Being myself a UI/UX designer,"we get deeply involved in the product buildup to a point that an emoticon like thing can often seem implicit. Why in the world would someone not get it? It’s so implicit to us that it’s never even a point of discussion or question." I couldn't agree more and have personally experienced a lot of times. So I have made a habit of testing everything with friends and first time users. It really effects and help improve UX a LOT.
User testing should really be focused more.
For the case of icons and text.I really feel that the situation and context is important. Like for road sign I strongly feel using combination of icon and text really works the best.
Dota 2 on my PC runs pretty smoothly, I do play it at lower settings as higher setting and bloom gets distracting.
Dota 2 is really hard to get around for beginners as compared LoL. But once you are use to it, believe me it is much much better.
As the case of Rambo, it is really a team effort to make one carry hero be given farm and experience, that's the motive of the carry class here for late game.
I single well fought team clash can easily turn the table around. I have won many games playing smart with other team being overpowering. So there is a chance most the time to comeback. Valve has cleverly created suggested items for each phase of the game very well for an easier shopping experience.
I think valve has done a really good job in bringing Dota 2 with perfected balancing.
That all said I think the individual opinion is mostly affected by the game he has played more and start to love the characters and feel of the game.
User testing should really be focused more.
For the case of icons and text.I really feel that the situation and context is important. Like for road sign I strongly feel using combination of icon and text really works the best.