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    Friday, December 28, 2018

    Artifact - i have almost 10.000 wins in hearthstone arena and artifact draft is just better in every aspect and im not looking back

    Artifact - i have almost 10.000 wins in hearthstone arena and artifact draft is just better in every aspect and im not looking back

    Link to Artifact - The Dota Card Game

    i have almost 10.000 wins in hearthstone arena and artifact draft is just better in every aspect and im not looking back

    Posted: 28 Dec 2018 11:40 AM PST

    i played hearthstone since the closed beta, bought a key for 250euro back in 2013. i played ever since. arena was always my favorite mode, you couldnt netdeck and try to make every deck work. the yrecently changed it but your the was basicly with just 4-5 difficult choices. i love the fact that you have to make so many decisions every draft and for me it doenst feal repetetive at all. this is just the base set. valve made more changes in a few weeks then blizzard in years. artifact will keep improving and will grow again.

    submitted by /u/solow89
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    I had no problem paying $20 for the game. I have no problem paying to buy cards. But why do I have to keep paying just to play the game at all at its most competitive level?

    Posted: 28 Dec 2018 02:57 PM PST

    This is what is going to make me quit Artifact.

    My main interest is constructed. I want to try to make the best decks possible and play them against the best competition possible. But I have to continually shell out more money to do so! Not to buy more cards, but to literally play the game. No other game I've played has this been the case.

    I don't care about winning packs - no one does! Packs are worthless! I just want to play against the people really trying to win.

    I feel like if there was a better ladder and progression system then that would address this by making the reward both non-monetary and important enough to attract the serious players.

    submitted by /u/Zanbanger
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    End of turn 5, and the battlefield is unusually quiet..

    Posted: 28 Dec 2018 06:36 AM PST

    I fucking love this game!

    Posted: 28 Dec 2018 06:40 PM PST

    Bought it 10h ago, played Call to Arms for 4 hours straight, went 1-5 (could have been 3-3, still not used to scroling through the cards and I missclicked in critical moments causing me to lose),now again just finished an hour of playing before going to bed, went 2-0. Both games were amazing, 2nd game survived with 2hp on lane 1 and won lane 2 with exact dmg needed (won vs lvl 9 and lvl 8 while I was lvl 2). I fucking love this game!

    submitted by /u/Englader
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    Valve, can we get some extra EXP for perfect runs?

    Posted: 28 Dec 2018 07:22 PM PST

    I've been doing a lot of Casual Constructed runs of late, and the one thing that feels like its missing is an acknowledgement of the perfect run.

    The current rate of EXP gain is a tad low, and a little extra for that hard earned 5 win run would feel like something special has happened.

    submitted by /u/TheGentlemanDM
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    Brought to you by the Mono Red Gang

    Posted: 28 Dec 2018 01:58 PM PST

    With a 12% winrate on draft. Im so happy to finally get a perfect run today.

    Posted: 28 Dec 2018 05:28 AM PST

    Constructed tournaments need sideboards badly

    Posted: 28 Dec 2018 07:38 PM PST

    So the WePlay tourney started...constructed...

    My first match was lopsided for me. I had all the cards I'd need to splatter my opponent's deck, and RNGeezus even smiled upon me and mostly avoided sticking my squishiest heroes into instant death, didn't draw all my high cost cards first, etc. So it was a 2-0 win that my opponent couldn't do much about.

    However, if he'd have been able to sideboard, he could have easily gone a bit more aggressive with his cards and that would have been a problem for me.

    Second match was the opposite. In fact, when I saw my opponent's deck, I thought, "Ya know, I have almost that exact deck for beating the deck I'm currently playing. This is going to be ouchies." And it was. RNGeezus even made it ouchier by throwing my heroes turn after turn in front of the biggest bruisers who quickly geared up to the point they were almost unkillable. Painful 0-2.

    Again, tho, I knew exactly what changes I'd need to at least have a chance, but was stuck in a game I was pretty sure I was going to lose before we played a single card. And it's not wholesale changes, just needed to shift to more dodge and redirect and throw out spells in favor of extra creeps.

    Hopefully Valve learns this lesson faster than Wizards did...

    submitted by /u/Xavori
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    Did a mock-up of more Achievements since the last one was well received

    Posted: 28 Dec 2018 08:45 AM PST

    Hyped monoblue multicast skill

    Posted: 28 Dec 2018 11:52 AM PST

    How do people not see the beauty of this game?

    Posted: 27 Dec 2018 10:59 PM PST

    It did so many things right, yet people just don't see it?

    Initiative solved the problem with going second.

    There is an active, supported market. No need to sign up on external sites. You also get affordable cards. When was the last time you bought a Magic card for $0.05? You can get competetive decks for < $20. Heck, you even can make money. If months or years later you decide to quit ... just sell your cards and buy new steam games instead.

    It has depth. You have 3 lanes, item shops, initiative, multiple win conditions and you have to manage colors. All these things make it very strategic and very interesting. You not just play on curve, you have to think ahead and hold your cards for initiative and bigger impact. How is that not freaking cool?

    There is less RNG. This one is gonna make people salty. While there definately is RNG, overall it has less impact than people blurt out. Being mana screwed or flooded in MtG is the worst feeling ever. Getting destroyed by one of the random effects in HS is the worst feeling ever. In Artifact you do have RNG, too. But it is usually much more subtle. You can recover because games usually last long enough to even out the RNG. When you find yourself always losing to RNG ... it's probably not RNG. There are people with > 70% win rate, how do they not always lose to some bad arrows? Because in ~30 phases of the game one bad arrow is not the deciding factor but rather a consequence of bad plays before. It just happens to be the last one which you'll remember and blame.

    Valve made the decision to buff AND nerf cards. That is insanly good and will improve the game immensly. No broken combos for months. People don't like Cheating Death or Axe stats? No problem, it'll get fixed.

    No grind needed. I love this one. If you value your time more than money, this game is perfect. Go infinite with selling and recycling. No need to do stupid daily quest with a deck you don't even like to play.

    Draft, Tournaments, Constructed and PreConstructed all play and feel verry different. You play what you like most.

    Yes, there is still a lot to do. They could improve on tournaments, add a ladder, futher balance cards and add new sets. But eventually this will happen. The first patches showed we're heading in the right direction.

    I just don't fully understand why people don't give Artifact credit for what it already has done way better than the competition.

    submitted by /u/Wakanishu
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    The early results from WePlay qualifiers say Monoblue is not good

    Posted: 28 Dec 2018 08:38 PM PST

    Americas results aren't out yet, but I compiled a quick list of the qualified decks from Asia and Europe and it shows R/G and R/B are the to-beat decks - not Monoblue.

    The Qualifying Decks so far:

    Deck Colour Number Qualified Deck Links
    Red / Green 7 [1] [2] [3] [4] [5] [6] [7]
    Red / Black 4 [1] [2] [3] [4]
    Red / Red 3 [1] [2] [3]
    Black / Red 2 [1] [2]
    Red / Blue 1 [1]
    Black / Blue 1 [1]
    Blue / Black 1 [1]
    Blue / Blue 1 [1]

    If you combine R/B and B/R then they have 6 qualifying decks. That means R/B and R/G together have 13/20 of the winning decks - whilst in my experience are less common then U/U in matchmaking (with R/B still getting a lot of use). From these stats annihilation doesn't need a nerf, Time of Triumph does.

    submitted by /u/UQU_Zach
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    The B3H Artifact League - Players Needed

    Posted: 28 Dec 2018 11:32 AM PST

    Signups for this league have been open, but slots are not filled yet. Please review the information below and if you're interested, consider joining this weekly format league which leads into a main tournament.

    OVERVIEW:

    • Four Divisions – Bold, Cunning, Wise, Dreamer
    • 512 players total in the League
    • Divisions play over the course of 12 weeks
    • At the end of 12 weeks, the top 16 of each Division will advance to the main tournament
    • 64 players will compete in the tournament, which will be draft
    • After the main tournament the second season will begin

    FORMATS:

    • The weekly League will be setup in a Swiss Draft format
    • You will play one series (best of three) per week across 12 weeks
    • Every 4 weeks, you will redraft your deck, so in total you'll play with 3 decks
    • The main tournament will be draft
    • Prize pool for the main tournament will start at $250 for the Top 4. Prize pool will increase as leagues get bigger. This is Series 1, and just the beginning.

    SIGNUPS:

    There are four tournament links for each Division and a time associated with that link. The time that you choose will correlate with the time that you play every Sunday. For example, if you choose the Division with the 9:00 AM EST time, then you will play at 9:00 AM EST each Sunday. All times listed are in EST (TimeZone Converter). It's your responsibility to know when you're playing. We have spread out times to accommodate multiple regions.

    Division Signup Links and Times:

    Dreamer - 3:00 AM EST: Dreamer Signup Link

    Bold - 9:00 AM EST: Bold Signup Link

    Cunning - 3:00 PM EST: Cunning Signup Link

    Wise - 9:00 PM EST: Wise Signup Link

    LEAGUE RULES:

    • You can only sign up once - if you sign up for multiple Divisions you will be disqualified - if you need to change divisions, message me or another mod in the Discord server - you cannot change divisions once the league season has started
    • Only play your matches for the given week – do not progress further than your weekly series
    • Your deck must be drafted and ready BEFORE your game start time
    • If you do not show up for your game that week, then you will be given a loss.
    • If you miss five series, then you will be disqualified will be given a penalty – which will prevent you from signing up for the next season

    The B3H Artifact League Series 1 will start on Sunday January 6th, 2019.

    Website: https://b3hartifact.com

    Discord: https://discordapp.com/invite/ZAmMRpz

    If you have any additional questions, please let me know. Thanks for reading!

    submitted by /u/B3HShady
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    Petrify's thoughts on new meta + Seatstory experience

    Posted: 28 Dec 2018 03:36 PM PST

    Artifact is not that far away from being a truly great game

    Posted: 28 Dec 2018 03:21 PM PST

    Especially since the 1.2 patch I've had a lot of fun playing the game again (well phantom draft only), and I do think the game is pretty great. I love the complicated decision making involved, when to abandon a lane and which lane to dedicate resources to, holding initiative vs developing a board, trying to bait your opponent into using his mana before you do, predicting what they have based on their deployments / initiative, etc. Every decision feels like an actual choice, with a lot of things to take into consideration, and it rarely feels like I can just auto-pilot like I can in other card games.

    I really want this game to succeed because it feels like it has so much potential. But there's a few large issues casting a shadow over the entire thing.

    Market
    The Market is the top issue right now for me. A full set of cards still costs $150 which is absurd for a digital game (and only not-absurd in comparison to hearthstone or mtg, which also have absurd costs). It does not need to be like this. Valve should have tried to shake up the card game market like they did with Dota and charge a reasonable price for everything (30-60$ for a full set) or just go fully free with cosmetic microtransactions. As it is currently I just have no desire to even try constructed, especially with their recent change to their balancing philosophy (which makes it a risk to just buy "one deck" since they could neuter it at any moment). Valve needs an extreme change here to stop leaking players and it needs to happen fast.

    Balance (useless cards)
    There's too many actually useless unplayable cards like Watchtower or Whispers of Madness or Dirty Deeds or Rolling Storm, etc. In Draft this makes it almost impossible to go monocolor, and quite hard to go 2-color since there just aren't enough playable cards offered in each color to let you ignore the playable cards in other colors. This often results in draft decks feeling very samey and lacking the variety that can keep the game interesting in the long term.

    Balance (tech cards)
    Tech Cards like Dirty Deeds, Lodestone Demolition, Cleansing Rite, Watchtower, pugna, raze, rend armor, obliterating orb, etc all just kinda don't work (in their current state) without a sideboard system. These cards are basically just always dead cards unless you're facing an opponent with a specific strategy, so unless that strat is absolutely dominating the current meta there's no point in including them in your deck (especially in draft). And even when they do something, it's often not actually enough of an upside to make their inclusion worth it over another good card. Either all of those cards need buffs / cantrip attached to them / some way to get value from them in the "dead card" case, or the game needs a sideboard system. You could do it in Artifact without needing to switch to a best of 3 system, just let every match start with a short "sideboard" period after you see what heroes your opponent is playing. You can kinda guess what they might have based on that, so there would be some skill in siding in the correct cards there.

    Balance (rng)
    I actually do not mind deployment and arrow RNG. It's just another thing to consider when trying to decide how much to devote to each lane, it happens often, is low-impact*, and it feel like a very masterable mechanic. The stuff that isn't okay is stuff like multicast, old cheating death, teleport scroll shop availability, etc. Stuff that has way too large of an impact and very often decides the fate of the game when it goes right or wrong. Creep/arrow/deck RNG is enough RNG on it's own, and they should work on getting rid of the rest of it.

    (*a bad arrow can be game-deciding in the right circumstance, this does not make it high impact though, just like how a single point of damage can be game-deciding in the right circumstance, but 1 damage is not "a lot of damage")

    Color Identity
    Blue is basically the only color with a strong identity currently. It is the class of wide boards and board wipes. Red, Green, and Black all have some color specific mechanics (gold gain for black, chonky heroes for red, ??? for green?) but it's muddled a lot and there's not enough cards there to support their themes. It is also weird that the only counter to Blue's wide boards are the board wipes that Blue has, which kinda just feeds into itself making blue the strongest color right now. Borrow from MTG, each color should have a bunch of mechanics very specific to that color, and a few that synergize with mechanics belonging to other colors to give strong identity to the color pairs as well.

    Archetypes + Build Arounds
    Artifact is lacking weird deck archetypes and good "build around" cards. Part of this is heroes are just too overly important since you always have them, so it's much better to build around the heroes than the cards in your deck, but part of it is there's just not enough fun weird cards that can go crazy when you build a deck specifically about that card. Magic is full of these, from bombs that demand that you make them the focal point of your deck to weird alternate win conditions like Mill. I love playing Mill decks cause it often takes a few turns for your opponent to realize what's going on and then they have to really change their plan once they know what you're doing. Artifact doesn't have that. The biggest choice you have in artifact is whether to go for the ancient or go for 2 towers. I want weird shit. Give me an improvement that doubles every creep I play or echoes creeps across lanes. Gimme a spell that shuffles itself back into my deck. Gimme a spell that reanimates discarded or killed creeps. Gimme a spell that teleports all heroes to the same lane. Gimme alternate win conditions. Gimme wacky shit.

    Game Winning Moments
    Game winning moments aren't flashy enough. Sure, Time of Triumph, Annihilation, Incarnation, and Emissary are pretty flashy, but often times the game winning moment is just holding initiative and stunning a hero. Plus the imps don't really react appropriately most of the time. Yeah buddy I know I'm missing a hero in this lane, but I win on the next. Chill. This is mostly for the "spectator experience", but a simple thing that could be done is to just make it way more obvious who has initiative, like show it graphically instead of just a little piece of text in the corner. And have the imps react to initiative stealing or something. Who knows. Imagine an imp doing a "come at me bro" pose if he knows you win on the next lane and the enemy taking this one doesn't matter.


    Most of this is stuff that can be fixed as Valve releases expansions to the game. But I think we need this stuff sooner to keep the game alive, either in the form of redoing existing cards now or drip feeding new cards every week till the game is in a better state.

    submitted by /u/Plorp
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    How are my dead mother?

    Posted: 28 Dec 2018 01:13 PM PST

    Does using Loadstone Demolition heal the enemy tower if enemies have negative armor?

    Posted: 28 Dec 2018 12:24 PM PST

    I've had the opportunity to try this but have been too cowardly to find out? Any brave souls tried this yet?

    submitted by /u/mreverything1691
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    Send help please

    Posted: 28 Dec 2018 02:57 AM PST

    Why is there no reconnect option in tournaments? Im tilted out of this universe.

    Posted: 28 Dec 2018 02:55 PM PST

    Just played the WePlay Tourney and just got knocked out of it, because I had to restart my Game Client 2 times in a single Best of Three.

    The first game my internet just cut off for about 15 seconds. Thought it would be no biggie, I instantly reloaded the game, and wasnt even worried, because I was very far ahead anyway and missing an action or 2 wouldnt have mattered that much.

    I load into Artifact and my opp texts me and says he couldnt pause and he got the game win. Little tilted but ok.

    I win the next one.

    Then in literally the last turn of the game my client crashes and I had to reconnect again...

    You can guess what happened after that...

    How come a game with competitive tournaments wont let you reconnect if you disconnect for a few seconds?

    submitted by /u/asdfbecker
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    Call them please

    Posted: 28 Dec 2018 06:26 AM PST

    Is it OK to be just bad at drafting?

    Posted: 28 Dec 2018 09:11 AM PST

    So, this is a problem that has haunted me through every card game I've played. My mind works in a way that I just can't improvise or choose the "less bad" option easily. I've tried reading guides, taking notes and trying different styles with this format, and no success. Practicing seems useless as all the notes I take are torn up by some 4 color deck that did everything I woudn't and won with no effort.

    I find the concept of value to be very vague in Artifact. Sometimes is good to give up a hero or an entire lane, and sometimes the value of a play will only show up many turns later.

    Another issue is that I can't memorize all the 40 cards in my new draft deck and anticipate my plays accordingly, which leads to not understanding at all how the deck I've built should be played.

    On top of all this, I have the itch for super control and combos, and after the first 3 packs my mind goes crazy trying to figure out some nasty sinergy that never ends up happening. Also blue looks like the worst color in drafts.

    None of this happens in constructed. After I master a deck my wins go really high because I memorize the answers to more and more situations. When a constructed game starts and I see the initial state of the board, my line of thought looks much more solid than in a draft game. I don't feel at any disadvantage when playing against expensive top tier decks with my $2 pauper most of the times. But I haven't tried prized constructed yet so I don't know how the curve is gonna be.

    Maybe I just need to play more and at some point I will have some insight about draft? I don't know...

    tl;dr: Can I just forget about drafting and still "go infinite" in constructed?

    submitted by /u/jgfms
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    Draft rank 36 still making these mistakes. I played oath that turn...

    Posted: 28 Dec 2018 06:52 PM PST

    Draft - Your top 3 colors, heroes and items

    Posted: 28 Dec 2018 03:04 PM PST

    Hi!

    I've been searching for the best cards to go for in draft. I personally like red and black, but sometimes I just wanna go blue or green. What are your "always" picks? Do you go for a plan of heroes and colors right at the start, or figure it out on the way?

    /still a noob

    submitted by /u/LightsHS
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    The anti-fun core of Artifact: lessons from Odyssey and Mercadian Masques

    Posted: 28 Dec 2018 10:26 AM PST

    Artifact is losing players because doing the fun thing is usually wrong. Magic: the Gathering learned to stop doing this years ago.

    Mark Rosewater, lead designer of Magic: the Gathering, has a podcast named "Drive to Work". Every week, he talks about some part of Magic: design for the duration of his commute. "Lessons Learned: Part 2" has something that gets directly to the heart of the Artifact experience.

    Transcript -- http://dtwtranscripts.blogspot.com/2013/04/42613-episode-31-lessons-learned-part-ii.html

    Audio -- http://media.wizards.com/podcasts/magic/drivetowork31lessons2.mp3

    Magic: the Gathering made a few sets around things that the designers thought were strategic and interesting - and they were, and they were loved by serious tournament players - which required players to do something that was not immediately "fun" to win. In Odyssey (mentioned in the podcast) and Masques, that's "discarding your hand" - Odyssey had cards that played from the graveyard and others that became much more powerful with a large graveyard, and Masques had a major mechanical theme of creatures that required you to discard a card to use their ability. Both of these things created a lot of strategic tension and depth. They also weren't a lot of fun because players would much rather play their cards, not just discard them.

    Mark's insight here is that players will do what the game design tells them to do, and what wins the game, even if they're not having fun, but then they will stop playing your game forever.

    In Artifact, it is often correct not to kill heroes and not to save your own, especially in draft. A dead hero is a very powerful resource: mobile, flexible, and unpredictable, unlike a hero that has already been assigned to a lane and requires the investment of limited resources to reassign. A hero kill does net 5 gold, but it takes a very focused deck to make hero bounties genuinely better than the advantage of redeploying a hero, especially early on; killing a hero is worthwhile only when having a hero out of lane creates an opportunity for you (by letting your own units hit the tower, by preventing your opponent from playing cards, or both). If you don't have a way to immediately capitalize on the two-turn opportunity presented - or one-and-a-half turns, since the turn the hero dies often represents resources invested to get the kill - you probably lost ground by killing an enemy hero. I have a dramatically higher win rate against opponents who invest resources to kill my heroes when it doesn't matter than opponents who don't do this, even relative to opponents who waste resources in other ways.

    Unfortunately, deliberately letting your heroes die isn't very fun. It leads to turns where you just pass, waiting for your opponent to do stuff, because you can't act in a lane. Killing an enemy hero is satisfying - it's made to be, with the animations and the "you got money" sound effect - and the game is deceiving you because it is using this immediately rewarding experience to train you to do something ultimately self-destructive, like a slot machine that goes out of its way to make you feel excited about "winning" less than you spent to pull the handle.

    • The fun thing is wrong
    • The thing designed to be immediately rewarding will make you lose
    • Players who do the fun thing lose an awful lot
    • Artifact does not contain any hints about this unless you are already accustomed to thinking about windows of opportunity in TCGs

    Artifact's tutorial says little about the strategy of the game, and not killing or saving heroes is a core and counterintuitive part of the game. It's good for a game to have good strategies that are hard to find and harder to master, but it needs an on-ramp for players to discover these strategies.

    This is a hard problem for Artifact, because the thing that makes it great for strategy nerds like me - the tension between the obvious upsides and less-obvious but critical downsides of killing an enemy hero or saving your own - is exactly the thing that makes it anti-fun for new players, and I don't see an easy way to give Artifact a thriving, healthy player-base without doing something that affects the strategic depth of the game negatively.

    Artifact is the best hardcore strategy CCG out there, but that doesn't mean it will be able to survive or thrive if it can't attract an audience of casuals - a large population of less-attached players are important fish for the sharks, provide an audience for eSports events, provide the bulk of the money because they are a large population, etc.

    EDIT: /u/_Panda has a good comment exerpting from Mark Rosewater's GDC talk, "20 Years, 20 Lessons Learned" - the comment is at https://www.reddit.com/r/Artifact/comments/aacugm/the_antifun_core_of_artifact_lessons_from_odyssey/ecrxlqk, and the GDC talk is at https://www.youtube.com/watch?v=QHHg99hwQGY.

    submitted by /u/Kistaro
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    [Announcement] The last chance to register for Open Qualifications of WePlay Artifact MT: A tournament!

    Posted: 28 Dec 2018 02:52 AM PST

    Hi there!

    Guys, I want to inform you that today 28th of December going to be held Open Qualifications for the WePlay Artifact Mighty Triad: Agility tournament!

    You can join qualifiers by the link (Discord) to our discord channel! (For further questions on Discord contact @R8ddit)

    Open qualifications - 28th of December

    • Format: Single Elimination
    • Matches: Best of 3
    • Registered deck: 1
    • Type: constructed
    • !!! You can choose the most comfortable time/group for you, after that you can't change your group. You can qualify only in the one group and only in one bracket, otherwise you will be banned from the tournament !!!

    North and South America - 28th December - 20:00 EST (Eastern Standard Time)

    • 4 brackets x 128 participants
    • TOP-2 of each group advance to Main Tournament

    Europe and Africa - 28th December - 19:00 CET

    • 6 brackets x 128 participants
    • TOP-2 of each group advance to Main Tournament

    Asia, Middle East and Oceania(+Australia) - 28th December - 19:00 CST (China Standard Time)

    • 4 brackets x 128 participants
    • TOP-2 of each group advance to Main Tournament

    ________________________________________________________________________________________________________________________________

    All the info about Open and Closed qualifiers and how to join them you can find here (Reddit)!

    Info about the WePlay Artifact Mighty Triad: Agility tournament you can find here (Our Website)!

    submitted by /u/WePlay_esports
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