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    Artifact - My thoughts on Artifact 2

    Artifact - My thoughts on Artifact 2

    Link to Artifact - The Dota Card Game

    My thoughts on Artifact 2

    Posted: 06 Oct 2020 11:10 AM PDT

    I have 50 hours or so in A2 and about 110 in A1. I will discuss the pros and cons of A2 when compared to the first game. Obviously this is just my opinion.

    Pros:

    • The hero changes are probably the best part of Artifact 2. Heroes feel much less like stat bags (glorified creeps) that come with signature cards, and more like actual heroes.

    • Card design in general feels much better, but in many ways limited by the board space. I will elaborate more on this later in the cons.

    • Hero draft is really fun. A2's hero draft gives me the Dota captains mode feel. I like the idea of drafting against someone, rather than by myself. Drafting against someone would not really work that well with a full draft of course, so this is a nice compromise. Despite this, I would still like to have a full draft mode introduced.

    Cons:

    • Regarding constructed, late game feels very weird. High mana win condition cards have been butchered when compared to their A1 counterparts (granted they were too strong in A1; Time of Triumph, Emissary of the Quorum, Incarnation in constructed, etc.) The real game closer in A2 is the 25-30 gold items. It makes sense that these items should be strong, because if anyone has that significant of a gold lead (plus upgrades) then they are most likely winning hard. However, because of this, late game decks that do not generate economy or snowball seem to struggle. An example is monoblue, which shined in the first game. I have been trying to run mono blue in this game for a while, and I just cannot seem to compete with these 25-30 gold cards. Bolt of Damocles somehow feels even more underwhelming than its A1 counterpart. Basically with any deck, if you cannot manage to close the match out by the mid game, you better hope you either have 25-30 gold cards, or are equipped to handle the opponents who have those items (which is quite unlikely).

    • On that same note of items, the shop just doesn't work. It is not intuitive enough, and needs a major change, and I don't even know what that major change needs to be because it is so fucked.

    • The board limit feels restricting, but necessary. Several creeps that are part of the zoo archetype feel underwhelming because of the 5 unit limit, or because of the strong nature of cleave effects/hooked net. Do not get me wrong, I see the importance of shrinking the board, I just think in its current implementation, the balance of it just is not working. Cards like Red Mist Pillager, Rebel Rabble Rouser, Emissary of the Quorum (I could name several more, but you get the point) feel as though they struggle to find a place in the game because of limited board space.

    • I do not like the way that the hand limit works. If I have a full hand, and I get a tp scroll, I have to keep playing cards until my tp is available. This can literally lose games sometimes. There are a lot of ways to make the hand limit system work better. In my opinion, items should not effect the hand limit.

    • Lastly, I would really like to play with my friends who did not own Artifact 1. Several of my friends have had their eyes on Artifact for a while, but did not buy into the first game for obvious reasons. Because of this, they are not able to play in this beta.

    Conclusion: I enjoyed A1 significantly, and I enjoy A2 even more. In my opinion, A2 takes the good from A1, and got rid of most of the bad, but there are some new problems, which I have addressed. I see the problems that people have with both games, and I understand. I am welcome to any change Valve wants to make as long as it keeps the core mechanics of the three lane system, heroes, and initiative. These three things together are what make this game work so well conceptually.

    edit: grammar, clarity

    submitted by /u/Mastiviou
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    The Long Haul Podcast Episode 47

    Posted: 06 Oct 2020 01:54 PM PDT

    Thanks to Chat this Herald beat an Ancient! Loving Artifact 2 So far! <3

    Posted: 06 Oct 2020 11:09 AM PDT

    Constructing and piloting a Red-Black economy deck.

    Posted: 06 Oct 2020 11:30 PM PDT

    Constructing and piloting a Red-Black economy deck.

    2X Gank and Team Fight only

    This deck, is a pretty simple but successful constructed deck I put together with Raid in the latest patch. No Hesitation was a color defining and broken card at 2 mana, and it's still a great way to end the game -- Raid doubles up on that. The heart of this deck is setting up those game winning no hesitations and raids.

    How to build a deck to ensure instant combat from no hesitation / raid favors you?

    #1 Economy: The endgame here is items. Red heroes trade well, and black heroes make money well. Goldmine turn 1/2 ensures a strong game. Both black heroes deploy r1 to ensure that if you draw goldmine, you can play it in some lane. 2 ganks are included partly to help bounty hunter kill shifty targets early game.

    #2 Buffs: Path of the bold with Assault ladders translates into more tower damage. It also ensures your heroes will win trades and kill most blockers in 1 turn. Another early game card is smeevil armsmaster, to buff Tidehunter. If you can place tide with at least 2 adjacent units, even a single cast of armsmaster with +2 atk turns him into something that chews through blockers and damages tower, ideally you get +2 atk per round for a while with this making Tide huge.

    Deployment--

    R1 (non-aggro) : Sorla mid (1/3 chance unopposed to pillage), Troll 4th slot offlane (blocks obj vision and best slot for using sig), BH blocking enemy safe lane.

    R1 variations -- Against aggro, you can offlane sorla and try to match troll mid, if they want to trade you win late. Against a mono including heroes with more than 8 health, you might consider bh mid, if you know the enemy is likely to simply bounce their offlane on r2.

    R2: Tide has 2 choices generally -- if you have smeevil(s) in your hand, you almost certainly want to deploy in slot 2 somewhere you can splash a hero as well and get buff. Otherwise, deploy middle of a lane for ravage.

    R3: Bristle is a straightforward deployer, but keep in mind opportunities to kill units with upkeep damage done to bristle. Half the reason he is here is so that you can safely leave a veno lane, knowing the bristle can deploy adjacent to 2 wards and kill them before the turn starts.

    Cards--

    Top priority Early cards (r1/r2): As mentioned, you want to play goldmine in rounds 1/2 basically above all else, unless you're losing all your heroes through some terrible deployment but even then you should consider it. Second most important to play in round 2 is smeevil armsmaster on the Tide lane -- if you play this card early, it is a game changing threat that has to be dealt with, but later it is more a blocker.

    Second priority Early cards: After that, it's good if you can play lane buffing enhancements (paths, ladders), particularly 2 of them in rounds 2/3.

    Other Early considerations -- It's fine to use gank/berserker to win trades, or just play snot. Especially great to snot 4- health heroes, as they cannot then block troll or be near tide.

    Mid -- around mana 5/6, most every other card in the deck is useful. You should have gold and heroes deploying. Often the enemy has to commit to the mid tidehunter lane due to smeevils, allowing you to surprise pick a weak side lane and load it up, even if the tower has full health.

    Late -- Team fight, Raid and No Hesitate really dominate late. Team fight with a Tidehunter that has darkblight or mjollnir is one of the most broken combinations in the game. A common scenario here is say a blue player on mana 6/7 deploys 2 heroes to your exploited side lane, clearing it using echo slam or annhilation. You can then equip Tidehunter, team fight back into that lane, ressurecting all of their heroes and yours and instantly anchor smashing with mjollnir to send them back to the fountain. This is pretty much gg every time, you take the lane that turn and generally can either take the second tower following turn, or even tp back into finish mid.

    As ever, no hesistate, Raid and clear the deck can shut down counterplay. The deck does not have a lot of quickcast (just bh sig), and uses initiative on equipping items, so you want to threaten multiple lanes, forcing even strong control decks to choose between trying to stop a Tide from stun/killing one lane, versus troll/sorla/etc ending another.

    Items: 1 demoralizing hammer for troll, 5 damage at deploy (or more vs path) and the +4 later makes it the best item for him, you can generally buy it r1 and upgrade. Mjollnir as mentioned is required because of how broken it makes tide. Generally like to play other smaller attack items for tower damage, e.g. Red Mist Maul, Wingfall Hammer along with the usual Silver Edge, Radiance, Darkblight Shield etc., round out end game items.

    Final thoughts -- The buff cards like paths and smeevil are the most optional things people may want to do away with, in which case you might consider getting rid of Sorla. Nevertheless, the deck is relaxing and simple early, but stimulating and fun later game -- there are many important decisions to make, and even bad games are rarely out of reach due to econ. When I lose I often find I just did not consider the game fully.

    RTFACTJYkN6LkCBMYFnDUWYAi8ugK5AjoBA6QDQpA2CHsCvgGDKwcBAQUBAqMCUkIgTXVyZGVyLUVDMg__

    submitted by /u/BLUEPOWERVAN
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    I had a dream...

    Posted: 06 Oct 2020 02:07 PM PDT

    to become the best artifact player and win the 1 million $ tournament...

    sadge

    submitted by /u/Blackmanfromalaska
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    Results of the short survey -- have you played Artifact 2?

    Posted: 06 Oct 2020 08:04 AM PDT

    Results of the short survey -- have you played Artifact 2?

    The survey asked whether participants have played the game and whether they plan to play it in the future. It was started 12 days ago and since then it has gathered 111 responses.

    Main findings:

    • Most respondents (78%) have played the game. I hoped to get more responses from the people who didn't play the game, but they were less likely to participate in the survey.
    • What's interesting is that the majority (60.5%) of the respondents who played the game, spent less than 25 hours in it, actually most of them spent less than 10 hours playing single player modes. My hypothesis is that the game has a step learning curve and many people who try it, drop out very early, they don't even try multi-player modes. I find support for this hypothesis in the next point.
    • About half of the respondents who have played the game plans to play it more: a lot/regularly (28%), on updates/rarely (29%); the other half are either unsure (9%), don't plan playing more, but may come back at some point (33%), or are done with this game and won't come back (7%). However, the answers to this question strongly depend on the number of hours played (Figure 1). Only 13% of respondents who played less than 10h (mostly single-player) plan to play more, while the rest don't plan to come back, but may come back, or don't know. The situation is drastically different among the players who played between 10-25h: 68% of them plan to play more... Honestly, I wasn't feeling positive about the game in my first 10h as well, because I was confused by all the changes and skeptical about the game after reading about it, so the learning curve seems to be an issue.
    • Another interesting point is that nearly half (44%) of the respondents who didn't try the game, didn't do so, because they don't have access to the beta. This is very surprising to me. The initial version of the survey didn't have the answer "no beta access". I've added it on the second day after someone pointed it out, so this number is likely underestimated. Also, a notable fraction (24%) of the respondents waits for a major update to start playing the game, whereas a dozen (16%) of the respondents won't try the game, because they think the game is dead already or will die soon.

    TLDR:

    • Most respondents have played less than 10h (single player) or 10-25h (a bit of multi-player).
    • Players who played less than 10h don't plan to play more, while players with longer playtime are likely to play more.
    • Nearly a half of respondents who didn't try the game don't have beta access.

    Overview results:
    https://docs.google.com/forms/d/1vTeAO8tAuPqDt9Qh6H52kkejepBjWdV5fG3pkPzx2HM/edit#responses

    The original post (the survey is still open):
    https://www.reddit.com/r/Artifact/comments/izaup8/a_short_survey_have_you_played_artifact_2/

    Detailed analysis:

    Figure 1: Splitting the results by the number of hours played reveals large differences.

    submitted by /u/ssstorm
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