Artifact - How to play Artifact Foundry [sunfan] |
- How to play Artifact Foundry [sunfan]
- Looking for feedback regarding changes to Artifact Classic mechanics.
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How to play Artifact Foundry [sunfan] Posted: 15 Mar 2021 08:03 AM PDT
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Looking for feedback regarding changes to Artifact Classic mechanics. Posted: 15 Mar 2021 05:35 PM PDT TL;DR: Looking for constructive feedback on mechanics, yes I'm serious, no this isn't a "I hope Valve starts working on the game and makes these changes" post. I'm in the very early stages of working on a community version of Artifact Classic, and would like some feedback on some proposed mechanics changes befor I get deep in the weeds. The first change would be to the unlimited board size. While it seems good on paper, in practice it was clunky and caused issues due to interactions between unit positioning, siege, cleave, etc. Instead of completely getting rid of it like 2.0 did, I'm thinking about making it more of a straightforward abstraction over health and attack through 1 more slot. The slot would basically be treated like an uncontrollabe unit, but it could be damaged in "pieces" based on how many units it is made of, and spells and abilities that affect all units would be multiplied by the amount of "pieces" when damaging/healing the slot. For example, let's say you summon 40 hounds of war, and none of them fit onto the board. The overflow "slot" would have 80 attack and 40 health. However, for every 1 damage it took, it would lose 2 attack and 1 health, since it is made solely of 2/1 units. Ogre's ignite improvement would kill the slot because it is made of 40 units, and would be hit 40 times. If you add in a Thunderhide Alpha to the slot, it would become a 100/60 "unit", and would require 1.5 damage to remove a single "piece", since the Thunderhide Alpha raised the average health and attack of each piece. Now instead of ignite killing the entire stack, it would only kill ~27 parts since the average health of each piece was raised with the inclusion of a beefy unit, and the 100/60 "unit" would be a 37/21 after an ignite. This allows for strategies that still "go wide", without requiring you to search through a big board and do a bunch of mental math to see if you have lethal. Plus, it should be easy for beginners to understand "add more units, do more damage, get more health" since it averages everything out. The second change would be getting rid of arrows. I know they add variance and whatnot, but they feel awful, and the majority of people don't like them. Instead of just letting everything slam forward every turn, I'm thinking that maybe creeps act like they do in Dota, and they will prioritize attacking unblocked heroes, or heroes that are blocked by other heroes. Another option would be melee creeps attempt to spawn in front of enemy heroes, instead of always spawning in the same spot. Both options make it a bit easier to defend; the first option means you can use heroes to distract enemy creeps from hitting your tower, the second option means a single beefy unit will always have to deal with a melee creep if it wants to smack the tower that turn. So what do you all think? Do the changes sound interesting, horrible, or meh? I'm still in the initial spitballing stage, so for all I know, my ideas might be awful, and I have to scrap them anyway once I get to see them in action. Thanks for reading my essay. [link] [comments] | ||
Posted: 15 Mar 2021 09:18 AM PDT
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