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Home ESports

Dota 2’s high-MMR spectator ban explained – and why it might backfire

April 17, 2025
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Dota 2’s high-MMR spectator ban explained – and why it might backfire
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TL;DR

In March 2025, Valve quietly revamped Immortal Draft games in Dota 2, as they will no longer appear in public match history, and replay access to these games is restricted.

The MMR threshold was raised from 6,500 to 8,500, restricting Immortal Draft to the top 0.5% of players. 

Hiding the match data for 8500+ MMR players will disrupt third-party Dota 2 tools and websites.

The easy access to data provided by third-party websites was a shortcut to analysis for pro teams.

Valve has silently dropped a big update for Dota 2 in March 2025. These changes will shake up how high-level players interact with the game, and their ramifications will trickle down to the general player base. However, it isn’t related to anything in-game. Immortal Draft games will no longer appear in public match history, and replay access to these games is restricted to their participants.

In short, the top percentile of players are isolated in their private bubble. What happens to the pros, analysts, coaches, and players dependent on this data? More importantly, will most players even care? Let’s dive deeper into this update.

What are the Dota 2 Immortal Draft changes?

On March 20, 2025, Valve updated Dota 2’s Immortal Draft:

The MMR threshold was raised from 6,500 to 8,500, restricting Immortal Draft to the top 0.5% of players. 

Matches no longer appear in public match history, and replays are private—only participants can access them. High-MMR players must now register an official, unchangeable name and can’t party queue in ranked. 

Hiding the match data for 8500+ MMR players will severely disrupt third-party Dota 2 tools and websites. Stat-tracking platforms like Dotabuff and Dota2ProTracker relied on public match history and web API access to collect data from high-level matches. Without this information, it’s impossible to get enough statistics to make a fair, data-driven assessment of hero trends, item builds, and win rates in that bracket.

Image Credit: Dota2ProTracker

Esports Insider has contacted Plattttt, the developer of Dota2ProTracker, to ask how the changes affected the website. “They initially affected me a lot because 8.5k upwards is basically THE MMR bracket I was focusing on.” Moving forward, Plattttt has chosen to focus on three features for the website: first, working with the data available from 7k to 8.5k MMR; second, adding and working with tournament data; and third, offering a replay parsing service where high MMR players can upload matches.

Valve hasn’t released an official statement explaining why these changes were made. Plattttt commented: “Nobody I talked to from the scene KNOWS why they did this. Everyone has their theories and I heard 5-6 different ones at least already, all completely different.” He goes on to describe issues like metas being figured out and becoming stale, complaints about match-fixers, betters, and win traders, pro players acting inappropriately in pubs, and smurfing. 

These are all issues that plague high MMR matches. Win trading and griefing were prevalent when Doubledown tokens were available, but it’s still a problem. As for smurfing, many pros use alt accounts to hide what they play in pubs, despite being a bannable offense. But pros rarely smurf to bully lower-rated players, they use it to give themselves privacy. They can hide what heroes they’re practicing and what items they’re experimenting with. Meanwhile, betting on pub matches doesn’t seem to be the issue, as Valve has partnered with betting sites in the past.

How will the changes affect Dota 2 esports?

The easy access to data provided by third-party websites was a shortcut to analysis for pro teams. Using stats, metas were figured out quickly, but it was also reinforced as players refused to touch heroes with a less-than-stellar winrate. Pros copied pubs, pros copied other pros, and players copied pros, until the meta stagnates before the next major patch.

Many Dota 2 esports players, coaches, and analysts lament the overall loss of information and its effect on the community, but are positive about it for Dota 2 esports. PARIVISION’s coach, Astini, is a vocal advocate for it. 

Image Credit: ESL One Raleigh

In an episode of ALL CHAT, Astini talks about how creating an idea will be more valuable and encouraged because of it, as these changes will stop other teams from preemptively preparing against it. Insania and Quinn share their own experiences about how their experimental ideas in pubs were immediately shut down in tournaments, even though they were never shown off in official matches. 

On the other hand, Insania raises the concern that gatekeeping information prevents the competitive scene from getting better. He mentions that players like Puppey and KuroKy were so successful during the earlier years because players couldn’t decipher what they were doing fast enough. Quinn agrees and states that the overall quality of gameplay will go down or increase at a significantly slower rate.

These information gaps will cause teams to exert more effort to collect data. Instead of optimizing for strategies ahead of tournaments, Dota 2 esports professionals need to bring their ideas and quickly adapt to the ones their opponents are showing. The replays and data are still available to manually collect and parse through, and esports teams will need to find their ways to handle that. Information once presented fairly for all will now be a battle of secrecy and espionage, where the team with more resources always wins.

Will these changes affect regular play?

While Valve’s March 2025 update targeted the top 0.5% of Dota 2 players, its impact cascades down to the broader community, stripping away tools that casual and aspiring players rely on. The removal of public match data for Immortal Draft games means less transparency, less information, and ultimately, less improvement for everyone else. 

Team Liquid’s Saberlight had this to say about the API changes: “I don’t like it. I feel like even if you make the best argument for it—which is that teams won’t copy each other’s ideas and will foster creativity, I don’t know why ordinary Dota players have to pay the price…I think the cost of hiding stats is just way too high.”

Analyst Sheepsticked, now known as Reya was similarly frustrated by the change. 

the only reason i EVER managed to climb mmr to 7k+ is because i was able to access replays of pro pubs and watch them to get betterwebsites like dota2protracker are a staple that i point learning players towards all the timethis change is a spit in the face to non-pros— Reya (@sheepsticked) March 19, 2025

She also makes a good point that watching professional matches isn’t a good source for learning, as their environment is vastly different from pubs.

Iconic guide maker Torte De Lini admits that the API changes will make their work take too much time, and considers quitting after 12 long years. 

These changes hurt my Dota 2 guides.I use @dota2protracker. It’s only part of my process but it saves me a lot of time now that I am older.After 12 years, it may not be financially feasible for me to continue this free guide service. The time commitment might be too much. https://t.co/aymPanca4a— Torte de Lini (@TorteDeLini) March 20, 2025

Guides will depend on the author and are subject to biases and outdated information. Third-party websites made practical information available for everyone in real time. 

Likewise, content creators who make educational content and replay analysis videos will lose access to a wealth of information. However, channels that only post VODs without anything transformative are welcome to find more productive uses of their time.

Conclusion

Valve’s changes to Immortal Draft can be summarized as a change that gatekeeps information. Blocking information could help Dota 2’s esports scenes, as the battle of theories and creativity would be the equalizer to mechanical skill. However, this prevents lower teams and ordinary players from catching up, as there’s a barrier that they may not have the resources to overcome. This polarizing change may not have much effect now as the meta is still fairly set in place, but the slower and less transparent transfer of information will see many players left behind.

FAQs

What changes has Valve announced? Valve has raised the MMR threshold from 6,500 to 8,500, restricting Immortal Draft access to the top 0.5% of players. How will it impact Dota 2 esports? There will be fewer shortcuts for esports teams to learn about and analyse other pro teams, but this could eventually stimulate more creativity and meta shifts. Will it also affect regular play? The removal of public match data will make it harder for regular players to improve.

References

https://www.dota2.com/newsentry/537722458840499889 (Dota2)

https://www.dota2.com/newsentry/3692442542242977036 (Dota2)

https://www.monsterenergy.com/en-gb/gaming/team-liquids-triumph-at-pgl-wallachia-saberlights-career-defining-performance-secures-championship-win/ (Monster Energy)



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Tags: backfireBANDotaExplainedhighMMRspectator
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