You were +2.9k ahead and pushing into the Dire triangle. Then you evaporated — 816 from Land Mines, 375 from a Techies Suicide — before Muerta landed the tap that got the credit.
That is the shape of all sixteen. Your nearest teammate averaged 600 units away; they were right there. You just died in front of them.
A death is rarely just a death. Hindsight follows what happened after each one — the objective your team tried anyway, the map control that flipped, the gold that never came back. Your team peaked +4.1k ahead and finished −19.0k behind.
A report that only lists failures teaches you to play scared. Every read names what worked first — then the single most expensive habit, and the rule that replaces it.
You are not bad at Dota and you did not get out-skilled. The utility was there all game.
You were never picked off alone — you died in front of your team, one step too far forward, on a slow melee hero with no way out.
You held fights +205u closer to the enemy than your own team's centre — on a hero with no escape.
None of these are “you missed a skillshot”. They are all the same decision — step forward, commit, die — in three different costumes.
That number binds to something Hindsight already measures on every game you play, free games included. The next report opens by reconciling it — and if a game genuinely couldn't test it, it says so instead of inventing a verdict.
A coach never changes a grade, a number, or a call — only how the same report reads.
Here's the pattern the replay coughs up: you step in on beat one instead of beat three.
Seven deaths, and the enemy was on your screen for every one. That's not vision. Stand behind Troll.
You did the hard work here, you just did it from too far up. Let the fight open, then step in.
You're Rubick. You have 550 range. Why are you the closest guy to Lifestealer? Sit back, throw Fade Bolt, leave.
There's a rule for fragile heroes: be the last thing they can reach, not the first. You inverted it.