Artifact - ༼ つ ◕_◕ ༽つ Help Shape The Meta |
- ༼ つ ◕_◕ ༽つ Help Shape The Meta
- Artifact Survey Results
- Max hand size and items in very long games.
- What if you could move some cards or heros after each turn in a way like you do the hero position in the first turn?
༼ つ ◕_◕ ༽つ Help Shape The Meta Posted: 17 Sep 2020 11:36 AM PDT
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Posted: 17 Sep 2020 09:02 PM PDT I was thinking that I would be lucky to get a hundred responses over the week but over 170 people managed to leave responses, so thanks for that. Results of the survey can be seen here: Overall Results Results in a excel sheet for any brave statisticians: Excel Sheet Quick Highlights from the results: Best Aspects About Artifact 2.0: -Playing multiple lanes at once, 41.5% for all lanes vs 30.4% for 1 lane at a time and only 5.3% voted disliking the lane system. At the very there would be a sizable audience for a one lane at a time side-mode. -Prefer item bouncing than destroying items (55 vs 24.6 A1's item destruction) -Prefer Actions using mana (60.8% like actions using mana, while a number of people prefer equipping items not to cost mana). -Item tiers voted 71.3%, although 33.3% voted liking tiers, feel they need more work upon for various reasons. - Placing units on top of units freely (65.5% vs 22.2% conditional placement vs 3.5% A1's no squashing.) -Round 1 Hero deployment (89.5% vs 2.1%) -No random creep curves when spawning a unit in the action phase and attacking straight. (67.8% vs 7.6% for 1 in 4 creep curve.) - No random arrows during deployment ( 42.7% vs 10.5% for random arrows although 36.2% for respondents did appreciate arrows occurring.) -Predictable Creep Spawning (51.5% vs 11.7% for random spawning, however 41.5% are dissatisfied with the current method of creep spawning.) Best Aspects About Artifact 1.0: -Unlimited lane size (47.4% vs 35.1% A2's 5 lane size) -2 card draw (46.2% vs 19.9% that prefer the 1-2 card draw) -No card overdraw (44.4 % vs 14% who like it, all the whole 50% of people don't know why it even exists). - Each lane having their own mana is preferred over sharing (28.7% vs 19.3%), although that question is easily the most controversial. -Ancient's having higher health (68.4% vs 4.7% of the current system.) - Removing a units health buff or item, to kill them (41.5% vs 26.3% that didn't like the mechanic). Very few people are content with the current state of 2.0 for over 64.5% people voted for Valve to shake the game mechanics up, while 21.6% would like that as a separate mode/ client. Only 6.4% voted say they are confident with the current beta. Although its not an irrational dislike, rather its with a number of mechanics that need further work upon (Shop and Mana in particular), that may be holding the game back. [link] [comments] | ||
Max hand size and items in very long games. Posted: 17 Sep 2020 07:17 AM PDT Hey, while I was doing the single player hard mode" thing where the opponent towers have 20 armor and 150ish health I foolishly bought up tons of items to try to cycle to good ones. I wound up having 8 items in my hand that I couldn't get rid of (replacing a hero's item puts it back in your hand). Should it be possible to delete an item? Sell an item? Should items count towards hand size? I realize that this is an edge case that will very rarely happen vs. players due to game length, and that it was caused due to my own ignorance of mechanics, but it didn't feel good to have effectively a max hand size of 2 and having your cards queued up in the overdraft "pile". In my opinion it shouldnt be possible to get into a state where you have 10 cards in your hand that are unplayable. [link] [comments] | ||
Posted: 17 Sep 2020 05:13 AM PDT Maybe this way combat would be more engaging and the playing all lanes together would be more strategic. It might create a situation kinda like in magic that you choose which cards attack or defend. [link] [comments] |
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