The 6th Weekly Stupid Questions Thread Posted: 01 Jan 2019 09:00 AM PST Ready the questions! Feel free to ask anything (no matter how seemingly moronic). When the first hit strikes wtih desolator, the hit stirkes as if the - armor debuff had already been placed? There's no desolator in this game yet. submitted by /u/VRCbot [link] [comments] |
/r/Artifact reacts to games released throughout history Posted: 01 Jan 2019 07:51 AM PST Go "DAE think games go on way too long?" "It's very unclear who is winning or losing most of the time" "I play games to relax and I can't relax when I play Go because each move requires so much concentration." Backgammon "Way too much fucking RNG! I have to roll every turn?!" "Dice rolls determine everything. There's no skill, just praying to RNGesus." (note: a top backgammon player will beat an intermediate player over 90% of the time) "MY OPPONENT JUST ROLLED DOUBLE SIXES TWICE IN A ROW. THIS IS UNACCEPTABLE VALVE AND NEEDS TO BE FIXED IMMEDIATELY OR THIS GAME WILL BE DEAD." "Just give each player two threes each turn so we don't have to rely on dice rolls and the game can actually be skilled-based" Poker "WTF? This game is pay to play? WHY IS VALVE SO GREEDY?!" "The problem with the free version of poker is that nobody takes the game seriously. Maybe Valve could put in longer queue timers?" "The face cards should be evenly balanced like in blackjack. It's bullshit that the King of Spades is way more powerful than the Jack of Diamonds." "Why do I have to stake money to play with the best?" Chess "I don't find Chess fun, which means that it's a bad game." "Most moves feel like you're just slowly grinding out a victory instead of making exciting decisions." "This game is not friendly to beginners." submitted by /u/ShotgunPaul [link] [comments] |
If You Can Click The Victory Button, Do It. Posted: 01 Jan 2019 06:56 PM PST |
So the Artificers Guild just shut down... Posted: 01 Jan 2019 06:17 AM PST Sad to see one of the best content creators for Artifact jump ship. The guild was one of the first channels i subbed to prior to Artifacts release and it was one of the best sources for pre release info and coverage for the game and then continued to provide news and guides for the game. Yet with only 6k subs i imagine it was hard to sustain the channel and with Artifact player numbers still in trouble that number was unlikely to go up anytime soon. Some people pursue Youtube as a career and it appears that Artifact isn't a game suited to generate a steady income for those people. Goodbye video if anyone is curious: https://www.youtube.com/watch?v=gV5JwFaZqIc submitted by /u/PlayerNameT [link] [comments] |
32 4wins+ Decklists from Prized Draft Posted: 01 Jan 2019 07:27 PM PST Over the past month, I've been playing Artifact for at least 250 hours(it's hard to tell exactly how much because I leave it on all the time), and I've only played Prized Draft the whole time. I'm good enough to go 'infinite', as in I can make back the entry fee and keep playing without spending more money than I make from selling cards, but just barely. I felt I got the hang of drafting after 10 perfect runs so I started keeping records of all my decks that went 4+ wins. I then realized that at 4 wins, any opponent I play also has 4 wins so I kept track of my opponents' decks as well. Here's some of my own drafting tips and all 32 decklists. Drafting Tips - Just pick for card quality without any care of matching colors for the first 2 packs. This game is very kind towards 'splashing' colors (adding a third or even fourth color for a few quality cards). I usually draft for value on the third pack as well.
- While not a golden rule, the default "good" lineup usually consists of 3 'fighters' and 2 'casters'. Casters are heroes with a weak stat line but very powerful sig cards and abilities, like Sniper, Tinker, Drow, Blue heroes, etc. Fighters are basically everyone else. A lot of people seem to hate on blue, but I think it's just because they lean too heavily on it. They have some of the best casters/cards, but you almost never want so many blue cards that you need 3 blue heroes to cast it. With 3 casters, you're taking a big gamble on ever getting your heroes to stick in order to cast anything, though sometimes it's worth it.
- First and second pack, if given choices of equal card value, lean towards Red>Blue>Green/Black. Not because that's the strongest color order, but because those are the best colors to splash in case the draft turns out that way.
- Stonehall Cloak and Blink Dagger are two extremely good items worth drafting over some of the best cards. Everything else is situational. If you're going to include an expensive card, only mix one, maaaybe two if you're black and have extra gold generation. Short Sword and Traveler's Cloak are better than most of the items out there due to its cheap cost.
Decklists 5-win https://www.playartifact.com/d/ADCJXoAcLkCFogIADhdQiLdAYQEDQYQSAoUGhMDJQEKQS8BBoEEAh8GBQstAQ__ Drow OP. I put extra priority on Rebel decoys to keep drow alive - https://www.playartifact.com/d/ADCJQoAI30tvAFSgwG4XYIj3QEDBkERDwgEH4MEBgUaAQo4ASYBAh8LBTIBAQE_
4 colors, 3 casters. Drow is just OP in draft. I got really lucky with 1st round deployment too, and only had Drow insta-die once. Sometimes all you need is a little luck. - https://www.playartifact.com/d/ADCJaEAIH2xuwFYBScBuF2CYt0BCwpFEUgCA2EBAwEkAQwZYQIGAigBJAEMAQgF
Another 4-color. Powerful hero line-up and powerful cards, pretty simple. I was pretty confident this would get 4 wins, but I didn't really expect 5-0. There was definitely some luck involved with actually having key cards like Annihilation in my hand when I really needed it. - https://www.playartifact.com/d/ADCJQMAJX05uwFAIQGDOF0Co90BiRAFTGsBKAFDARIdA1EaTIsCBAoeCg__
Early dominance followed by a hopeful Payday, then mid-game reach with Coup De Grace and Assassinate. Double Lycan gives a fast clock. Good deploy starts are auto-win and bad deploys aren't the end of the world. All backed up by a powerful item deck. - https://www.playartifact.com/d/ADCJW4AIH2xuwEcGU04XYIi3QGECwsMRAEOEEhMBQYZAgMGJQEvAQcEYQELMAE_
Two Mist of Avernus and Two Conflagration. The hero pool also fits nicely with cleave and creep summons. - https://www.playartifact.com/d/ADCJTkAI30jvAFtAYECOF0CIt0BRAcJBoJPTQIPIgEUBARBHg4rAQwfQgYQTQ__
I think I finally figured out how to play correctly with a lineup that has Dark Seer. His ability to freely move units around every couple of turns is broken if done right. Also, Timbersaw/Ursa with Empower had some good synergy going. Timbersaw's Sig card kept coming in at a great time. I had some lucky deploys which can go a long way for a red deck. - https://www.playartifact.com/d/ADCJVgAqH0lvAESAEt4XUIk3QFIxgQMmAECGgQECggBFgQGDgsbBSIBTyEB
I opened Sorla Khan first pack with no other good cards, so I picked her and hard leaned on black aggro. I had a difficult choice 3rd round 1st pack with Bristleback, Conflagration, Mist of Avernus, Blink Dagger. I was already locked in on at least splashing blue and red, and while I had no notable green cards it is Mist of Avernus. I decided to go with Conflagration and Blink Dagger, because I know how much Sorla Khan and black aggro in general loves blink dagger. It paid off because I found Phantom Assassin in the same round, and Blink Dagger won the day in two of my games. Easy 5-0, where 4 of the games weren't even close. 4-win https://www.playartifact.com/d/ADCJYUAYH0DAiK8AaoBuF2CJt0BEAcQCOYBBAQGBwMLFQcdNAECRAQjAUQUBQw_ 4-color. Red is just to have a low maintenance hero. This deck lacks a solid win condition other than a single Emissary of the Quorum, so it needs to at least win one lane without much effort and sneak its way into a win on another lane. - https://www.playartifact.com/d/ADCJUgAIH2ILLwBUQG6XSbdAQsGBQIHCAgEZwEWSwQPDQg3AQ0ECQ4PAgUICwwLCQ__
Very dedicated "Swarm" deck, sven is great to cleave out the way with low maintenance. - https://www.playartifact.com/d/ADCJbkAI32pvAEnAUADel0m3QEHCAKFQg5BCC8BXwIJAQcdLgEECAILCgQGFgIL
Empowered Ursa is nutty. Keenfolk Golem was a mistake when the deck has 3 Thunderhides. Lost to a very well-timed Intimidation at 4-1. - https://www.playartifact.com/d/ADCJd8AJX06vAFGjAR6XSLdAQIIEVgCJAELBAQMB0ILCBILLQERByABASQBSwiBBg__
Lost by 1 damage at 4-1 being unable to race the tower down. Still shows the power of blue though. Their ability to impact other lanes by dropping barracks and Zeus Ult effectively allows you to keep committing 100% of your hero force without using a TP scroll. - https://www.playartifact.com/d/ADCJewAI30FOrsBoAFDeF1CLN0BRgVHAhUCZAEPBFUFGwV4AQgWBBfFBCoBCQ__
3-caster, and 1 of my "fighters" is bloodseeker. I'm still not sure if the newly buffed bloodseeker is better than Debbi the Cunning or not. Unsurprisingly, my losses came from not being able to hold on long enough and getting beat down by aggressive black decks, along with not being able to play my blue cards when I want to due to my heroes being dead. - https://www.playartifact.com/d/ADCJXoAqH02uwEICGMBel0m3QEHBA9VKgELV0JlAQ4sAccEBAINEAUDCgogAQEIAQ__
New Timbersaw is pretty good. The -armor synergizes well with Zeus ult also. I'll definitely choose Timbersaw over Keefe the Bold now. - https://www.playartifact.com/d/ADCJUgAYH0Fgze8AQl4XQJm3QEGBhsJAQUVBwMFBQUEDAkBBBsFDjMBGY8IGAwT
Rather underwhelming draft that managed to almost get 5 wins. Having dedicated stallers in Green along with Black offense allows for some wars of attrition. Unsupervised Artillery was MVP. - https://www.playartifact.com/d/ADCJW4AIH2xuwENAmUBul0m3QFWUQ4BAwETywSlASQBCwEtAXEBSBgMC0kB
"Swarm" deck that loves to go wide with tons of stall. Takes a lot for the opponent to break through while I win the other lanes somehow. The amount of creeps I pump out allows me to forcefully put out Savage Wolf to start growing him. For having 4 Selemene's Favors, I never really had a good ramp and topdecking it later in the game never feels good. - https://www.playartifact.com/d/ADCJf0AJX0AbLsBH4t6XWTdAQdBBQsbBQQYQwoFWUsBGQ4yAhEFDhEIBEcC
Misplayed pretty badly to miss going 5 wins with this deck. Not the strongest lineup, but Drow OP. 5-win Opponent - https://www.playartifact.com/d/ADCJfgAZX2DNrsBAycBuF2CI90BQwUBRgoFBAgJVSsBEBsSLgFMbAEYGEgN
Showed the power of mixing blue, even for just 2 dimentional portals, one At All Costs, and 2 Cunning Plans. - https://www.playartifact.com/d/ADCJUsAI307uwFCogEIuF1CJt0BRggCAQVQSQQSFBBbFxESQyYBCwYGCgoZ
Definitely has the same ideas that I do for drafting. Showcases how you can't go wrong with drafting red because Keefe the Bold is just fine to splash red with, and then having a powerful caster at Sniper in the back. - https://www.playartifact.com/d/ADCJf4AZX2DLrsBGCgBeF0CK90BAQtHAggNAgIGARsPAxMFUA8DjDsBAw0WAgdBDisB
Powerful heroes. Luna-Ursa-Bristleback is a pretty tough catch-all to play against. Normally I'd want to ignore armor and focus on health to counter Eclipse due to its pierce damage, but Ursa passive and Bristleback Goo puts my heroes into negative armor, forcing me to buy armor just so I don't get hit for 5+ damage each beam...which gives me less time to buy health items. Also, Messenger Rookery/Battlefield Control for Ursa/Bristleback rocked my world early. - https://www.playartifact.com/d/ADCJb4ApX09uwEFXw94XW7dAQZMDkkBQUMeQyUBCEYKBRUVcQEEAiYBJgEGBw__
Serious oppression with the all-beatdown hero lineup, though it came down to arrows a lot of the time. Sven rounded things up nicely by giving some wide control with Cleave, otherwise this deck would lose to any deck focused on creeps. - https://www.playartifact.com/d/ADCJUwAIH1qvAEElhK4XQFBJt0BBwRLAg7JBAUkAQYSFAIVIQIDAgYPUCUBGBY_
I really don't know what purpose Rix serves in this deck. I suppose it can saddle onto Time of Triumph more reliably...? I dunno, but I do know that Farvhan would have been much better in our match since Rix died twice in two turns and then I ignored him for the rest of the game. - https://www.playartifact.com/d/ADCJTAAIH2pvAEEElW4XQJk3QFCRhACD0gEAQEWCgQPARQkAUsEEWYBGwkHBww_
Some serious power level on these cards. Just beat me down all over the place without even using a Coup De Grace. - https://www.playartifact.com/d/ADCJXYApX0-uwEDAG4Bel0q3QEDBQwXQQEDHQFDE1UHSBUMNQFQCowKDCEBCw__
Dude Paydayed at 38 gold...yea. - https://www.playartifact.com/d/ADCJREAPrgCigJqAQF4XQIl3QEBBAMPiYcJBQJ6AUoDCWYBMAFNBBuGEEJLGA__
Loaded with minions that goes out of control if left alone. I misplayed this game pretty badly, and one mistake can cost everything against this kind of deck. 4-win Opponent https://www.playartifact.com/d/ADCJU0AIH2hvAEFB1i4XSjdAQ4DBUJHCMgEKQECBQUaDAZcAToBAgMUCAsKLwE_ This deck can ferry over a strong creep with primal roar to a chen lane to take over which did happen in my game. This deck doesn't have any low-maintenance heroes, however. I would switch out (pre-buff)Timbersaw with Keefe the Bold. - https://www.playartifact.com/d/ADCJYwAIH1AL7wBhxS4XUIm3QEFBwoFBAgPAxwDASQBCRwKUgNxAQkBAgQRJAELCA__
Wrath of Gold is a pretty bad card to begin with, and it's even worse for this deck when the only blue hero is Kanna. That's as anti-synergy as it can get, since Kanna will pull in all of your melee creeps into her lane with her passive. I would also personally have Kanna in the 4th slot with Lich in her place. I want to make sure I'm committing Kanna to the correct lane, and preferably the left lane. - https://www.playartifact.com/d/ADCJSoAI307uwFkAYAGOF0o3QFGEEJDBhAZAQYEAw8JCggCBgYHBBIRAzMBAioBAiIBBg__
Having no ability to go wide really hurts this deck, though I probably wouldn't build it any other way either. I agree with the red splash even though the red cards are mediocre, and double sniper can provide some serious control. - https://www.playartifact.com/d/ADCJSoAJX2ovAEBSCABOF0CJN0BCAEFDA4KQQMdAQNJHEsCAwUTChIDGwYKTBYEDA__
Just like Ursa-Bristleback-Luna, the Ursa-Bristleback-Lich lineup is hard to go up against with -armor and multi-hit chainfrost. However...I won 2 lanes on turn 5 and the opponent surrendered. Maybe he had to go, maybe he thought I already won, but I never give up that early in draft. I've come back from impossible situations numerous times, it's not uncommon that the opponent has no plays for 2 turns. I also don't agree at all with the item pool. Fur-lined Mantle is way too often worse than Traveler's Cloak, and there's no reason to have 10 items either. - https://www.playartifact.com/d/ADCJVcAJX1rvAGVBgh4XQJm3QFGRg8GUBoOGwsDAwURES4BAYwLIAEBBRNhAQ__
Drow OP. I don't think Necrophos has a real place in this deck. Drow really needs a foothold to stick around, and I kept killing her over and over because all of his other heroes kept dying too. I would have gone with Debbi the Cunning instead, or perhaps even splash red. - https://www.playartifact.com/d/ADCJTMAoH0DKbwBQRO4XQFBJd0BEgZBD0gFAmIBBiEBBAZyAhsIEA9BAgsmAQg_
I'm rather torn on if I'd include Pugna/Viper or go with Double Keefe/Double Farvhan in this deck. While I think Both Keefe and Farvhan are better heroes overall, having two copies of either of those heroes have led to bad results due to their signature cards and being flooded by them(especially Keefe). On the other hand, both Pugna's and Viper's sig cards are pretty terrible too. I'm rather surprised this got to 4 wins with such a weak hero lineup. The rest of the cards are great but they aren't amazing. - https://www.playartifact.com/d/ADCJeYAIH0ANrsBWo54XT7dAQUEG14HBUwECQgCCAwCE3MBGwEBUwQBDUYgAQc_
Outworld Devourer is just a terrible hero overall, although I can see where the logic is. Both Luna and Drow Ranger just needs to stay alive as long as possible, and Astral Imprisonment can make that happen. I would still use Ja'muy instead though, since Battlefield Control is usually better at that anyways and it only costs 1 mana. I'd also really look to splash red if I can, since having 3 green heroes does nothing for this deck and 20 blue cards is too much to go around for only 2 heroes. submitted by /u/RNorth2 [link] [comments] |
Does he have it? A guide to playing around high impact cards in Artifact, Part 1 Posted: 01 Jan 2019 08:44 AM PST Hi all - just experimenting with some longer form Artifact content, and since playing around cards is something I see my opponents openly blunder on constantly, I figured I'd share the table I use to reference how likely my opponent is to have a certain card. Let's start with the most common scenario in Artifact - playing around an impactful "3-of". In Draft with unknown deck lists these basically come down to hero cards, but in constructed where many decks play a 3-of of their most important spells as well. I'll also point to a few important cards that people play as less than a 3 of in constructed (like Time of Triumph) at the end as well. Figuring out what to actually DO to play around certain things is going to be more art that science, of course, which is part of what makes artifact such a beautiful game. Sometimes you'll sacrifice a lot to keep initiative in the first lane at the beginning of turn 4 to play around a potential Coup, and sometimes you let your opponent keep initiative to blow his Coup because you have two blue heroes there anyway. Your opponent's behavior will also move these numbers around as well. An opponent that is investing a lot of resources into a lane where they could get a profitable Annihilation is unlikely to have it, even if the math assigns whatever % to it. You get the idea. The first step, of course, is going to be to simply know what the percentages are in the first place. So let's get to it. All of the following information assumes that your opponent hasn't drawn any additional cards. If your opponent has drawn 2 cards (using foresight, or DR, or multiple potions), you can of course just use the %s from the previous turn. If there is a lot of demand for it I can quickly run the numbers for when your opponent does a single card draw from a potion or J'muy. TL:DR Table for future reference, assuming your opp has 3 copies of a card: Turn 1, 3 mana: 33.7% Turn 2, 4 mana: 44.7% Turn 3, 5 mana: 54.5% Turn 4, 6 mana: 63% Turn 5, 7 mana: 70.3% Turn 6, 8 mana: 76.7% The longer table, that also shows which heroes and spells come on line during that turn (so you can control-F if you're in the middle of a game and need a quick reference). Turn 1, 3 mana, and a 5 card opening hand. Interactive hero spells that cost 3 or less: No Accident (Debbi), Duel (Legion Commander), Ignite (Ogre Magi), Whirling Blades (Timbersaw), Battlefield Control (J'Muy), Double Edge (Centaur Warrunner), Aphotic Shield (Abaddon), Viper Strike (Viper), Kraken Shell (Tide Hunter), Frostbite (Crystal Maiden) Likelihood that one of these spells is in your opponent's opening hand: 33.7% Likelihood that one of these spells is in his hand if he has 2 of a hero (common with Debbi in draft): 57.7% Turn 2, 4 mana. Common interactive spells: Gust (Drow Ranger), Allseeing One's Favor (Omniknight), Vis54cous Nasal Goo (Bristleback), Enrage (Ursa), Empower (Magnus), Blood Rage (Blood Seeker) Likelihood that one of these spells is in your opponent's hand: 44.7% Turn 3, 5 mana. Common interactive spells: March of the Machines (Tinker), Fighting Instinct (Keefe), Verdant Refuge (Enchantress) Likelihood that one of these spells is in your opponent's hand: 54.5% Turn 4, 6 mana. Common interactive spells: Berserker's Call (Axe), Coup (Phantom Assassin), Eclipse (Luna), Mystic Flare (Skywrath Mage), Winter's Curse (Winter Wyvern), God's Strength (Sven) Likelihood that one of these spells is in your opponent's hand: 63% Turn 5, 7 mana. Common interactive spells: Assassinate (Sniper), Thundergod's Wrath (Zeus), Primal Roar (Beastmaster), Hand of God (Chen), Echo Slam (Earth Shaker), Chain frost (Lich) Likelihood that one of these spells is in your opponent's hand: 70.3% Turn 6, 8 mana (for constructed): Common big plays and interactive spells: Time of Triumph, Emissary of the Quorum Chances of your opponent drawing these as a one of: 37.5% Chances of your opponent drawing these as a two of: 61.5% Chances of your opponent drawing these as a three of: 76.7% Turn 7, 9 mana (for constructed) Common big plays: Incarnation of Selemene Chances of your opponent drawing these as a one of: 42.5% Chances of your opponent drawing these as a two of: 67.6% Chances of your opponent drawing these as a three of: 82.1% submitted by /u/DFSRJames [link] [comments] |
My Thoughts After 50 Gauntlets Posted: 01 Jan 2019 08:44 PM PST | Below is my journey in gauntlet mode so far: Gauntlet Wins X axis shows which mode I was playing (11 = casual phantom, 8 = Prize Phantom, 9 = Prize Keeper). The orange line is the average wins in my last 5 gauntlets. The Y axis is number of wins. I have a 66.67% winrate overall with 75% winrate in Keeper draft. (Here is the guide to get your winrate: https://www.reddit.com/r/Artifact/comments/a76w08/track_your_artifact_stats/) I started with some casual phantoms until I was comfortable enough to switch to Expert. I had a bit of a rough start with 5 busts in a row from gauntlet 13-17. After that I started rolling in perfect runs with 10 total from gauntlets 18-35. Had another dry spell, but after I won some more packs I decided to switch to Keeper where I am currently on a 3-perfect run streak. Here are my heroes for my last 17 runs: Last 17 Gauntlet Runs Green was my most successful color, mostly due to the strength and abundance of thunderhide pack. My most successful hero was legion commander who went 15-1 in this stretch. My least successful color was blue, represented in 3 of 4 0-2 runs. Through 50 gauntlets I have yet to draft a single Drow. Some thoughts/tips: These are all pretty basic, but if you need help hopefully they can assist you. Drafting: In my first 18 runs my philosophy was basically to pick the best card available and try to make a deck out of what I got. I played a lot of tri-color decks, usually black/green with a splash of red. This strategy is definitely not optimal. Since then I've changed my draft strategy to this: - Choose the highest winrate card on artibuff for the first 2 packs, prioritizing colors that are not blue unless you get an early annihilation. Don't take a blue hero early unless it's luna (maybe earthshaker). Here is the page I use: https://www.artibuff.com/stats/mains?mode=draft Be sure to sort by winrate. (this page hasn't updated since jasper daggers got buffed so keep that in mind. Jasper daggers is one of the best weapons now.)
- Don't worry about your curve at all until about pack 4. only exception is don't take too many high cards (more than 3-4 per color that cost 8+)
- Try to take plenty of creeps, especially creeps that trade well with melee creeps. I almost never pass up an Oglodi or Selfish cleric for example. Spells that spawn creeps are very strong (defensive bloom, dimensional portal, spring the trap)
- Don't worry about items too much in the first couple packs. If there is a stonehall cloak available and no other good cards you can take it, but other than that try to focus on maindeck. (jasper daggers, revtel signet ring, blink dagger, demagicking maul are other items I consider in early packs)
- In the middle of pack 3 cut the weakest color out of your drafting process and draft the highest rated cards in the remaining 3 colors
- Before you draft any cards in pack 4 look at what you have and make a tentative deck. Think about what you're missing and hone your draft to fill the gaps. Generally I try to narrow down the deck to a two color at this point, with the option to splash. Try to think about what your deck's win condition is. Some examples of strong draft themes:
- Wide boards that get buffed with mist of avernus or disciple of nevermore (green/black)
- Beefy hero lists that win in early game and snowball with items (red/black)
- Big boi creeps that spiral out of control on their own and get kept alive with rumesque (green/red)
- Control lists that lock down late game with powerful board clears like Eclipse, Thundergod's wrath, Annihilation, and echoslam.
Deckbuilding: - If you're going to splash a color, it's best if you have cards that can be played across lanes. The worst cards to splash are cards that require very specific conditions. For example: "Sucker Punch: Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit" is one of the worst cards to have in a splashed red deck because it requires your one red hero to be across from a unit worth stunning. Keefe is a pretty bad splash choice since his signature card only works on himself. Some cards are so strong that it doesn't matter how situational they are. Legion commander is a great splash even though she can only use duel herself, Beastmaster is a good splash even though primal roar has very specific conditions. Sniper and sorla are very good splash considerations because of their versatile signature cards.
- Debbi and Farhvan are not the worst black and green heroes. Don't pass them up just because you have a different hero drafted. Farhvan is especially good if you have lots of cards that buff creeps or are good on wide boards (mist of avernus, disciple of nevermore). I'll generally take debbi over lion, necro, or storm (unless I get something that pairs well with necro like Ogre+conflagration). I never take rix or viper and abaddon is a toss up with farhvan depending on the situation.
- Don't take more than 40 cards in draft or more than 9 items. any card you take over 40 is diluting your deck.
- At least half of your item deck should cost 3-6 gold. You should not have more than 2-3 items over 9 gold. Unless you're running black with payday/goldmine, or blue with annihilation, I wouldnt take any items over 12 cost, even vesture or horn. Don't sleep on leather armor if you don't have other armor increasing items or abilities.
Gameplay: - The most important decision in draft is deciding where to put your heroes. General rules:
- Try to keep your same-colored heroes in different lanes
- Don't put heroes in a lane where they have a very bad matchup in the only open slot (like feeding a bristleback)
- Don't put multiple heroes in a lane your opponent has no heroes in
- Don't give up on any lanes until turn 3 (then definitely give up on a lane, but try to slow them down as much as possible even after you ditch)
- Keep in mind what your opponent's signature cards are and play around them. You won't have a clue if your opponent has rare cards like annihilation or time of triumph, but you can be pretty confident they'll draw several of each signature card before the end of the game. you can double click the opponents heroes to look at the signature cards.
- Save your items for moments when they make a difference. Putting 2 extra damage on a tower is nice, but it's usually better to save something like jasper daggers for when you can get the bonus effect. (do throw your shortswords on heroes to push tower damage though). Use health items on heroes to keep them out of range of spells like no accident, thundergods, etc.
- Don't kill heroes in the left or middle lane from the right lane after they've already gone this round. You're basically putting them on the bench for 1 round instead of two, and letting them come back into whatever lane they want for free. This is never worth the 5 gold unless it secures you the lane/win. Try to kill heroes before they get to play any cards (like using assassinate to kill a hero in the middle lane from the left lane). This makes the left lane more important to control than the middle or right lanes.
- Buy TP scrolls whenever you can. Use them to ensure your heroes come down in the lane you want on the turn you want (green heroes coming down turn 8 to drop thunderhide pack). Don't use them just to deny a kill if it doesn't give you any other advantage, especially if you're blocking a significant amount of tower damage.
- The object is to kill the tower. Don't lose sight of that. Dropping a 4 attack creep on turn 1 can push a lot of damage by turn 3 or 4.
I know these thoughts were all a bit scattered, but I just wanted to share my experience. I have really been enjoying this game, although I have no clue how people have the stamina to grind to level 70+ already. Hope this all can help someone get a little better. -Brett submitted by /u/brettpkelly [link] [comments] | |
My opponent just killed his hero with a horn of the alpha. Posted: 01 Jan 2019 08:46 AM PST I was confused af. He gave the horn to his 4hp debbi, which had en stonehall cloak with +8. Was funny when i realised what happened, he surrendered. submitted by /u/solow89 [link] [comments] |
Do you really like Artifact? Posted: 01 Jan 2019 06:10 PM PST So, people here complain about a lot of things. GAme length, economic model, too few ways to grind cards, the fact that you can grind cards, no balance changes, balance changes and false advertising. People claim that they complain because the like the game and they want it to succeed. But is that really true? I understand having problems with the economic model and the balance, this things are not part of the design of the game (and if they are or even influenced it then valve made a huge mistake) but the problem comes when people complain about the two things that define the game: arrows and deployment. The reason this is a problem is that it actually means that you don't like the game and should probably be playing something else. And I say this because that's what the whole game is about; measuring probability, planning around it and making a choice out of it. If you have problems with the arrows it means that you don't like planning around them and having to optimize for all the possible situations. Something similar happens with deployments. Losing 2 or even 3 heroes isn't that devastating because they will come back and you will choose how to prepare for the next rounds. But people don't like losing heroes and feeding gold. Players just don't like the mechanics of the game, which means that they don't like the game. I think it's time for everyone to think if you really like the game and why you like it. Maybe you like the fact that it is about the DOTA lore, that it was made by valve or that it was design by Richard Garfield. But those are reasons to try the game at most. So I recommend everyone to think about it and asks themselves if they really like the game. And in case the answer is no, then just let it be and go play something you truly enjoy. Maybe Artifact was a failure, simply because players don't like this kind of gameplay, and that's fine. At least it will be a lesson for future developments of what people don't want in a videogame. submitted by /u/Raginin [link] [comments] |
Budget Black Green Payday ($5-$10) Posted: 01 Jan 2019 01:37 PM PST |
"Nobody wants to make Artifact content anymore" (sorted by hot) Posted: 01 Jan 2019 06:02 PM PST |
So a hero card dropped on lane like this, presumably not blocking any creeps (not like it mattered but still). Posted: 01 Jan 2019 02:16 PM PST |
When They Really Really Don't Want To Splash Posted: 01 Jan 2019 08:40 PM PST |
TI winner predictions Posted: 01 Jan 2019 05:57 PM PST |
Let's make a leaderboard! (submit your constructed/draft rank here) Posted: 01 Jan 2019 02:21 PM PST We all know there's no leaderboard yet, so why not make one ourselves? Submit a screenshot of your rank and specify if it's constructed or draft. I'll keep a leaderboard going on this thread of the top 10 of each. Maybe once a week I'll post a new one if the mods permit it, or they could sticky it. If your rank is absurdly high, I may ask to verify it in game before I add it. I understand we may not get the highest ranked players to submit, but we can get a general idea of where people are at if enough of us participate. CONSTRUCTED LEADERBOARD 1) 2) 3) 4) 5) 6) /u/TinMan354 - 71 7) /u/aboxcar - 70 8) /u/GreyhoundDota - 67 9) /u/chloroken - 66 10) /u/aaaajamie - 59 DRAFT LEADERBOARD 1) 2) 3) 4) 5) 6) /u/Everlastinglol - 52 7) /u/Moose_o - 52 8) /u/whatthefuckistime - 33 9) /u/szymek655 - 19 10) /u/Eukaryotic7 - 4 EDIT: Please post screenshots of any rank higher than 60 in constructed or 10 in draft. Thanks. submitted by /u/chloroken [link] [comments] |
Took a break from constructed after facing so much mono blue, thought i'd play some draft, this is my first match up. Posted: 01 Jan 2019 02:04 PM PST |
Honest self-reflection on artifact Posted: 01 Jan 2019 05:05 AM PST I've probably put close to 100 hours into artifact. While I enjoy the game, I can honestly say I don't enjoy it as much as I wish I did. I spent some time the last few days playing through the game and thinking about why that fact for me is, and it honestly boils down to one thing for me: Each game is entirely too long. I'm not a professional game designer, so i am not going to speculate as to why (although the constant use of annihilation, and the rng attack directions certainly play a role). But I can say I've been playing less because games take so long. Why is the game length so important? Because long game times break the "I'll just do one more" loop. This is only exacerbated by the fact that the game has a lot going on - which I think is good, but heightened due to the length of time you have to be focused for a particular game. Just as an anecdote around this. The last few times I've played, I played about 2 games. Both of which were medium length games. After the second game, I had time to do a second, but I honestly didn't feel like making the time commitment into a 3rd, lengthy game. While I love a hard earned win as much as the next person, game lengths are getting shorter (thanks mobile) not longer. In both instances, I stopped after 2 games and hopped onto MTGA and got sucked into it for the rest of the night. Not because I enjoy MTGA more, but because I can experiment and run through more games (because they're shorter - which also helps from the quick break standpoint). I share all this hoping that it maybe provides some additional info for valve so they can make the necessary adjustments to really make artifact not just a well designed game, but an exceptionally fun game. submitted by /u/pyrogunx [link] [comments] |
What are your reasonable expectation for the next patch? Posted: 01 Jan 2019 08:24 AM PST Make me able to turn off the forced camera movement Tournament timer for prized play Add more reward for the leveling progress (icons, more way to earn xp etc.) Slight nerf for blue (sanctum costs 1 more mana or something small like that) at the same time I'd like a second buff on OD, he is really close to be a viable hero. give him a chance valve submitted by /u/NeilaTheSecond [link] [comments] |
Suggestion: Give the option to Unlock Deck Restrictions on Social Play, so you can play/test Draft Decks with your buddies. Posted: 01 Jan 2019 02:27 PM PST If we want to make the "kitchen table" experience true we need to have more flexibility at the time of playing on the Social Tab. Playing "ilegal" decks or drafted decks is one of the options that is not avaliable on the Social Tab. That way the "Drafting with friends" is kinda solved since you could draft a deck (either in keeper draft or phantom draft) and test it with your friends. Also allowing to make ilegal decks from your owned cards will add more value to repeated cards. Imagine that someone has 5 sven, so he can ask a friend to play a match with only svens. Overall more flexibility on non-queue or non-matchmaking modes would make a better experiance of the game overall. Another suggestion. If trading directly between friends is not something valve wanna do let us share cards to create decks betwen collections of group of friends. submitted by /u/TanKer-Cosme [link] [comments] |
It turns out... four was not enough! Posted: 01 Jan 2019 02:28 PM PST |
Best and worst signatures Posted: 01 Jan 2019 02:21 PM PST There are quite a handful of heroes I personally can't play because they litter my deck with bad signature cards, but there are also heroes I pick simply because their signature is so strong. This is in disjunction of the actual bodies attached to them, I'm purely thinking in potential use of the cards they add to the deck. I'll ignore the basic heroes for they're obviously bad. If anyone objects please enlighten me as I'm always eager to learn. Excellent signature cards: - Legion commander's Duel - very powerful in literally any deck that runs 2 or more Red heroes
- Ogre magi's Ignite - solid card in every deck with only a single blue hero. Pretty much always useful
- Storm spirit's Ball Lightning - very powerful card on a hero that's quite difficult to make work. Ultra version of WW passive
- Tinker's March of Machines - this card never feels useless. It's quite pricey at 5 mana and 3 charges, but I'd happily play this card for the 6 tower damage over conflagration any day of the week
- Luna's Eclipse - the promise of value is so big with this card it's almost a win condition on it's own. It's part of the reason nobody can stand against blue in the later rounds
In the, what would be, "good/usable" section there'd be too many cards because not all of them feel quite peculiarly useful or the opposite, so I'll just go on with what I consider the annoying/bad signature cards to draw. Poor signature cards: - Winter Wyvern's Winter's Curse - this card is too awkward for 6 mana. Coup de Grace is very expensive to cast but it's at least consistent. WC only rarely actually does what you want it to do
- Dark Seer's Ion Shell - this card just feels bad across the board. The 2 additional damage card for 3 mana both green and red sport sees hardly any play - let alone a signature card that adds 3 retaliate for 4 mana. Seeing retaliate suffers double the backlash from armor, doesn't work against towers and doesn't work if the opponent doesn't damage you it's just flat out bad
- Viper's Viper strike - this card is so bad it's almost a meme at this point. It's 0 value at the time it's played, can be cleansed by teleporting or dying and just doesn't deal any respectable damage. Even a Crystal maiden with her weenie healthpool would survive 3 turns of Viper strike. You'd be far more likely to die if you'd get stung by a bee
- Chen's Hand of God - this card I don't really understand. It's effect is very powerful, if not situational, but it's incredibly expensive and awkward. I almost never find any good use for it and if I play Chen it's for his active
- Beast Master's Primal Roar - this one is definitely one people are going to disagree with me on, but I despise this card. It's awkward, very expensive and promises you that the red hero using it will be blocked either way
Your thoughts? submitted by /u/Gloriouspieps [link] [comments] |
2431 damage to tower (Expert Gaunlet) Posted: 01 Jan 2019 12:56 AM PST |
What is your strategy for when and how to abandon a lane? Posted: 01 Jan 2019 08:34 AM PST Sometimes I feel I let a lane go too early to focus on the other two, and sometimes I feel like I'm waisting resources maintains a presence where I should concede. How do you find the balance? submitted by /u/midnighteggs33 [link] [comments] |
What if, all game modes have tournament timer? Posted: 01 Jan 2019 07:55 AM PST ranked/prize/expert = tournament timer. casual/calltoarms = 30HP + tournament timer. I think the timer on tournaments are just way better than the normal game modes. It's just faster and exhilarating. Maybe reducing the HP (or even increasing starting mana) of towers might benefit casuals for quick and short game plays. AFAIK, Valve wants to mimic the typical normal game into pro games. Like how in Dota 2, coaches are not allowed in the booth cause it will become like a 6v6 rather than typical 5v5 pub. Also in dota 2, you can use different sort of bugs in pro games just like in pub games as long as it's in the game and not patched yet. In CSGO afaik, they also limit the coach's ability to communicate, making pro game more similar to a normal pub game. But in Artifact, regular game mode timer and tournament timer is not the same and I think there's a huge difference between those two. submitted by /u/beezlepleb [link] [comments] |
What they gave us is a quest system, not a progression system Posted: 01 Jan 2019 01:53 PM PST "Win 3 games a week to get 2 card packs every two weeks." Rest of the "XP gain" is nonexistent. I played for 30 hours and didn't even get the 10 card packs I would have gotten for the $20. submitted by /u/shnndr [link] [comments] |
My Top 5 Artifact Features Wishlist For 2019 Posted: 01 Jan 2019 07:29 PM PST - Developer API: So sites can be built that sync your steam account and publish tons of data on your personal performance as well as the macro level performance of all cards and players in the game.
- Interactive Profile: You can click on your profile or anyone else's profile in the game and see their accomplishments, stats, match history, etc. You can customize your in game profile to display badges/ranks/levels earned, etc.
- Live Chat/Social: In client chatrooms/lobbies where you can interact with the public playerbase as well as in game chat where you can directly send text messages to your opponent
- A real MMR ladder for constructed and phantom draft modes
- Spectate Live Games: A 'watch' tab in game that you can click and get a list of all the games being played live with highest MMR games at the top that you can join and spectate.
- Bonus: A "practice mode" where you can set up game scenarios and then use any card/item you want to see how it works/interacts on the board. With 300+ cards, nobody has time to practice with all of them in game. Being able to practice with these cards to see how the skills work would really help to prevent yourself from making idiotic mistakes in game.
submitted by /u/mantimania [link] [comments] |
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