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    Friday, March 1, 2019

    Artifact - Weekend Item Discussion - Shiva's Guard

    Artifact - Weekend Item Discussion - Shiva's Guard

    Link to Artifact - The Dota Card Game

    Weekend Item Discussion - Shiva's Guard

    Posted: 01 Mar 2019 02:02 PM PST

    Shiva's Guard

    Type: Armor

    Cost: 16 Gold

    Rarity: Rare

    Illustrator: Magali Villeneuve

    Summary: Equipped hero has +2 Armor. [A, CD=2]: Modify a unit and it's allied neighbors with -2 Attack.

    Lore: If the Seraphim Shield is a hammer, Shiva's Guard is a scalpel — and when wielded properly can hobble the mightiest of armies. — Jolixia, The Card Faun

    • What decks/cards (spells/improvements/heroes/creeps) synergize well with Shiva's Guard?

    • What format (constructed vs. draft) does Shiva's Guard do well in?

    • What kind of experiences have you had with Shiva's Guard?

    • What changes would you make (if any) to Shiva's Guard?

    submitted by /u/B3HShady
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    @Valve At this point, can the remaining player base be beta testers for new updates?

    Posted: 01 Mar 2019 01:05 PM PST

    Can the remaining player base just be beta testers for any updates Valve is working on?

    If something is broken shrug it will get fixed eventually... I think I'd rather play something in progress and maybe get some more people playing. I think it would really help try to build up a player base again.

    submitted by /u/Vaxkiller
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    Stalking

    Posted: 01 Mar 2019 07:59 AM PST

    Brainscans.net 2019 League Finals are going live in 5 minutes from this post.

    Posted: 01 Mar 2019 04:03 PM PST

    Http://twitch.tv/brainscans

    It's been a pleasure running this league. I've had a blast hosting tournaments within the Artifact community. I want to personally thank every single one of you who participated in our events. You guys are the ones who have kept this scene going, not the organizers or the developers. I love you guys. See you soon ❤️

    edit: We have announced that we will be hosting a Season 2 of our league, with a $300 prize pool. Join us on Thursdays at 6pm EST! https://twitter.com/brainscans_net/status/1101689491197177857

    submitted by /u/garesnap
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    After posting my deck idea here, I played against my own deck several times, turns out someone wrote an article about it :p

    Posted: 01 Mar 2019 11:39 AM PST

    INSANE value from a turn 1 Diabolic Revelation!

    Posted: 01 Mar 2019 12:08 PM PST

    Response to Haters!

    Posted: 01 Mar 2019 06:23 PM PST

    shoutout to the mods for personally meme flairing all the posts

    Posted: 01 Mar 2019 07:38 PM PST

    Although I guess it's a lot easier when there's like 6 posts a day.

    submitted by /u/winalltodie
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    Will Artifact damage Valve’s reputation?

    Posted: 01 Mar 2019 04:50 PM PST

    Before launch, so many players hyped for it. And then when it flopped, Valve went to silence, which is very frustrating to many pro players. Imagine if Valve release another game before he revive Artifact, will Valve's new title get that much attention any more? Or at least, will pro players need to think about it before they commit to Valve's game?

    submitted by /u/wjwdehao
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    A person who left its hope and dream in the patch waiting room, please come and take it back.

    Posted: 01 Mar 2019 12:46 PM PST

    Our personnel needs to prepare the room for the next thursday

    submitted by /u/GuyYouSawSomewhere
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    Idea to fix arrows

    Posted: 01 Mar 2019 04:21 AM PST

    Just want to run this idea by you guys. It will require changes/re-balancing to some cards, but I think everyone here will know which ones.

    Make every creep attack straight unless an allied neighboring hero is being attacked, in which case the creep will always have an arrow pointing toward the closer attacker. Give heroes the ability to change an arrow once per turn. If there's a new unit played that is attacking a hero, the neighboring creeps will automatically switch their arrows. This way you will have way more control over the arrows while making heroes more valuable.

    Someone proposed similar idea but a bit in reverse, where heroes always attack straight and creeps have automatic arrows as they have now, except with allowing big creeps to be more similar to creeps. I think that idea keeps more in line with the initial Valve's approach, and what I'm proposing is swing it closer to Dota essentially.

    submitted by /u/roxjar
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    782 players waiting for a "longg haull", including me lol

    Posted: 01 Mar 2019 12:58 PM PST

    What makes Auto Chess such a success while Artifact is such a failure? Let's compare and contrast.

    Posted: 01 Mar 2019 07:58 AM PST

    I think we all know at this point that Artifact is barely hanging on, with less than 1000 players most of the time, often dipping down to sub 500. It's not dead, and those numbers would be fine for a small indie game or otherwise niche genre, but from a major, reputable developer like Valve, it's pretty embarrassing. Auto Chess, on the other hand, is such a massive out of nowhere success that if we separated it from Dota 2, it would be the 4th most played game on Steam.

    The first thing I want to compare is something that many people have said is one of the big reasons why Artifact lacks long-term appeal: that the matches are too long. I think that with Auto Chess being so popular, we can confidently strike that one out, because Auto Chess matches take up to 40-50 minutes, and it obviously hasn't harmed the game's appeal at all.

    But that's not to say that player perception isn't valid. I agree with the sentiment that Artifact games feel longer than they actually are, and in contrast to Auto Chess I have some ideas on why that might be. At first I speculated that it was a symptom of the initiative system where players pass actions back and forth, requiring both players to not just be constantly waiting on their opponent, but also responding, even if that response is just "pass". However, Magic the Gathering uses a fairly similar system, and I don't think I have to go into detail over just how popular Arena has become. Maybe the difference is simply the lack of an "auto-pass" button in Artifact?

    Really I don't have a clear culprit on this one. Tell me what you think.

    Now on to the next point of comparison: RNG elements. This is the point of comparison that I've been thinking the most about, so I feel like I can elaborate quite a bit on why RNG in Auto Chess is (mostly) "good" while RNG in Artifact is (mostly) "bad". What exactly do I mean by that? Well, let me explain my perspective. To me, "good" RNG provides outcomes that are not strictly positive or negative. "Bad" RNG, on the other hand, is split between strictly good outcomes and negative outcomes.

    I know that's kind of vague, so let me give some examples. Let's take a look at one of the core mechanics of Auto Chess: the piece shop. Every turn you're offered 5 chess pieces that you can buy... or not. I consider this "good" RNG. Why? Because even though you're not always going to get your preferred outcome, other new opportunities are still open to you. You may be thinking "damn, I didn't get what I wanted", but you quickly move on to "but maybe I should buy this piece for later" or "at least I can buy out these pieces to deny them to that other player who wants them", etc.

    On the flip side, "bad" RNG is two dimensional. Either you win or you lose. In Artifact, Bounty Hunter's passive is a perfect example of this. There are almost no situations where you benefit from NOT getting the extra attack. There's no new possibilities to consider when you lose that coinflip. Instead of thinking "how can I still get some advantage out of this", at best you're now thinking "how can I minimize the setback caused from losing this coinflip". One player is always thinking "damn it" and one player is always thinking "nice". Not only is it boring, but it feels bad.

    Now it's not always easy to say if something is definitely "good" or "bad" RNG. I think that most people would classify attack arrows as "bad" RNG -- and while I mostly agree -- they do have a little bit of "good" RNG to them, sometimes. Creep distribution is little more ambiguous. I'm inclined to say they lean more towards the "good" side, but they're just not often impactful enough for them to really actually open up new opportunities. Finally, the flop I'd say is mostly "bad". You could argue that getting your heroes killed on the flop allows you to redeploy them more strategically sooner than normal, but the amount of options that close to you far, far outweigh that potential benefit.

    This is not to say that Auto Chess has no "bad" RNG. Item drops are a total crapshoot. Not only might you not get any drops at all, but when you do get drops they might be extremely low impact items. All while your opponents could be rolling in good and plentiful items. But in alignment with my greater point here, this is often complained about as the biggest flaw of Auto Chess.

    Now where else can we draw similarities? Well, another big one I believe we should look at is the fundamental strategies of the games. In both, players benefit from knowing when to play aggressively and when it is smarter to sacrifice non-critical resources in order to focus on a longer-term goal. In both, a core skill is leveraging random outcomes to your advantage. However, I think Auto Chess achieves both of those far more eloquently than Artifact.

    Now this is not to say that there aren't also very big differences between the games. Obviously, Auto Chess is free and Artifact is not. Artifact is a 1v1 game while Auto Chess is an 8-way FFA. But I believe that they are similar enough to be a valid comparison. What do you all think?

    In conclusion, if Valve doesn't end up just buying Auto Chess outright (which I see as a pretty realistic possibility), I hope they at least take the time to examine it in depth and learn why a game so similar to their own is so much more wildly successful.

    submitted by /u/Myrsephone
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    Dear Valve ,

    Posted: 01 Mar 2019 03:57 PM PST

    Since artifact has become less popular. (No offence ,nobody is really playing it now )Please release those epic badass voice lines of the below heroes with the next big update. (Hopefully mars update ) -Zeus ("today is the day you get to be murdered by Zeus ") EarthShaker- "the drum you hear is the sound of your undoing !" BristleBack- "I'm gonna punch your face in" LegionCommander- "nothing can stop us " , "you can't fight a superior force " SVEN - "you aren't ready for what I have In store ". "You won't live long enough to regret "

    Yours sincerely , Frustrated and bored out dota player.

    Comment some badass dialogue you found intriguing !

    submitted by /u/jobenalexx
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    Io

    Posted: 01 Mar 2019 11:16 AM PST

    I wish there was a draft mode where I had more control½

    Posted: 01 Mar 2019 07:45 AM PST

    of which colours or heroes I was going to play with. I really enjoy playing some heroes/colours and really dont enjoy some others.

    It would be great with a version with some sort of control.

    submitted by /u/MrDeath2000
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