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Dota 2’s Lack of Surrender Option Shouldn’t Upset You

You can't concede in Dota 2, and that is totally okay.
This article is over 11 years old and may contain outdated information

Perhaps one of the biggest issues League of Legends players have when going into Dota 2 is the lack of a surrender option, alongside the game retaining the turn rates from the original DotA. Heroes having varying turn rates is bad enough, but not being able to surrender? Strap on my diaper and call me a baby, because I’m ready to cry.

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Except not really, because I fully support Valve’s decision to keep this feature out of the game.

Unlike League of Legends, Dota 2‘s matches are not decided by how much gold each team has at the 12 minute mark. It is much easier to completely turn the tide of a match by a well coordinated team fight, thanks to the game’s gold-transfer upon death mechanics, game changing items, and “Everyone is OP!” philosophy.

You truly cannot say a match is over in Dota 2 unless the enemy team is knocking on your Ancient, and even then there are some rare matches where things are close enough to be turned around at that point. Such is the beauty of DotA and its sleek sequel brother.

Those of you baffled by Valve’s decision to stay put on the issue may want to read these words from Dota 2 director Erik Johnson, scanned from this month’s issue of PC Gamer and posted on Reddit.

Longtime players of the game can understand where Johnson is coming from here, and even newer players who have experienced the supreme satisfaction that comes from a total comeback can understand the logic behind the above statement.

What feels better and is more memorable? An easy win, or a seemingly impossible comeback and victory? Losing feels bad, but those moments stick with you far longer than the damage to your ego a loss so unsympathetically provides.

Now, none of this is to say that comebacks don’t happen in League of Legends. In the 2000+ games played over the course of my time with the game, I had my fair share of comebacks. Sure, they sometimes felt almost as good as they do in Dota 2 but they were even less frequent because so many players are willing to surrender at 20 if their team makes a few mistakes or is underfarmed.

In that same vein, losing in League of Legends is generally less harsh because of the ability to surrender and move on. A real crushing defeat in Dota 2 means 30 to 40 minutes of frothing at the mouth and wishing your teammates would die in a ditch while the enemy team has the time of their lives. Either you get big fun, or you get a big kick in the junk. There is often no middle ground.

While I certainly don’t like dealing with a 1-7 (at 13 minutes) Rikimaru building a Shadow Blade and screaming in Russian (I couldn’t make this up), I love that even in those situations it is possible to win with some luck and cooperation. That is what DotA has always been about, and that is why the above quote from Johnson is 100% spot on. Who needs a surrender option when the most unlikely victories feel so good?


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Image of Ashley Shankle
Ashley Shankle
Ashley's been with GameSkinny since the start, and is a certified loot goblin. Has a crippling Darktide problem, 500 hours on only Ogryn (hidden level over 300). Currently playing Darktide, GTFO, RoRR, Palworld, and Immortal Life.