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    Tuesday, May 12, 2020

    Artifact - Let's Shop! | The Long Haul Podcast Ep. 33

    Artifact - Let's Shop! | The Long Haul Podcast Ep. 33

    Link to Artifact - The Dota Card Game

    Let's Shop! | The Long Haul Podcast Ep. 33

    Posted: 12 May 2020 01:38 PM PDT

    Suggestion: Change "Earn" in Shop with "Go Jungle" just for the DotA flair

    Posted: 12 May 2020 10:04 AM PDT

    Sounds less finance-y, and it gives it a more thematic feel

    submitted by /u/Undercover_Ch
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    Mana icons

    Posted: 12 May 2020 02:03 AM PDT

    They changing mana icons and its disgusting. Why they crop hearthstone mana icon to artifact . Old version is look good and simple.

    submitted by /u/michaelrose7777
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    Theory crafting 2.0 drafting?

    Posted: 12 May 2020 09:19 AM PDT

    I'm very curious about ideas the team is floating about how draft mode will work with valve separating itself from the pack system of cards and towards a "living card game model". Are packs going to be artificially created? Maybe based on user data for top performing cards. Or will packs be created using in game tier systems? One feature I would love to have stay is the fact that once the "packs" are created it is other players that are still determining what we are selecting from after the first round. I believe this ststem can reward clever players who don't over value top meta cards.

    Personally I'm much more of a constructed guy but I do enjoy the odd draft now and then. And I pose to the community how we think draft packs should be created?

    submitted by /u/Ratmand0
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    The Challenges Facing Valve & Artifact 2

    Posted: 12 May 2020 06:28 AM PDT

    Will the shop offer different item every round?

    Posted: 12 May 2020 07:46 AM PDT

    Since there's no more reroll button, if the items are not different every round, you can get stuck with bad cards for an entire game.

    I assume they will switch l, but it wasn't explicitly mentioned in the blog post.

    What do you guys think?

    submitted by /u/Bash717
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    I'm not alone in not liking how we don't control half of our item deck, right?

    Posted: 12 May 2020 03:08 PM PDT

    In the latest update, we were told that we make an Item Deck out of 10 cards, and then 11 random cards get added to that in order to make our in-game shop. We thankfully get told what they are at the start of the game, so there is that.

    But I really am not a fan of how half of our items are out of our control. I think a much better way of doing it would be 16/5 or so, so that we get to control more of what we see but there's still a random element that gives us a potential item we may or may not need.

    submitted by /u/Slarg232
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    A simple shop tweak I'd like to see

    Posted: 12 May 2020 05:20 AM PDT

    Yeah yeah, the millionth shop post, sue me. I'd like to start off by saying that I mostly like the new shop redesign, and can't wait to play with it (and everything else honestly).

    I also agree with how they went with the latest update, where the reroll was removed in favor of a simpler solution of new items just popping when you buy stuff. I would like to expand this functionality though so that there is more simple control over the RNG of the shop but for a tradeoff, and that's simply to discard items you don't like.

    So every card would have a discard option (when you hover over it for example), and when you discard, a new card of the current Tier or below appears beneath just as when you buy it. The difference is, discarded cards will never return to play. So you are completely free to discard your entire item deck to get to that one item you need, but you'll end up playing with a lot less total items than your opponent.

    submitted by /u/Unfawkable
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    No one else is concerned about Ogre Magi??

    Posted: 12 May 2020 11:07 AM PDT

    Ignite is now so much better as to possibly be one of the most damaging cards in the game, and he can now choose what card he wants to copy every time! AND he has two armor! What the hell?!

    submitted by /u/futurealDad
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    Artifact 2.0 has 5 card rarities instead of 3

    Posted: 12 May 2020 01:31 AM PDT

    Edit:

    See comments from iamnotnickatall and Pimoletto for why this post is mostly useless.

    I blame me overthinking stuff and it's early in the morning :P

    There is indeed still an old rarity it seems. I was confused since all cards shown after the "color rework" were uncommon. Except Hourglass, which is indeed gold. So old rarities do still exist as they were, if that was not an oversight from dev team.

    Artifact 2.0 seems to have 5 rarities instead of 3 rarities before.

    A few weeks ago we saw the new rarity design, when they introduced the basic heroes. They have a grey background in their rarity symbol.

    Last week we saw cards with green and blue rarity and this week we saw a purple rarity card (Hourglass).

    That's already 4 shown rarities, we haven't seen the last yet.

    In general it seems that Valve switched to the common color scheme we know from many other games:

    Gray -> Green -> Blue -> Purple -> Orange/Gold

    This is already seen for item tiers. Cards have a background of that color according to their tier.

    For example Hourglass is t1 and has a gray background (cost is 10g -> t1), Necronomicon had a green background for t2 and Root Boots had a blue background for t3 and now we had Nyctasha's with a golden background for t5. We haven't seen a t4 item yet, but it's safe to assume the background will be purple.

    For rarities of cards this means most likely the same thing, as it would be strange for them to stop with purple and not go with the last rarity as well.

    So what implications does that have?

    We don't have deck opening in general anymore. But we still have cosmetics. So I guess cosmetics could be harder to obtain for rarer cards. We don't know how we get them, but if they do some stuff like packs again, does that mean we get a guaranteed highest rarity, like before? Or we don't get a guaranteed. We have to see.

    The higher impact of increased rarities will be seen in draft. In 1.0 it was not uncommon to get at least a few cards of highest rarity. That could change with 5 rarities introduced and the highest one having a lower chance most likely. That could make drafting more RNG than now. But it will be interesting to see how they balance stuff. Axe for example is only green rarity now.

    Just a few thought in the morning :)

    Edit:

    Axe is obviously green rarity, not blue.

    submitted by /u/Inuyaki
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