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    Wednesday, June 10, 2020

    Artifact - This button is a long-hauler trap.

    Artifact - This button is a long-hauler trap.

    Link to Artifact - The Dota Card Game

    This button is a long-hauler trap.

    Posted: 10 Jun 2020 09:38 AM PDT

    This 1 hour 38 minute game before the timer change

    Posted: 10 Jun 2020 06:32 PM PDT

    Whenever I open my email app now

    Posted: 10 Jun 2020 05:05 AM PDT

    I made a beta hero tier list maker

    Posted: 10 Jun 2020 08:51 AM PDT

    Red | The Long Haul Podcast Ep. 38

    Posted: 10 Jun 2020 01:26 PM PDT

    Dark Willow (Waifu) card

    Posted: 10 Jun 2020 11:31 AM PDT

    Dark Willow (Waifu) card

    I've being playind Dark Willow a lot, so i came up with this idea. Her kit in Dota is as annoying as it could be in the entire game, but she's the best Waifu no doubt. As Lina has already 3 signature cards, this is what i was thinking for the best (i'm saying it again, i know) Waifu from the Dota World.

    (The website can't make 2 actives, so i had to make 2 cards for the active)

    https://preview.redd.it/b3vn9ur3m4451.png?width=1100&format=png&auto=webp&s=b9d6ae57b706a5185d9cac94af83b8267b3aba8e

    https://preview.redd.it/q75wmbg3m4451.png?width=1100&format=png&auto=webp&s=029fc18073f320a53cd439e219b245ffc343ea83

    https://preview.redd.it/zmz8cd53m4451.png?width=1100&format=png&auto=webp&s=2386856a3b49a03539d092368a84832b632be033

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

    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

    submitted by /u/lessenizer
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    As a long hauler I demand my recompense in 2.0 be a custom imp that is a Richard Garfield bobblehead.

    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.

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

    Reimagined Pugna for 2.0

    Posted: 10 Jun 2020 09:15 AM PDT

    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:

    • Item shop is completely removed.
    • Most of these cards could be reworked into regular cards if they are deemed interesting enough
    • Gold is still awarded, but is instead spent on Hero progression. During any of your turns, you can spend gold on your heroes. After a certain amount, they are powered up and you may choose one of two buffs. For flavour, each power up with increase your cards level (level 1 > level 10 > level 20 > level 30)
    • Consider renaming gold to XP, but some talents will draw inspiration from items so no direct analogy to Dota will work

    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.

    submitted by /u/tiny_spider8
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    Melee Creeps

    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:

    • They are often just ignored in their corner, offering very little strategic decisions;
    • They usually fight the opposing Melee Creep, effectively turning lanes into 4 slots;
    • They are little more than +3 Gold bots to players each round;
    • You have little incentive to move a Hero to that position, since it's going to be stuck fighting the opposing Melee Creep for the rest of the game (could benefit some Hero's ofc);
    • They effectively reduce lanes to 4 slots;

    But what if Melee Creeps stopped spawning each round? I think there is a lot to gain in terms of gameplay:

    • Lanes effectively become 5 slots;
    • Go wide strategies become more viable;
    • Removing the current imbalance in lane slot value brings more meaningful strategic decisions;
    • More design space for unit spawning spells and abilities since lanes are less packed;

    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:

    • Kanna's passive could spawn a Melee Creep in her lane each round;
    • Prellex's signature card "Barracks" could do the same;
    • Dimensional Portal and similar spells could make a return;
    • Some Units could also spawn Melee Creeps as part of their 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.

    submitted by /u/Oblit3rate
    [link] [comments]

    Combat sequence

    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

    submitted by /u/Calikush916
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