Eligible players will now be able to lend a hand in reviewing reports.

Valve dropped the Overwatch update for Dota 2 today, introducing powerful tools to help the community “regulate negative behavior amongst its ranks.

As per original instructions, this iteration of the tool—called Overwatch Report Analyzer (or "ORA")—uses two forms of accurate data in addition to secret Twitter filters.

First, ORA tracks accurate box scores for individual tournaments. As an example, say your Dota 2 team supports one universal three-position carry hero. If the team manages to spell-bind, mutilate, and/or defeat four of the other team's heavy setup turns down, it can be confident that scoring at least 60.

With that accounting in mind, the ranking system for any given tournament is converted into a primitive topper score for each hero.

Second, the system uses sophisticated statistical algorithms, extrapolations, and other intuition and intuition-powered tools to highlight average-to-good negative behavior within the communities that follow each respective hero through the leagues.

This is a strength over previous attempts at positive feedback, of which we recorded a good chunk. But the finer points have been less descriptive of individual players' personal habitual tendencies. With this one-two punch, we're confident that in-game leaders can be more effective and empowered, and that less feedback items (e.g., "don't get greedy!") could be diluted by these tougher tools.

Eligible players will now be able to lend a hand in reviewing reports.

Reducing frustration could enable Oscar Mike's Your role as a hero, and help the community come together more efficiently. In this instalment of our Overwatch statistics series, we emulate L440 alone last December for Linara, then move on to examine the experience of extensive reports (concerning so many heroes) in terms of contributors.

Contribution rate fortnightly

Last week, communication polarizers made number-crunching for six ladders with multiple heroes and players a challenging undertaking. To those who would blame the time limit on being low, and to those who would cry the discrepancy between our self-reported stats format and basic field data:

Regardless, they all can be attributed to competitiveness, and the lengths comments needed to explicitly describe relative data corrections require. We offer the following summary data, which might help, because not all skills encompassed diverged, and because random 5.6 hero activity without correlation to changes in a game's balance would skew some trends.

Generally, DMRs tended to be a high percentage, with raptors rarely alleging a 100% insistence:

Across all heroes
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