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- You think we go back to 3 colors?
- How Artifact 2.0 might play and look - preview (crude) (speculation)
Posted: 08 Feb 2020 04:18 PM PST
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You think we go back to 3 colors? Posted: 08 Feb 2020 02:08 PM PST Can't remember where the interview is. But pretty sure Valve initially wanted to have 3 colors (Str, Agi, Int). But we got 4 becaus of Richard Garfield thought it was a better move to have wider strategy. And becaus speculation points out there are many design changes, well this is a design decision. [link] [comments] | ||
How Artifact 2.0 might play and look - preview (crude) (speculation) Posted: 08 Feb 2020 04:09 AM PST I will be speculating based on VNN's video and this message. On how the internal version of the game was at the end of last year. You will be able to play on all lanes at the same time and see all 3 lanes always. Default lane unit cap is 5. Consumables removed, moved to a feature called "Bazaar" accessible at any time. What follows will be my personal crude envisioning on how the board size might be and how alternating turns might work. This is mostly based on Tyler's last message with assumingly a quote directly from someone that has tested the game.
From this I assume that what is tried to be described by "round" is a "lane-phase", still going from left to right, after 6 total turns (with opponent), there is combat phase like now (but these turns can be played in/from any lane). 18 total turns a round, 9 for each player. I think maybe initiative will alternate automatically from lane to lane (so it's more balanced, because last turn before combat phase in a lane seems very important). One way it can be displayed pretty intuitively is like this. Rings represent your "action-pool" and are emptied as you play. When both action pools are empty, combat phase happens in that lane. The full button in a lane means that player will play "there" first (and since the initiative alternates, same player played last in previous lane, meaning this is their second turn in a row, but still balanced because the combat phase happened between those turns). An empty button means the opposite, that that player will have last say in this lane. Another more intuitive way to understand this idea is with turn arrows where the river is. This way of playing would mean that for example lane 1 would matter far less than currently. Since you can play cross-lane cards like Thundergod's Wrath etc from any lane. As well because lane 1 only gets 3 of your 9 turns mattering this round, while you can potentially prioritize other 2 lanes with more actions. The two consecutive and pretty balanced turns between lanes enable some combo play options, which is nice (but won't be the only way to combo, "Initiative" keyword can still be used to mean that you get one more action after this one).
More personal speculation and wishes for how hero colors should be handled in A2.0: Currently, even duo color decks seem a bit weak in the meta, not mentioning trio or rainbow decks. There should not be so many good options to deny opponent plays in a lane, as well because each lane is already limited to a smaller set of colors, rarely representing all colors you included in your deck. CONTROVERSIAL Silence will now be the only way to deny a hero's color instantly (its ability too, but not its items). Killing a hero will still not remove its color until end of this round. Stunning a hero will not remove its color, but of course prevent it from attacking, disable its ability and active items (which is already punishment enough). Mute is the softer mechanic that would disable one passive or active item completely this round.
Hope this at least gives you some good food for thought. I personally like almost all of these changes, but will miss the infinite unit cap. つ ◕_◕ ༽つ DEVS Take My Energy つ ◕_◕ ༽つ [link] [comments] |
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