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    Monday, October 21, 2019

    Artifact - ...for the long haul.

    Artifact - ...for the long haul.

    Link to Artifact - The Dota Card Game

    ...for the long haul.

    Posted: 21 Oct 2019 10:26 AM PDT

    We Are Not Alone

    Posted: 21 Oct 2019 11:44 AM PDT

    Our boy Ravenhook being featured in Underlords promotional image.

    Posted: 21 Oct 2019 04:35 AM PDT

    Real Talk though, when are we getting Thunderhide Welps?

    Posted: 21 Oct 2019 08:19 AM PDT

    After playing Runeterra it feels bad on how uninteresting some Artifact heroes were

    Posted: 21 Oct 2019 05:35 AM PDT

    After playing a bit of Runeterra and seeing how their heroes work i felt bad for Artifact. Dont get me wrong, i stil prefer Artifact gameplay over that game, but their cards are way more interesting.

    In Artifact we had some cards like Mazzie/Centaur/Legion/Axe/Sven/etc they were some really boring cards, by thenselfs they had nothing "heroic", they looked like some big minion and nothing else, what made themhalf interesting were their spells that were separated cards. Besides their spells you did nothing diferent with those "Heroes", they were just big bodies to slam into the oponent, diferent from some more well designed cards, like Sorla Khan/Earthsaker/etc, which you were always mindful of what their potential was and tried to make it count the entirety of the game (stunning 2 heores could be game winning, hitting towers with sorla too).

    On Runeterra youre always mindful of your heroes, they have crazy abilities that you wont find in minions at all, and youre always tring to level them up to get some crazy effects. Also, every Hero seems to make you build you entire deck around them, because of how powerful they are, diferent from Artifact were just a few of them felt like that, most of the time you were just putting in the strongest in the color you wanted to play, very few time you would design your deck around youre heroes.

    I really would like to Artifact 2.0 redesign their Heores and make them the defining point of your decks, if you see an Axe you should expect some supporting cards for him and not just think "it could be anything, hes just there because hes the stronges hero in the color". You should have to design your decks around the heroes, not just slap them down because of their power level.

    submitted by /u/Ginpador
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    Just returned to Artifact... lot of fun!

    Posted: 21 Oct 2019 12:32 PM PDT

    I'm having a blast playing draft games... I'm surprised how quick you can get a game despite the low player count.

    Draft is the best, so many wild and varied builds.. I won a game by countering a lethal Time of Triumph with a Lodestone Demolition.. wish I could have seen that guys face... having a lot of fun here.. bring on the Artifact resurgence and Artifact Reborn! (Prob coming in 2020)

    submitted by /u/CPCPub
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    Valve, please make Artifact f2p

    Posted: 21 Oct 2019 11:01 PM PDT

    If you already abandon development of the game and card value is already off the cliff, you might as well make it f2p and gain an influx of players. I'm sure there are people wanting to try the game but not wanting to spend $20. Maybe these players will buy cards on the steam market if they're really into the game.

    submitted by /u/krosserdog
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    I hope we see Artifact before the release of LoR .

    Posted: 21 Oct 2019 03:47 AM PDT

    Title say it, let's brag about it.

    submitted by /u/akirakotkata
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    Artifact Hero level up idea.

    Posted: 21 Oct 2019 07:04 AM PDT

    So I saw some people talking about heroes being boring, because anyhero of a specific colour can play a heroes special card. LOR added a level up and maybe Artifact can do that aswell. Add a second "passive" ability on the hero card(Currently has one) and when the hero uses his special ability card he levels up.

    Example. Legion Commander uses duel - Levels up - unlocks new passive, press the attack.

    submitted by /u/MiracleJnr264
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    Report on win rates to go infinite - october 2019

    Posted: 21 Oct 2019 05:31 PM PDT

    This is an informative post about win rates needed in either prize constructed or prize phantom draft in order to make a profit from playing. This data varies from country to country so if your country is not represented on the table i will update it if you provide me with a few pieces of information.

    If your country is not on the table. Tell me your currency, pack price, ticket price and lowest common price in the steam market and i will update the table with win rates needed in your country.

    If your country is already on the table and the lowest common price is off, please let me know. Common prices don't often change and i won't use proxies to simulate being in the country. I will use the same until someone gives me up-to-date information.

    latest update uses sell rares pack EV = US$0.58

    latest update Currency Pack Price Common Price WR to go infinite WR to be cheaper than buying packs avg pack price at 50% WR
    21/10/2019 US Dollar 1.99 0.03 71.7% 46.4% 1.53
    21/10/2019 Brazil BRL 7.79 0.05 49.6% 38.3% 2.97
    21/10/2019 Singapore SGD 2.59 0.04 64.3% 46.6% 2.03
    21/10/2019 EU Euro 1.75 0.03 73.9% 47.7% 1.49

    This data is reached by slightly modifying the sell rares pack EV by vadash (i change the lowest common price from 0.04 to 0.03) and converting it using steam market exchange rates and feeding it into a spreadsheet that shows me the probability of each outcome in various winrates. (file -> make a copy if you want to use) Going infinite assumes you open the packs, sell the rares and convert all cards at minimum price to tickets by recycling.

    Final notes:

    Going infinite in the US got considerably more difficult since the last time i did this. I'd be interested in knowing the needed win rates in China and Russia, i expect they're very favourable and would explain the big amount of players from that nationality playing everyday.

    submitted by /u/valen13
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    After Artifact 2.0 player base

    Posted: 21 Oct 2019 06:15 AM PDT

    When Artifact 2.0 launch do you think a lots of people play this game ? I had a feeling player base will not extend too much.

    submitted by /u/michaelrose7777
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    I'm sorry...

    Posted: 21 Oct 2019 01:42 PM PDT

    (Disclaimer : this is my personnal opinion, which should definitely be hated because you know, internet, reddit and opinions don't match well.)

    I'm sorry, I might have helped you bump the max player online today. I thought I would try again Artifact after my own personal 10 month haul away.

    And nope I'm really not having fun, that makes me so sad that I can't enjoy this game anymore.

    I didn't play the last (old) update the game had until now, and I just remembered how complex the game was with very unintuitive ways to get information in the game.

    I know they are still working on re-hauling it (and we hope that). Just got to wait and see, I guess.

    submitted by /u/Roskvah
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    Honest question: What is wrong with Arrows design-wise?

    Posted: 21 Oct 2019 01:04 PM PDT

    DISCLAIMER: The OP is not meant to paint anybody as "wrong" or "bad". Just trying to get a conversation started by asking questions. Please consider them before replying.

    Whenever people discuss why Artifact failed and what needs to be done to fix it, business model and ARROWS always seem to be in the Top 3 and when people talk about the game's design ARROWS are always mentioned as well.

    I have to wonder, though; Are Arrows not simply a scape-goat?

    In MtG, people complain about mana-stavation, in HS people complain about the many random effects.

    Are Arrows legitimately a FLAW OF DESIGN or are they simply a common cause of FRUSTRATION?

    Not drawing the cards you need when you need them or simply being off-curve all game can be frustrating as well...but since it is a card game this type of "RNG" is expected. Is this why people do not publicly complain about draws as flawed design?

    What do arrows do to the game that makes them so universally despised?

    Is it all about the way they make you feel when they point you towards defeat rather than victory? Which arrows are the worst ones? The flop, key moments throughout the match or that last round where the arrows made all the difference in a tight game?

    Is it the flavor of the arrows in a way? Do they really take away player agency? Does the game not present enough options to manipulate the arrows, considering there are spells, heroes, items, improvements and creeps which allow you to redirect attacks? Unit placements plays a large role as well, after all.

    WHY do some of you want arrows to be GONE? Or what would you do to alleviate the "problems" you have with arrows? What are those problems?

    submitted by /u/Cymen90
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    This week on r/CustomArtifact - Hero Voting!

    Posted: 21 Oct 2019 10:16 AM PDT

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