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    Wednesday, April 3, 2019

    Artifact - So Valve is doing the same mistake again that ruined the game in the first place and does not involve the Community in the development of Artifact?

    Artifact - So Valve is doing the same mistake again that ruined the game in the first place and does not involve the Community in the development of Artifact?

    Link to Artifact - The Dota Card Game

    So Valve is doing the same mistake again that ruined the game in the first place and does not involve the Community in the development of Artifact?

    Posted: 03 Apr 2019 03:37 AM PDT

    We have no idea what Valve is working on and they have no idea whether we will like it or not. It's been quite some months now and i'm sure Valve already developed some big core changes. However, all the time they invest in overhauling the game will probably be in vain if they do not involve the Community.

    If we don't see something like a Public Test Client, more transparency from Valve and regular Developer Posts about the changes they are working on soon you should give up your hopes on this game.

    submitted by /u/AkaiMi
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    Building a more card friendly artifact

    Posted: 03 Apr 2019 10:14 AM PDT

    My favorite thing about artifact is playing cards. My least favorite thing about artifiact is when I don't get to play cards. Here is one potential idea for increasing the reliability for which both players get to play cards in every lane.

    Each board is now a "round". Rules for rounds are still followed. Lock is reduced by 1 after each round (each time board is switched). Two cards are drawn each round. Heroes become available for deployment after 2 rounds. Side shop is available at all times.

    New phases for each round:

    1. Pre-Deployment - Select a hero to place in the lane. A melee creep is automatically placed into each lane. Other creeps being deployed (plague wards, etc) also appear here. If there are no heroes to deploy, an additional melee creep is instead deployed. Players may not hold onto a hero if they have one in the fountain.

    2. Deployment - The units from the pre-deployment phase walk onto board, randomly distributed. Items and arrows are revealed.

    3. Post Deployment - Two cards are drawn per player. Improvements, creeps, etc that impact a lane before the action phase as resolved (ignite, plague wards, etc). To emphasize, this is two cards drawn per board now.

    4. Action - Players take turns placing cards, using abilities, or buying items from the side shop. Additional changes to the action phase listed below. If both players pass, the Action phase ends (same as now).

    5. Pre-combat phase - Some cards indicate specifically that they take effect before the combat phase. Example, hypothetically a card like duel could force combat between two heroes during the pre-combat phase.

    6. Combat phase - Unchanged.

    7. Post-combat phase - Some cards indicated specifically that they take effect after the combat phase -- for example red mist pillagers making babies.

    8. End of the round - Lock is reduced by 1, heroes become ready to deploy, etc. Hypothetically this is a new option for some cards to take effect. For example, at the end of the round, add an additional card to your hand, or ursa gets to attack again. This one tower's mana permanently goes up by 1. Cooldowns tick down by 1 globally.

    Timer: 15 seconds per turn, with 60 seconds starting on each player's reserve clock. 15 seconds added to the reserve clock after each round. 1 second added to the reserve clock each time you pass.

    Shopping: now part of the action phase. Each player has a card from their item deck displayed next to their tower, face up. Each player also has a consumable next to their tower, face up. Between both players, on the side of the board is a secret shop item deck, face up. Each player has a button next to each item labeled "cycle." Cycle starts at 1 gold each round, then becomes 1 gold more expensive each time it is pressed (but only for that player). Cycle just shows the next card. Buying a card or using a cycle takes a turn. All secret shop items are automatically replaced with a new secret shop item.

    Passing: Each time you pass, your tower's mana is restored by 1. If you pass twice in a row, draw a card.

    Tower Skills: The tower now has two native skills, deploy hero and deploy melee creep. Deploying a hero costs 3 mana. The cost of deploying a hero permanently increases by 1 each time it is used by this tower. If there are no heroes to deploy, but there are heroes in the fountain, the readiness of the hero improves by 1 on use. Deploying a melee creep costs 2 mana, and increases by 1 permanently for this tower per use. Theoretically cards could replace or add to this skill list.

    Annihilation*: Fucking removed. I hate that card. New hero techies has annihilation attached to it as a 9 cooldown ability (previously 3 cooldown).

    Other balance changes: Most hero cooldowns tripled. Other cards adjusted as needed, especially cards with cooldowns.

    submitted by /u/burnmelt
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