проект заморожен

Valve закрыли доступ к информации. Новые матчи больше не принимаются.

Вместо того чтобы наконец исправить систему репортов, откатить неудачные изменения, убрать кривой автодетект и снова сделать репорты лимитированными, Valve выбрали самый удобный для себя вариант - просто закрыть игрокам доступ к информации.

Им неважно, что враги репортят за хорошую игру, союзники - за плохую, проигравшие кидают репорты всей команде, а любое общение - от тактического рисунка на карте до попытки координации в голосе - получает репорт.

Вместо исправления полностью прогнившей системы они решили заткнуть нам глаза, чтобы мы просто не видели, насколько все сломано.

После анализа более 5 тысяч матчей могу уверенно сказать: система репортов не работает адекватно. Примерно один матч из десяти проходит вообще без репортов.

И теперь, вместо того чтобы разбираться с этим бардаком, Valve просто убрали возможность детектировать репорты. Проблема не решена - ее просто спрятали.

Искренне надеюсь, что когда-нибудь там все-таки появятся люди, способные не только ломать рабочие механики и скрывать последствия своих решений, но и действительно развивать игру.

Всем спасибо за поддержку.

Проект заморожен на неопределенный срок.

How Many Reports Does It Take to Get Low Priority in Dota 2?

There's no magic number, so quit hunting for one. Valve never publishes a threshold, and a single report does nothing by itself. What decides your fate isn't how many reports you caught. It's how many got counted, who they came from, and whether your commends are pulling the other way. Below is how reports, behavior score, and low priority actually wire together, and why "ten people hit Report on me" and "my score dropped" are two very different things.

It's weight that counts, not the tally

Every player has a limited stack of reports, and the system weighs each one by the reporter's own behavior and the context of the game. So "reports received" and "reports counted" are two separate numbers. Received is how many times someone pressed Report on you. Counted is how many the behavior system actually acted on.

What drags a report's weight down toward nothing:

Out of 8 reports received the system counts roughly 2. Weight is lowered by a party stack (counts as 1), retaliation, and tilt spray at the GG screen; weight is added by repeats game after game, reports from separate groups, and gameplay offenses (griefing, feeding, off-role).
Only a fraction of the reports you receive get counted. Weight beats count.

But "barely" isn't "zero", and that's the trap

Here's where the biggest myth breaks. Low weight doesn't mean the report vanished. Reports are cumulative. If two summaries in a row land at 7 to 8 reports each, the system stops writing them off as noise, and each one starts counting almost like it would for a low-behavior-score account. That's the point where you can drop into low priority around 1,000 behavior score down with no Overwatch confirmation at all. So "it's just tilt spam" holds right up until the spam arrives in batches, game after game. That pattern and other non-obvious ones are broken down in Dota 2's hidden report mechanics.

And there's a split by type. Gameplay reports (griefing, intentional feeding, off-role) weigh heavier, and those are what pull you into LP. Communication reports mostly hit your comms score and end in a mute, not the offender queue. They sit in separate piles.

Check your match by Match ID →

What decides how much you can take

The threshold floats, and the main multiplier is your current behavior score. The higher it is, the thicker your buffer: up top a random report barely moves the needle and the odd abandon is forgiven more easily. The lower it is, the harsher the system gets. Below roughly 3,000 you're in the danger zone, and the same 5 or 6 counted gameplay reports inside your recent-games window are enough to drop you. That window is about your last 25 games, and it recalculates every 15 or so, which is why the system never reacts to your behavior instantly.

That's why "how many reports until low priority" is the wrong question. Five counted toxicity reports in one bad week are more dangerous than twenty random ones spread over a calm month. Abandons are their own story: they hit your score directly, and nobody has to report you for it.

How to see what's actually happening to you

Beats guessing on forums. Valve hands you part of the picture inside Steam (how many reports landed and in which categories), but who pressed Report and why in a specific game isn't there. That comes from the replay: paste a Match ID on the home page and the breakdown shows the reporter, the minute, and what was going on around it. If reports keep landing for the same thing, alt-pinging your carry, flaming in chat, that's the part you can actually fix. And once the damage is done, the plan to climb back is in how to raise your behavior score.

FAQ

How many reports drop your behavior score? No public number exists. What matters is counted gameplay reports and how often they land in your recent window, not the raw tally, plus stacking: batches of 7 to 8 per summary stop getting ignored.

Is five reports in one game an instant LP? On its own, almost certainly not, unless your score is already in the gutter. But if it repeats across several summaries, the weight builds and the penalty comes.

How do I check reports for one game? Step by step in the Dota 2 report tracker guide, or just open the list of parsed matches.

Break down your match and report causes →

Support