Artifact - Artifact 2.0: Siege Damage Changes Demonstrated |
- Artifact 2.0: Siege Damage Changes Demonstrated
- Improvements proposal.
- I designed 36 new Heroes inspired by MtG's War of the Spark Expansion. Here are the Blue Heroes
- All-Hero Challenge Day 4: Vengeful Spirit
- We're likely to see how the items and shop are getting reworked in the next couple weeks. What changes would you make?
- I'm new to this game.
- Artifact Hero Chatwheel Tier List
- Since it's feedback time, what would you think of a discard pile/graveyard?
- Does anyone know if Artifact is safe to play?
- The design elegance of the new flop rules and Bounty Hunter.
- Can we think of any other win conditions besides the whole kill two towers or one tower + ancient?
Artifact 2.0: Siege Damage Changes Demonstrated Posted: 22 Apr 2020 01:28 PM PDT
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Posted: 22 Apr 2020 07:11 AM PDT
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I designed 36 new Heroes inspired by MtG's War of the Spark Expansion. Here are the Blue Heroes Posted: 22 Apr 2020 07:26 PM PDT
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All-Hero Challenge Day 4: Vengeful Spirit Posted: 22 Apr 2020 10:09 AM PDT
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Posted: 22 Apr 2020 09:23 AM PDT I'm curious if anyone here has any particularly good ideas, or has any predictions on what is being changed. [link] [comments] | ||
Posted: 22 Apr 2020 03:06 AM PDT Hello, I'm new to this game and I'm new to card games in general. I just wanna ask, how do you build decks that are effective? [link] [comments] | ||
Artifact Hero Chatwheel Tier List Posted: 22 Apr 2020 04:48 AM PDT S TierDark Seer Luna A TierAxe BristleBack Chen Debbie Earthshaker Mazzie Pugna Skywrath Mage Sniper Tinker B TierBlood Seeker Bounty Hunter Legion Commander Lich Necrophos Ogre Magi Outworld Devourer Timbersaw Treant Protector C TierAbaddon Beastmaster Centaur Drow Enchantress Farvhan Kanna Keefe Magnus Meepo Storm Spirit TideHunter Viper Zeus D TierCrystal Maiden(Has duplicate line) J'Muy Lion Lycan Omniknight Phantom Assassin Prellex Rix Sorla Sven Ursa Venomancer Winter Wyvern This is true longhaul content[link] [comments] | ||
Since it's feedback time, what would you think of a discard pile/graveyard? Posted: 22 Apr 2020 09:23 AM PDT Just a thought I had while thinking about new potential mechanics. Discard piles are neat and can add new options or deck types. At the same time their inclusion could probably mean longer sessions (since recycling would be a thing), which was one of the main complaints in 1.0. Any input from more card savvy people? Edit: thanks for your comments. I think you ve turned me around and I think it wouldnt fit in Artifact. Cheers! [link] [comments] | ||
Does anyone know if Artifact is safe to play? Posted: 22 Apr 2020 02:08 PM PDT
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The design elegance of the new flop rules and Bounty Hunter. Posted: 21 Apr 2020 11:05 PM PDT I've been re-reading the blogs and one thing that popped out for me was how well designed the new Bounty Hunter looks, and how the new flop basically created his niche. Let's take the new flop at face value, you get a Midlane where both you and your opponent are dropping blind, and sidelanes where one side drops blind and the other is given a chance to react. These new rules create a design space for vulnerable heroes to be dropped turn 1, which is already a marked improvement from 1.0. How artifact 1 plays, you either risk your squishy being trounced on turn 1 by board RNG, or you miss out on turn 1 value and wait to drop into a safer looking lane on turn 2 or 3, keeping in mind that your opponent also has an easier time reacting to you, since they can now play items and 4/5 Mana cards. In a sense, you spend as much time and resources trying to outsmart the Random Number Generator as you are trying to outsmart your opponent in Artifact 1. The changes coming to Artifact 2 carve out this niche where we can feel reasonably safe dropping a squishy like Crystal Maiden on round 1, but it also gives your opponent the tools and the opportunity to aggressively spend their mana and cards to shut down your safelane play from the start. This encourages a round 1 dynamic where safelane is perfect for defensive "greed" value while the offlane is for reacting against your opponent's safelane. Bounty Hunter however, turns this dynamic on its head. First off, the obvious. BH does not lend itself to mid or offlane. His ability only triggers if there's a hero blocking him when he deploys, so you'll want to drop him on safelane (or later if you don't mind missing out on the early gold bonus). But more importantly, he plays completely opposite of how the baseline safelane hero plays. Instead of wanting to be in the safelane to avoid coming in direct contact with another hero, BH wants to be in the safelane to ensure he's facing another hero when he deploys round 1. Pair the above with the fact that BH can 0 mana kill every hero that has been revealed so far (except maybe WK depending on how death shield works) and he could be extremely disruptive from the get-go. Just imagine building a deck and teching cards to shut down safe lane squishies. Your plan works perfectly until you come face to face with a BH player. Instead of playing cards to bully your opponent's safelane, you now have to find a way for your offlane to survive into round 2. You can shift your lineup around, you can play defensive cards, you have the means to react, but either way, you have been forced into a defensive position, likely against your will. In other words, the hunter has now become the hunted. The strategic depth, the boundless opportunities for play and counterplay, diverse gameplay strategies that embody the characters you're playing, all of it is on full display with this relatively simple hero. If the rest of the heroes are anything like BH, then we're off to a good start. [link] [comments] | ||
Can we think of any other win conditions besides the whole kill two towers or one tower + ancient? Posted: 22 Apr 2020 02:23 AM PDT I like that we have two ways to win a match, but can you imagine any other ways to win rather than hitting the face, while keeping the rules and flow of the game as it is now? I was also thinking about the need for summoning sickness in 2.0. Should units have this? Or should they be forced to deal damage to a unit before they are allowed to hit tower? This is cos you can just plop a big unit at the end of your turn on any position and the opponent may not be able to react to it.. [link] [comments] |
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