Artifact - If the first thing players do is ask for the fastest way to grind cards so they can build decks for constructed queue, maybe it's best to just remove the mandatory grind. |
- If the first thing players do is ask for the fastest way to grind cards so they can build decks for constructed queue, maybe it's best to just remove the mandatory grind.
- Damocles balance appreciation thread
- Just had a 45 min match. I'm pissed.
- Artifact didn't need such rework
- what are these reviews
- Greatest card game
- How do you feel about the Campaign?
- Thoughts on the Beta thus Far
- Tidehunter +clear the deck combo is ruining the constructed balance.
- Thread to talk about the fun stuff
- I seriously have my laptop about 2 inches from my face right now
- Match Length is a problem for me.
- Terrible game
- My 2 cents
- I want to have a transient, insubstantial personal grievance thread too.
- Everything is going to be fine.
- So, I've finally got my beta invite...
Posted: 05 Sep 2020 03:53 PM PDT I keep seeing new people in the beta asking for the quickest way to unlock cards because they don't like Hero Draft, and don't want to be forced to play with a crappy deck to use the constructed queue. Why not let people just play with all the cards? People are just grinding the same tutorial match over and over to unlock all the cards so they can actually make decks they want; that can't be what the devs want for the game. Imagine if new Dota 2 players could only select from a few basic heroes, and the rest were randomly unlocked as you won matches. If the devs are worried that new players will get overwhelmed by the cards, why not make it an in-game option or console command to just unlock every card? Give the players some agency and don't force them to play with basic cards, especially people who are already experienced in card games. There has got to be a better option than forcing everyone to spend 30-40 hours unlocking cards, especially since the cards you get are random, so you might not even get some key cards you want until you have almost everything unlocked. [link] [comments] | ||
Damocles balance appreciation thread Posted: 05 Sep 2020 07:37 PM PDT Hey Valve, thank you for making Damocles hit the caster's attack target instead of the tower!! It's been one of my least favourite cards since 1.0 and it finally feels like something you can defend against (with initiative). I've played 100+hrs Draft (in both 1.0 and 2.0), and 2.0 has really grown on me. If you're new to Artifact 2.0 give it a bit of time to digest, this sub's been hot take city lately but it's a significant improvement IMO. [link] [comments] | ||
Just had a 45 min match. I'm pissed. Posted: 05 Sep 2020 07:52 PM PDT I just need to vent. My opponent roped to the very end every single play. Whats the current time settings? Is there no global time bank so that once you rope, your next turn timers are shorter? [link] [comments] | ||
Artifact didn't need such rework Posted: 05 Sep 2020 10:07 AM PDT PERSONAL OPINION I played +250 hours Artifact 1.0. I think they only needed to change monetization system (free to play with option of buying cosmetics, for example) and the RNG arrow thing. But this 3 lanes change just sucks. I know Artifact 2.0 is in beta, but core game is just not fun. Just wanted to vent after months of wait :( [link] [comments] | ||
Posted: 05 Sep 2020 03:50 AM PDT
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Posted: 05 Sep 2020 05:24 PM PDT I just want to say that playing A2 against human opponents has been the best experience ever in a card game. I've played Hero Draft all of my 20ish matches and all of them were decided in the last turn, had so many crazy comebacks, so many throws. I dont know if it was the RNG or what but I think that every game is winnable and I like that. [link] [comments] | ||
How do you feel about the Campaign? Posted: 05 Sep 2020 08:22 AM PDT This post is to give feedback for the Campaign. When we were told that Artifact would have a Campaign, I was really excited for it. I imagined it was going to be a fully fledged campaign where you progress on the story and the game teaches you its mechanics, while you unfold the awesome world of Dota's lore. So what I stumbled upon was a map, a few lines of story, a few matches with your enemy's tower at half its health, and... That's it... Yes, I know: BETA. But, if this is how they think a campaign is, or should be, I think it's not going to be good. First of all, the game does ABSOLUTELY NOTHING to teach you the very basics of the game. Second, the games don't change much apart from the cards you're given, like: Stage 1: Have this cards, destroy two towers of 15 health. Stage 2: Have this cards, destroy two towers of 15 health. Stage 3: Rinse and repeat. What I really found interesting was when the game shaked things a little bit and gave me the mission to kill the scouts, or when the board was full of creeps. I found those special missions to be cool. Lastly, what I talked about in the beginning about "just a map and some lines of text". I don't know about you, but I remember the awesome comics Artifact used to have when 1.0 was released, and how they accompanied new sets of cards releases with this comics which unfolded the story behind the game. I think this campaign needs to tell its story through this kind of comics instead of a box of text making it appear more like an excuse than a CAMPAIGN. If not, just don't name it campaign, slap a Tutorial name on it and call it a day. So, what is your feedback for Artifact's campaign? [link] [comments] | ||
Posted: 05 Sep 2020 10:01 PM PDT Yesterday I wrote a post on how difficult the game was for me to play due to how tiny everything is and how that is very taxing on my eyesight. Well, I sucked it up and played all day today using magnification programs and a lot of eye straining. So here are my thoughts about the game so far. The Good The majority of the things I like about 2.0 over the original game are related to card design over game mechanics. The heroes and items are vastly more interesting then what we had before. The addition of a handful of keywords really helped creeps from just being either stat box or spells attached to stat box. One of the most awesome aspects of 2.0 is making the caster key term. This allows for a lot of cool design space with creeps being able to gain the caster status which I feel is a really smart way of preventing players from getting locked out of lanes. I can see having multi color caster creeps in future expansions this is definitely a thumbs up. The actual core mechanic that I appreciate the most is bouncing heroes. This allows colors like red and green to be able to not get stuck on a stalled or already won lane. In artifact 1.0 blue and black had the most movement because their heros could actually reliably die and go to the fountain. Now everyone can bounce which removes the importance of hero deaths. The three lanes at a time is good overall if valve fixes the u.i. to make it easier to see but the benefits of not having mana denied by timely hero snipes on crucial turns is less punishing. This makes initiative still important especially mid late game to the end game but in a healthier way. You can sill lock opponents out of crucial lanes but not completely deny them of mana by chaining initiative to snipe heroes in all lanes. The Bad I don't think I will ever like unit slot limits but I can live with it. The other core change I dislike is creeps always spawning in the left. I get having less rng but this one went too far in the predictable side. This makes melee creeps way less interesting and board states more stale. Another aspect I dislike about melee creeps is how they became 1/1s. If they were still random spawns and were 1/2s or 1/3s would make them much more interesting and you can evolve your strategy on how the creeps develop. The scaling of stats has also made some removal much more powerful than artifact 1.0. Piercing damage damage pings for one damage was already good in the original but is super strong in 2.0. Overall Impression Artifact 2.0 is definitely a fun complex game like the original. Probably a lot more tactical than strategic. There are many things that I both like and dislike about it but overall it is enjoyable to me much more so than mtga at the moment. If they fix the u.i. to make things not so small I would play a lot more. Well, my eyes are about to pop out from all the strain and my head hurts but overall it was worth it to give this game a try. [link] [comments] | ||
Tidehunter +clear the deck combo is ruining the constructed balance. Posted: 05 Sep 2020 08:59 PM PDT Not much else to say. It's broken. Red blue decks is basically the only meta [link] [comments] | ||
Thread to talk about the fun stuff Posted: 05 Sep 2020 11:34 AM PDT I don't want to pretend 2.0 has no problems but I thought it would be a nice change of pace to talk about things that we find fun! What heroes do you enjoy playing? Best plays you've managed to pull off? Which item cards do you find fun/interesting? Or anything else you like, let's talk about it! [link] [comments] | ||
I seriously have my laptop about 2 inches from my face right now Posted: 04 Sep 2020 11:28 PM PDT Trying to read the card text. Just sayin Edit** wtf? I forced full screen 1280x720 resolution and none of the UI even scaled lmao. It's like inherently tiny and there's nothing you can do about it.. rip [link] [comments] | ||
Match Length is a problem for me. Posted: 05 Sep 2020 09:20 AM PDT The match length is just to long. The mode I was playing was constructed. 4 mana rounds took way to long. It may be because people arent sure what to do. People werent even roping. It may also be people dont know how to progress the round yet. The pass button should probably flash at least for beta. The hero placement button should flash. These are very minor complaints. They are just the first things I noticed. The first thing my wife said when she saw me playing Artifat was "are you playing three games." Like I said this is just my opinion. The match length will keep me from playing Artifact. [link] [comments] | ||
Posted: 05 Sep 2020 02:23 AM PDT I think this is worse than 1.0. Theres an identity crisis for this game, do they want to go all in as a board game or as a card game? Way too complex and text heavy for a card game to compete in the same arena as HS, LOR etc. And if its going to be as complex and long as a board game, i'll rather be playin a real game of dota. [link] [comments] | ||
Posted: 05 Sep 2020 12:12 AM PDT So after missing every single wave I did get in in the last one, well after my summer break had ended. Yesterday I couldn't progress with my studies so I decided to just take a day off. I've played a small 5 hours of Artifact 2.0. I really liked Artifact 1 despite its flaws. Initially I just completed all the challenges, which were set up relatively well. Most of them did not require me to guess things to occur in order to justify certain plays. They were mostly just gimmicks and relatively easy bot games. I wasn't having much fun but since I wasn't really sure why I just continued hoping that'd come later. After that I decided I'd try my hands at draft for constructed is impossible to play without any cards. Here is where things started to fall apart for me fast. In advance I'll say this can be considered a non complaint towards anyone who is willing to invest regardless but... I felt like I really had no fighting chance due to a severe lack of knowledge. I was never able to properly weigh the plethora of options that I was given. There was way too much text on the cards a la MTG which just turned the game in an unbearable slog. On top of that Artifact isn't exactly a simple card game, if anything it's more like a board game with cards. Turns take relatively long, especially the extreme ones. I never felt like the game was as much stacked against me as I did with my few hours of Artifact 2.0. The opponent clearly knew what cards to draft, whereas I hadn't even seen most of them yet. There was so much to read on every single card(which I personally think is hinting at mediocre design - infinitely expanding horizontally). At one point I lost a game because a blue card got 20 additional attack damage from revealed cards in a combo that gave zero visual indication of what was happening. To me it was a painful combination of tedium and feeling at a disadvantage. In the end I just couldn't bring myself to play any more games and kind of felt I just wasted my day. It is worth saying I never had this feeling with any other card game, including Artifact "1.0". I think this is partially by virtue of an equal playing field in that game, but also because there was just less to read on the hero cards. For some reason Artifact 1.0 managed to intrigue me, whereas 2.0 just felt like a chore so far. I know this is all very superficial feedback in the way of the actual gameplay, but I fairly convinced I'm not alone in this. I'll be waiting until the game actually releases and leaving it in the freezer for now. [link] [comments] | ||
I want to have a transient, insubstantial personal grievance thread too. Posted: 05 Sep 2020 11:50 AM PDT I don't like Hero Draft because you can always go mono-red and it always seems to have the best chance of winning, so I don't bother with anything else and it gets stale. I can't play Constructed anymore because you can only use unlocked cards in the queue and I don't feel like grinding for dozens of hours to make a proper deck unlike the subhumans who screech about "progression" being so important to them. Maybe the constructed chat for private lobbies isn't entirely dead but I haven't checked tbh. I love this game Volvo pls fix [link] [comments] | ||
Everything is going to be fine. Posted: 05 Sep 2020 01:58 AM PDT Critique is important, but I don't believe doomposting is, so here's a more optimistic take: I finally got in the beta with this last wave. The game is pretty fun once you get your head around the changes. The new modes, campaign and such are well made, and the progression allowing a slow expansion of the cards you have, and the matchmaking ensuring you match up with similar sized collections are excellent for ensuring you aren't overwhelmed and can get an understanding of the new and changed cards and mechanics over time. The major problems most are having with the beta, are all stuff actively being worked on, either the UI and layout and design being obviously slapdash WIP placeholder stuff, lack of cards giving proper visual feedback, or the lack of proper tutorial meaning people who haven't religiously followed the blog posts or watched people play, are coming to the beta feeling pretty lost and overwhelmed (like even with having followed the blog posts, it took a couple games of the campaign to properly click for me). There's plenty of smaller, more precise complaints people have obviously. Please please please give the team feedback on this stuff. If you don't enjoy playing the game in this early of a state, keep an eye on it and come back to play as soon as there's some more polish or features. Either way, feels a bit silly to be predicting doom this early, personally. I think they've got a good thing going, but it'll take a lot of work and polish before its ready for mass consumption. [link] [comments] | ||
So, I've finally got my beta invite... Posted: 05 Sep 2020 12:28 PM PDT |
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