Artifact - NEW WAVE ALERT |
- NEW WAVE ALERT
- New patch 28th August!
- I couldn't open packs, but with this patch I can and opened a new card/item.
- Beta invites for ppl without Artifact 1
- Just as the new LoR expansion comes out and I try to grind through the muck back to Master's so I can feel some sense of accomplishment in an otherwise meaningless existence, I am in the beta.
- Waiting for people to share their invite today, so I can once again descent into a pit of despair
- Isn't Draft timer way too long?
- A new mechanic suggestion that could change the game for the better:
Posted: 28 Aug 2020 11:39 AM PDT | ||
Posted: 28 Aug 2020 12:52 PM PDT
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I couldn't open packs, but with this patch I can and opened a new card/item. Posted: 28 Aug 2020 11:46 AM PDT
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Beta invites for ppl without Artifact 1 Posted: 28 Aug 2020 01:21 PM PDT Have there been any 2.0 beta invites to people who didn't own Artifact 1? Just curious, as I often check my library hoping for an invite... [link] [comments] | ||
Posted: 28 Aug 2020 12:48 PM PDT | ||
Waiting for people to share their invite today, so I can once again descent into a pit of despair Posted: 28 Aug 2020 12:43 AM PDT | ||
Isn't Draft timer way too long? Posted: 28 Aug 2020 01:28 AM PDT First pick was 2min 30 second and the other pick was like 1 min 30 second. Should it be shorter? [link] [comments] | ||
A new mechanic suggestion that could change the game for the better: Posted: 28 Aug 2020 01:02 PM PDT In Dota 2 when you attack a tower he attacks you back. So how about if your hero is unblocked he has a choice (a toggle option on the card would do it) between damaging a tower or not damaging it. And when you choose to damage it doesnt go unpunished. Ok so here is how it goes: The tower has 15 HP. If the hero chooses to damage it, the tower deals damage to the hero attacking the tower and to the units adj. to the hero (multiple heroes attacking multiple instances of the tower attack trigger). Damage : not pierce, on 15-10 tower HP : deals 2 damage to hero and adj. units , on 10-5: deals 3 damage to hero and adj. , on 5-0 deals 4 damage to hero and adj. units. Since you want them to die usually so they need to be redeployed, only really strong heroes can stay alive and come attack the ancient right away . Creeps and other units deal normal tower damage, no need for toggle and they dont get damaged directly. This makes creeps the primary source of tower damage in the early game. Since you need items to keep them safe if you choose to attack with a hero you usually wouldnt do it unless you are green and have treant or regen. Towers are harder to kill unpunished but if you have enough strong heroes you can take it down quickly or you can choose to attack it a bit slower with a lot of creeps and when they get armor from auras thats when they get scary. The ancient however doesnt have the attack passive, which makes it easier to kill with strong heroes, and will ask of you to deal with them. The ancient if open and unprotected is just a damage sponge. I would say keep the hp that it has now. What needs to change in order for this to work: Blue heroes usually wouldnt choose to damage the tower and blue could be changed to deal more direct tower dmg (making it easier for them to kill the tower but harder to kill the ancient). They would deal damage with spells opposed to black which does it with enchantments. Lets say the heroes dont have any items equiped, I would say let the thing that deals damage to the tower be: for, Red: Strong Heroes; Green: Buffed creeps (spells that buff the creeps, heroes that buff the creeps); Black: Effects (enchantments, hero effects ); Blue: Direct damage spells (so make mana short be able to deal tower damage aswell); More / cheaper aura items. Items like vlads, mek, basilius would be really useful for pushing the tower and keeping your heroes and creeps alive from the tower damage. All spells should deal damage through armor, since armor is a thing that protects you from physical dmg in dota, there could be items that give you spell HP or smth like that hp that is added on when you get damaged by a spell or similar. Probably some creep redesigns, creeps with on play effects that can kill/damage other creeps since a lot of the early game would be creep play and heroes would be the ones that let you play cards on this lane, and that you equip items on, since they would usually refrain from dealing tower damage unless they are Red and have armor or hp to protect them. This would make heroes much more balanced in the earlygame imo. , and only really strong with some items in the lategame :) Thanks for reading. Sry for grammar. [link] [comments] |
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