Artifact - This button is a long-hauler trap. |
- This button is a long-hauler trap.
- This 1 hour 38 minute game before the timer change
- Whenever I open my email app now
- I made a beta hero tier list maker
- Red | The Long Haul Podcast Ep. 38
- Dark Willow (Waifu) card
- Can we have a site with the cardlist in the sidebar somewhere?
- As a long hauler I demand my recompense in 2.0 be a custom imp that is a Richard Garfield bobblehead.
- Reimagined Pugna for 2.0
- Remove item shop and replace it with a more simplified hero progression.
- Melee Creeps
- Combat sequence
This button is a long-hauler trap. Posted: 10 Jun 2020 09:38 AM PDT
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This 1 hour 38 minute game before the timer change Posted: 10 Jun 2020 06:32 PM PDT
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Whenever I open my email app now Posted: 10 Jun 2020 05:05 AM PDT
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I made a beta hero tier list maker Posted: 10 Jun 2020 08:51 AM PDT
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Red | The Long Haul Podcast Ep. 38 Posted: 10 Jun 2020 01:26 PM PDT
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Posted: 10 Jun 2020 11:31 AM PDT
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Can we have a site with the cardlist in the sidebar somewhere? Posted: 10 Jun 2020 01:10 PM PDT I know a site, or possibly multiple sites, exist, that let you browse the Artifact 2.0 cards. But I struggle to find them. (And I forgot to bookmark them.) Heck, I say. edit: ok i found one. Possibly the only one, idk [link] [comments] | ||
Posted: 10 Jun 2020 06:59 AM PDT You know you want it. You know you want it. You know you want it. You know you want it. You know you want it. [link] [comments] | ||
Posted: 10 Jun 2020 09:15 AM PDT
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Remove item shop and replace it with a more simplified hero progression. Posted: 10 Jun 2020 05:35 PM PDT I feel like the item shop in Artifact is too tacked on. It's an entire extra system of the game that doesn't feel particularly interesting to deal with. Additionally, items can be equipped to any hero so there is an issue where items need to be somewhat homogenised or restrained to prevent them from being OP on certain heroes. In addition to that, people are complaining that Heroes don't feel like they have much identity. This idea could hopefully resolve both those problems but removing a needless and dull mechanic and replacing it with something that doubles down on heroes identity. I suggest the following:
Here are some examples, I've made zero attempt at any form of meaningful balance, it's irrelevant. Axe Level 10: Gain +1 armour during Beserkers Call or +1 damage during Beserkers Call Level 20: Beserkers Call cost no mana vs +1 damage during Beserkers Call Level 30: +1 armour vs kills involving Axe grant +50% bonus XP Left tree makes Axe harder to kill and makes Call cheaper, right tree gets Axe more kills and helps bring in more XP to level other heroes. Wouldn't mind seeing another hero whose entire gimmick is to bring in XP Ogre Magi Level 10: +25% chance of multicast granting +1 card vs +2 HP Level 20: +25% chance of multicast granting +1 vs add 1 ignite card to your hand Level 30: +50% chance of mc granting +1 card vs +1 damage to first ignite improvement you play after levelling this talent The multicast talents mean, when multicast is triggered, there is a +x% chance that it will return two cards instead of one. Getting all these talents is a 100% chance total. Prellex Level 10: Megacreeps deal +1 tower damage vs +2 HP Level 20: Megacreeps deal +1 tower damage vs +2 HP Level 30: +1 armour on summoned Megacreeps vs +3 armour Left tree makes creeps more effective, right makes Prellex harder to remove from the lane And so forth For balance purpose let's say you should expect to fully level 2 heroes in a standard game OR partially level several. Each tier requires more XP than a prior tier to reach. [link] [comments] | ||
Posted: 10 Jun 2020 03:46 AM PDT I would like to start a constructive discussion about Melee Creeps. In their current implementation, I feel they add very little to the moment-to-moment gameplay since:
But what if Melee Creeps stopped spawning each round? I think there is a lot to gain in terms of gameplay:
Also, I'm not advocating for the removal of Melee Creeps, they should still be part of the game but as part of Hero, Unit and Spell abilities:
Let me know what you think about Melee Creeps, what aspects you like and dislike about the mechanic and what you think they add or detract from gameplay. [link] [comments] | ||
Posted: 10 Jun 2020 06:47 AM PDT Is there a visual that shows which side sttacks first each round? Or are we supposed to make a mental note? Sometimes I lose track and fail to setup my next play accordingly. Thanks for any input [link] [comments] |
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