills gives him a chance to evade incoming auto-attacks and one of his active skills adds another layer of miss chance, the Phantom Assassin whiffed the majority of her attacks, dropping an otherwise elementary kill.
      • Faceless Void's Backtrack deserves a special mention: not only can it ignore all spell damage, physical, magical or pure (but not secondary effects) as well as auto-attack damage, it is disabled only by the rare Break effect.
    • Linken's Sphere's Spellblock ability can be one sometimes, blocking some spells and activated items on cast, some on projectile impact, only certain aspects of other spellsnote , with yet other targeted spells or items not blocked at all. Further inconsistencies arise in considering whether the protected unit is the primary or a secondary target and whether the cast was ground- or direct-targeted.
  • Seinfeld Is Unfunny: Not the game itself but the entire pro scenes suffer from this. Originally whenever a major LAN tournament or cross-regional players are invited, fans would often rejoice, drawing in thousands of viewers. However, with this occurence being commonplace and partly due to tournament oversaturation, such events mean little to nothing for the viewers anymore.
  • “Stop Having Fun” Guys: This can be one of the worst games for this, practically being a Wretched Hive at times. Alleviated somewhat by the report system, which puts the worst offenders in a "Low Priority Punishment Queue" pool during the matchmaking search for a game or gives them communication bans. Low Prio matches them solely with other members of the pool - ideally rude/unpleasant players, but also some players who may have been reported multiple times unfairly, or innocent victims of unstable internet connections - forcing them to play through six or so matches of the unpopular Single Draft game mode before they're allowed back into regular MM. Communication bans disable the use of text or voice chat for a day or two.
  • Suspiciously Similar Song: One of Main Menu themes sounds quite a lot like the opening segments of "Fithos Lusec Wecos Vinosec" from Final Fantasy VIII.
  • They Changed It, Now It Sucks:
    • Fans of the original game often react poorly to changes that deviate "too far" from how the original game was. Even something as simple as names and appearances, which often are changed for copyright reasons, cause backlash among veterans and newer fans alike. Examples that come to mind are Brewmaster (originally known as Pandaren Brewmaster) being turned from a standard Panda to a Red Panda, Doombringer having his name changed to Doom, and Bristleback having his name be Bristlebog during development but ultimately reverted, Windrunner becoming Windranger, and Necrolyte becoming Necrophos. Skeleton King got an entire event and game mode based around his remake into Wraith King (though that change seems to be received more positively due to Wraith King's copious amounts of ego and swagger). It seems that Blizzard has their finger on the lawsuit trigger the moment Valve slips up.
    • Patch 6.79. The changes to buybacks, the day and night cycle, courier, and certain changes to heroes did not rub well with more than a few fans. That mostly went away when the patch actually dropped, but more than a few people still wonder why Night Vision has to be near universally crap.
    • Averted with Storm Spirit's remodel. When it was initially discovered that he would receive a new model, the playerbase assumed the worst because they had grown fond of the originally derided design. When it was finally revealed though, the playerbase immediately changed its tone.
  • Tier-Induced Scrappy: Generally speaking, every patch brings with it a small handful of heroes that end up completely dominating the metagame and are either picked or banned almost without fail, causing the community to become sick and tired of seeing them all the time until the next patch comes along and nerfs those heroes. As a result, which hero qualifies for Tier-Induced Scrappy status largely depends on the current version.
    • Quite a few heroes are innately unbalanced in pub games, while others require massive amounts of skill to use effectively, rarely making their appearance in pub games simply because they're very difficult to use:
      • Meepo is a classic case of Difficult but Awesome; skilled Meepo players can reach the level cap and amass items long before any enemy carries are able to deal with them. The problem is that if only a single Meepo dies, all of them die, and illusion-based heroes like Chaos Knight and Phantom Lancer can fill a similar role of swarming the enemy without being as vulnerable or siphoning as many resources from the rest of the team. Regardless, he is an utter terror when played properly and contested improperly.
      • Broodmother consistently had the lowest winrate in pubs and is almost completely ignored by the pros simply because her spiderlings are free gold for anyone with AoE nukes. Unlike other heroes with summons, who usually have one or two big strong summoned units, Broodmother relies on summoning a lot of very weak units and swarming heroes and structures with them. Rescued in 6.79 and patches thereafter, with her webs granting free movement as long as she doesn't take hero damage, and now she's got a much higher win rate than before.
      • Io was detested amongst Western pro players for essentially being a necessary ban in most professional games. 6.79 took the hero out of favor when its Tether ability no longer stunned enemy units that crossed it. Instead it is a 100% movement and attack speed slow, which means heroes can still retaliate with spells and item abilities.
      • Ursa is something of a one-trick pony; he can apply massive physical burst but can be kited around easily. But if he has a Blink Dagger and is against particularly dim-witted players, he's a Lightning Bruiser with no equal.
    • When 6.76 was released into the public, two heroes are quickly declared overpowered in pubs: Drow Ranger and Centaur Warunner, the latter being ported in the same patch that is released in. Drow Ranger is hated because her precision aura can toggle every other ranged units into inheriting her attack bonus from the skill at a global range, resulting in an incredibly easy push into the enemy base just by existing no thanks to her immense Agility as a result of her ultimate passive. Centaur on the other hand, has his Ultimate Stampede giving every single one of his allies global maximum attack speed that ministuns the enemy upon stampeding into them with an incredibly low cooldown for Ultimate standards, resulting in one of the highest winrate that has ever been recorded on a hero (67%). No surprise that Icefrog quickly nerfs them, the former by making Precision Aura a toggled based ability on a limited radius with cooldown and the latter nerfs his ultimate by turning it into a slow with limited damage and a reasonable cooldown.
    • Huskar was detested in 6.78 after his Berserker's Blood was changed to give him more Magic Resistance as his HP decreases from giving more damage. However, when combined with Ghost Scepter, which has an active that makes you immune to physical damage, he literally could not die unless you had Pure Damage, especially if he picks his hero after your team picked theirs. 6.79 made him almost instantly forgotten when he could no longer attack with his ''Burning Spears'' while Ethereal, and is now a Scrappy in the lower tiers and a pocket pick against magic-heavy lineups everywhere else.
    • Nature's Prophet: if you ever turn your back on a tower for a minute, you can be sure that he will be applying pressure. Not helped by AdmiralBulldog of Alliance making the hero not simply popular, but near ubiquitous in pub games. If you see a Prophet in a pub, he will go to the jungle, rush Hand of Midas, and then split push. He might go Orchid, Shadow Blade, Dagon or Necronomicon afterwards or use his ult well or poorly, but he will almost always jungle for his Midas regardless of how weak it makes his team's lanes.
    • Spirit Breaker during the 6.78 patch was broken in pubs because if his Charge connected, it was a guaranteed 500~ magical damage as well as many infuriating seconds of being stunned. However, after his 6.79 nerf (no longer being magic-immune while casting ''Nether Strike'', along with a reduced base attack speed), his win rate plummeted to manageable levels.
    • Vanguard as an item is generally viewed as inferior to a Mekansm. Vanguard is more effective for damage reduction, but quickly falls off in effectiveness, is half as effective in reducing damage on ranged heroes, doesn't offer anything to teammates, and generally isn't worth the investment. These days, it's seen as a situational item at best for heroes with damage return passives, like Axe and Spectre, squishy agility carries in need of some quick health, such as Phantom Lancer and Riki, as a component of the much better Crimson Guard, or for heroes that cannot afford the steep mana cost of a Mek.
    • There is perhaps no other hero more hated than Naga Siren. Her illusion from Mirror Image gives her massive split push potential, and allows her to farm at a ridiculous speed once she get her hands on a Radiance. Riptide gives her a solid farming and teamfight skill and enhances her split push even more. Ensnare is a disable that goes through BKB. And then you have her ridiculous ultimate, Song of the Siren which puts enemies to sleep for 7 seconds, effectively making her almost impossible to gank, able to set up teamfight combo, stop opponent from defending her push, AND isolate a BKB user.
    • During the 6.81 era, "meta" heroes such as Death Prophet, Shadow Shaman, and Razor got a lot of hate thanks to their ability to push really fast especially when backed up by a fast Mekansm. However, the most hated of them all is by far Faceless Void. Commonly played as an initiator, Faceless Void's ultimate Chronosphere creates an area that stuns everyone touching it (allies included) except himself for several seconds while increasing his damage against enemies disabled by it and granting free movement inside it. Its low cooldown compared to other high-impact AoE initiation ultimates coupled with the rest of his Magic Immunity-piercing, damage-ignoring, mobility-granting kit makes Faceless Void a terror to oppose all throughout the game while scaling extremely well into the lategame with hard disables from Chronosphere and his passive chance to stun on attack. Void could thrive even in the offlane because of his high survivability yet low demand for items before becoming effective, only needing Power Treads, Mask of Madness and enough of his skills leveled to place proper Chronospheres and dominate fights.
    • Tinker is a shining example. His high skill cap yet low skill floor and powerful scaling through items results from his deceptively simple reset button ultimate, granting him map-wide presence, continuous repositioning (even into the treelines) and strong creep clearing. Allowed one or two items, a greedy Tinker can proceed to starve the entire map and both teams of farm, amassing items until he can do such feats as continuously Hex an enemy, two-shot enemies with Ethereal Blade and Dagon, suicide to deny himself at a lighter penalty than normal death or defend nigh-indefinitely against base sieges, agonizingly stalling out games, as he is not as good as breaking enemy high ground himself. Finally, his March of the Machines, already powerful area denial, damaged through even Magic Immunity, allowing him to recover easily from bad starts by clearing Ancient creep camps. 6.82 introduced a slew of brutal nerfs: March no longer work on Spell Immune units (including Ancients), his kill combo was crippled with a higher mana cost on Dagon and Ethereal Blade changed to an evadable projectile. The result: his win rate dropped tremendously and he falls from one of the most contested heroes competitively to mostly ignored.
    • Techies is infamous for this. While a skilled Techies player can be a greatly useful asset to a team (such as stopping enemy pushes in their tracks and having bar none the highest burst damage capability in the game), a majority of the time they can end up becoming The Load, forcing their team to fight 4 versus 5 while they're busy laying traps that may not even end up doing anything in the long run. It's gotten to the point where even picking Techies is bound to catch you some flak. Upon his introduction into the pro scene in 6.84, most of the vitriol they get has been completely flipped on it's head with the complaints that he is not just overpowered but also very difficult to counter even by the pro players. Even a mediocre Techies player can cause trouble, as they're amazing pushers, a massive drain on the resources of opposing supports, and they can deny a large area of the map just through the paranoia that there might be mines there, as well as being able to drag games on for long enough that their team's carry(s) can farm up enough to be able to mount a comeback. But then 6.85, he permanently resides in the low tiers after Techies' mines were nerfed, both in damage, area and by making them no longer explode when destroyed.
    • During the 6.83 era, two heroes are widely hated by the players after receiving substantial buffs; Sniper and Troll Warlord, the former after gaining a good buff to shrapnel, becomes one of the most played hero to the point of exceeding even Pudge due to his easily spammable Shrapnel slow, a good high ground defender and attacker (And in a meta where comeback gives more gold, it means a lot), and an obnoxious laugh that frustrates even the hardest players. The latter, after a bug fix to his fervor (Fervor stack now starts applying immediately, previously you need 1 attack before it applies) along with an increased attack speed cap, suddenly becomes a highly contested hero both pub and competitive due to essentially being a better version of Ursa such as having an ultimate that buffs every hero, having a reliable slow, a blind AOE, can push down towers with ease and essentially can beat every carry in 1v1 combat, including Ursa and Huskar, essentially his skillset allow him to do virtually anything. All in all, players rejoiced when both heroes got nerfed (The former has his Shrapnel skillset nerfed while the latter has his ultimate's duration reduced and his Meelee form no longer gives extra damage) in 6.84 making them much more manageable in pubs as well as reducing presence in the competitive scene.
    • Ever since his illusions were brutally nerfed in health and damage, along with a few other nerfs, Terrorblade has been mocked by the fans as likely the worst character of 6.84, where he is completely ignored in both competitive and casual play alike.
    • Split pushing heroes in general get a lot of hate, such as the Phantom Lancer and Keeper of the Light combo, Lycan, Tinker, and the above Nature's Prophet and Naga Siren.
  • Uncanny Valley:
    • Storm Spirit's original model was changed from the Pandaren for DotA into a rather weird looking human. His teeth looked like they weren't connected to his chest. His new model from the Spirit Update averts this.
    • Enchantress before a graphical update had a rather misshapen head, but such an adorable smile!
  • The Woobie: Say what you will about how you think he's really annoying, but there's no denying that Dragonus/Skywrath Mage's life sucks. He's once a proud Skywrath, loving the future queen, Shendelzare. A small overlook, and everything changed: Shendelzare was deposed by her ruthless sister, having her wings clipped away and then because of the law, Dragonus is not allowed to strike against this new Empress and is forced to serve her, hating her ruthless methods all the way but unable to protest. So he thought of a new plan: Restore Shendelzare to throne in secret! ... Too bad Shendelzare at that point became Vengeful Spirit, and now Dragonus is forced to juggle between restoring the throne AND restoring Shendelzare's status, ALL while she, as Vengeful Spirit, hates him and all Skywrath. How does this suck even more? The lore straight out spelled that Dragonus is honestly good-hearted and noble, and this situation is nothing but the worst torture he's ever had...
    • Heck, just look through the backstories of every hero in the game. Chances are, you'll find at least one or two that qualify for Woobie status.
    • Not backstory, but usually if you lose, your hero will curse on their defeat or make some angry or humorous lamentations. Drow Ranger, on the other hand, has a very heart-wrenching lamentation, like she's borderline sobbing while cursing how fate could be so cruel after her ordeals of losing her family and feeling estranged within her own race... then it's topped with a defeat. This is a strong contender of a Tear Jerker, and just makes you want to give her a hug and say "We'll get'em next time, Drow. Next time..."
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/Dota2