• Breaking News

    Tuesday, June 16, 2020

    Artifact - Green | The Long Haul Podcast Ep. 39

    Artifact - Green | The Long Haul Podcast Ep. 39

    Link to Artifact - The Dota Card Game

    Green | The Long Haul Podcast Ep. 39

    Posted: 16 Jun 2020 01:12 PM PDT

    [2.0] We really need indication if we attack from left to right or right to left

    Posted: 16 Jun 2020 01:57 PM PDT

    It switches each round and its impossible to follow

    submitted by /u/tapuzman
    [link] [comments]

    Goblin Techies Remote Mines idea

    Posted: 16 Jun 2020 06:07 PM PDT

    Signature Card: Remote Mines

    Type: Improvement

    Manacost: 2

    Effect: Starts with 5 charges. After each round, a charge is removed. When all charges are removed, the mine is detonated and deals 25 damage to the enemy tower.

    Tweaked version: Starts with 5 charges. After each round that a Goblin Techies is present in this lane, a charge is removed. When all charges are removed, the mine is detonated and deals 40 damage to the enemy tower. This detonation deals 10 less damage for every Remote Mine already exploded in this lane.

    The second version is more powerful, but requires Techies to be in the lane to remove charges. This gives the enemy more counterplay, but the user gets more damage off.

    Having multiple Techies in a lane would NOT increase charges removed. The damage reduction for each mine set off allows the card to still be powerful enough that one going off is a big deal, however stacking mines in a lane has less of a payoff. At least three mines must be detonate to completely kill a tower and an ancient assuming no other damage sources. Could bump this reduction up to 20 to make it impossible to kill a single lane with mines.

    submitted by /u/tiny_spider8
    [link] [comments]

    Emotes not working for anyone else?

    Posted: 16 Jun 2020 05:31 AM PDT

    Ever since they removed the chat box from 2.0, unit and tower emotes also stopped working for me, and I haven't seen anyone else using them. I'm playing on Ubuntu 20.04 LTS in case that matters.

    submitted by /u/DownvoteHappyCakeday
    [link] [comments]

    Is there a chance of saving Artifact 1.0 ?

    Posted: 16 Jun 2020 05:35 PM PDT

    I'm one of the lucky beta testers of Artifact 2.0. After playing it a bunch, I just don't want to seem ungrateful or something, but is there a slightest chance of just trying to save Artifact 1.0 while working on Artifact 2.0?

    three simple steps:

    1. make the 1.0 free to play, Valve will make money off hat-trading
    2. introducing real ladder, ranks, and replays and other quality-of-life features over time
    3. regular patches, trying to push set 2, and just effort to keep the game fresh to some degree

    I mean, I am sincerely thankful to devs trying to save the game and rehaul it, but my impression is A1 was just waaay more fun to play ruleswise. I may be delusional, but I think it doesn't take that much work compared to completely rehauling it into A2.. A1 is still a separate game so far, so these changes could be made along the way...

    submitted by /u/adukeNJ
    [link] [comments]

    Some impressions of the game from Non beta tester - it just doesn't seem that fun.

    Posted: 16 Jun 2020 05:15 PM PDT

    As someone wanting the game to do well, I have been trying to understand the direction in which artifact 2.0 is being taken, but some design choices seem to make the game less fun. It seems the game is missing its 'cool factor.'

    1. One giant boars with 3 Lanes looks and feels like a math problem with primary focus on numbers.

    2. Limited player agency. With less mana it seems there are less Choices /actions a player takes than previously. This is further limited by shorter games and smaller lanes.

    3. There are too few choices about how a game can be won (boils down to destroy 2 towers or the same tower twice.) modern card Games have multiple ways of winning (to compare to lor - mill mechanics, fiona, mushrooms etc.)

    4. Why are creeps still in the game? I get the whole Dota feel but they are boring and not necessary. This is even more obvious with smaller lanes, where precious space is taken up by boring creeps.

    5. Appreciate efforts have gone in to making all heroes interesting, but it seems they are a lot less fun /cool when compared to lor (not just visuals but also level up mechanics etc ). It seems more can be done in this space.

    My suggestion would be to remove creeps altogether, and add more player agency and focus on making heroes the vocal point of the game . Make heroes much cooler (style, appearance, skills, maybe give them multiple skills, which would work well with level up mechanics )

    submitted by /u/sinister_dolphin
    [link] [comments]

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel