![]() ![]() I’ve only considered Tier 1 and Tier 2 items for now, but will expand to more in the future. This is mapped to a y-value representing the Elo (k=32) shift based on the result of the game (a negative value represents a Dire win, and a positive value represents a Radiant victory). 1 if Radiant possess the item but Dire doesn’tīy “possess” I mean that the item has been dropped for a team and they’ve picked it up.0 if both teams possess the item, or neither team does.-1 if Dire possess the item but Radiant doesn’t.The approach I’ve looked at most recently (7.25 pro matches) is trying to map a vector (one column per item) with the following encoding: Right now there 11 tier 1 items, and each team gets dropped 4 neutral items leading to just a 10.6% chance that teams have no tier 1 item overlapping (similarly, but independently for tier 2). This is basically a further complication of a small sample: there could be a significant percent of games where both team had the same item (pushing the winrate towards 50% for it). As a result, using pure winrate can be misleading -even if you’re normalizing for the skill of the teams. ![]() Unlike heroes, the items can be duplicated and appear on both sides. The approach for neutral items is still mostly uncharted. Most of these problems we’ve learned to either work around (normalizing variables due to team skill, and updating our confidence based on a sample size), or we accept them (it’s a highly complex game - weird stuff can happen). These concerns compound the classic problems of evaluating anything in Dota 2: it’s a highly complex game, there is inherent variance, there are not a massive number of pro matches on a patch, and teams have varied skill. “replaceability”: an item which is functionally similar to another item but slightly better totally trumps the previous item.“niche”: some are extremely good in very specific situations, and bad in most other situations.“base power”: some items are on a fundamental level “good” or “bad” from a power level perspective.When talking about the power-level of neutral items there are certain overarching concerns: Destroys trees.Neutral items are the latest really significant step in Dota 2, joining the game in 7.23 (along with outposts and hero-couriers), refined in 7.24 (shrines removed, outposts relocated, dedicated neutral item slot), and then survived their first big balance patch in 7.25. Flop forward like an Ogre Seal 2 times, dealing 150 damage and slowing enemies in a 225 radius by 100% for 1s on each bounce. Consume 100 health to temporarily gain +40 Attack Damage. Only works on ranged heroes and does not proc attack modifiers. Next attack fires projectiles at 2 additional targets within attack range. Each time the wearer is attacked, they gain a stack of 0.5 Mana Regen, up to 5 stacks. Attacking an enemy when they are facing away from the hero grants +15 Attack Damage and slows them by 12%/6% for 1 second (melee/ranged). Provides +8 health regeneration to all allied units while they're in the area of effect. NEW NEUTRAL ITEMS Seeds of Serenity (Tier 1) Among them is Havoc Hammer, which has been used in previous patches. The developers replaced them with the same amount of new ones. Valve removed eight neutral items in Patch 7.32 for Dota 2. Spider Legs, Fae Grenade and 6 more items removed, 7 new added 08:00:00 Games and Esports News Dota 2 Dota 2 patch 7.32 neutral item changes.
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