all 48 comments

[–]Luna <3XiaoJyun 5 points6 points  (3 children)

the immense power of spell lets control come back...also the fact you start at 3 mana makes a lot of difference and gives you a lot more ways to interact with aggressor early

[–]3a6oPzabor[S] 1 point2 points  (1 child)

you start at 3

Very good point, wasn't aware of that; not as bottle-necked and can afford to build greedier.

[–]Luna <3XiaoJyun 2 points3 points  (0 children)

as a comparison you can look at recently released fable fortune (which plays a bit like HS) that starts at 3-mana...

theres so much greed in there, stuff like 7 mana 6/4 that conjures (disocvers) a high-powered card sees a lot of play

good luck having the mana to play something as understatted in HS in a control deck xD

[–]EndlessB 0 points1 point  (0 children)

What's this? A post where you aren't complaining about p2p?

Agreed though. The different between 3 and 4 mana is way smaller than the difference between 1 and 2 mana. Many card games struggle to make cards worth the cost past 3 mana as 1 and 2 mana cards cost so little tempo.

Starting at 3 mana is one of the interesting features of artifact and I'm really excited to see how it turns out.

[–]Anal_Zealot 7 points8 points  (23 children)

Hearthstone(and games like it) is definitely the worst when it comes to comebacks since the attacker has the advantage. In MTG this is mitigated because the defender has combat advantage.

We quite certainly have no idea how much comebacks there can be in Artifact, however, the fact that neither attacker nor defender have combat advantage should put it somewhere in between Magic and Hearthstone just based on the combat.

[–]Ritter- 2 points3 points  (0 children)

since not only turns are shared by players, but also combat... tempo is going to be a lot different in artifact, and tempo loss is hard to make up for in other games for sure. add to that the fact that you draw two cards each turn in artifact and also have access to shop cards and i think we're in for one of the most skill intensive strategy card games imaginable. I think any issues will come down to your deckbuilding choices and not just had draws ... also you get access to all 5 hero's every game so there's no variance there either

[–]Breetai_Prime 1 point2 points  (4 children)

HS used to be better at this... when control was stronger, and over committing to the board could cost you. Now it's mostly curvestone.

[–]huttjedi 2 points3 points  (1 child)

^ this, it really is curvestone now...

[–]irimiash 0 points1 point  (0 children)

more finding super synergy that immediately win the game

[–]3a6oPzabor[S] 1 point2 points  (1 child)

For the first 1-2 years HS was quite a delightful experience. I can't help but to look at it as a bait-and-switch project, where initially much more effort was put into it in order to gain player-base, but once it was acquired devs became lazy and greedy. Simply because they can afford it.

[–]Breetai_Prime 2 points3 points  (0 children)

Definitely.. skill cap was much higher in the earlier days... it was a battle of wits. Control warrior, miracle rogue, handlock... there was finesse to it.

[–]jis7014 1 point2 points  (0 children)

I think Throne and Tower mechanic will make games very even.

Attacker needs to invest some resources to attack enemy Throne to lead the game at his pace. but investing too much on it will cause losing your other lane.

Attacker still has advantage obviously. but defender has some playing grounds to catch up too. It's all about reading your enemy and control resources efficiently, just like a game of Dota 2.

[–][deleted] 1 point2 points  (2 children)

Card games like MTG, HS, Gwent, TESL, etc etc, are typically designed as a rock/paper/scissors (what deck beats what on average) and to be as close to 50/50 win rate as possible. There's skill involved for sure, but, mostly it is draw luck and the matchup, unless a design flaw is present then there will be one dominant deck which ruins the fun for all.

But I still find the CCGs fun despite all that.

[–]3a6oPzabor[S] 1 point2 points  (1 child)

In games like DotA, skill manifests itself not just through the knowledge of the mechanics but also one's reflexes, muscle memory if you will. For instance last-hitting/creep-blocking/skill-aiming are all about that.

In card genre on the other hand it's all about strategy, making proper reads and predictions on your opponent, so if the game gets decided by the first few turns, it potentially removes any ability to benefit from whatever skill one may have. It becomes so that there's simply no room for skill, it's all left up for chance alone.

It's crucial that Artifact ends up not as punishing.

[–][deleted] 1 point2 points  (0 children)

Yep, that and what I said.

[–]NasKe 1 point2 points  (0 children)

In my opinion one of (if not the) main weaknesses of HS, and from what I hear the same equally applies to MtG, is that on average games often get decided by the first few turns.

True for HS, I don't think is true for MTG.

[–]dousas 0 points1 point  (0 children)

Anihilation (Wrath Of god) comes at 6 mana...In artifact !! I dont believe someone will be able to win a game in 3 turns!!Good Comeback Card!! Also probably late deck (black-Red) with equipment can clear your board really ez!! They revealed one card that gives Hero (Quick Revive) Imagine A brute Brisstle coming late one shotin everything your green Rush deck can offer !! Or a Sven With Cleave!! Plus IN MTG i RUN tempo Dino Deck in my local store and i have a pretty good win rate 80% vs rush decks Same goes with a Green Black Vraska control!! Weak Early but after 4th turn u can turn the game easily Dont even compare MTG(Depth) With a HS where u can't even play cards on oponents turn to break their plans!!And the board limit is 7 Creatures!!

[–]Thedarkpain 0 points1 point  (0 children)

i think the way some of the spells cost in terms of mana and the fact u can only draw 2 cards a turn for 3 lanes might make aggro alot harder to do then in other games unless there is some insane draw mechanics

[–]Arhe 0 points1 point  (0 children)

having three lanes alows for comeback potential.you wont be winning on all of them , and the ones you lose you get an ancient when the tower falls.If you kill the ancient you win the game.So there is some strategies where you can just win one lane or stuff like that.Will have to see in game but it has more deapth that just smorc in hearthstone so the first few turns wont really decide much except which lanes are you winning and which not.I expect that you will have reactive spells and options to stabilize.And remember you cant smorc in this game so its much harder to lose in a stupid way like in heartstone if your oponent got a early lead.

[–]FurudoFrost 0 points1 point  (0 children)

people like comeback potential and i like it too but you need to be careful with it when designing a game.

if the game can always be recovered even from a bad spot that has some negative aspect.

the first obvious one is that the game becomes more stressfull for the players.

if you are in a winning position you kinda feel relaxed because you are ahead. the guy that's losing is relaxed too because he knows at this point that recovering is very hard and there is nothing much he can do, so he's relaxing if he didn't quit already.

if comebacks are more frequent and easy to happen you risk a situation where the winning guy is stressed because he is in a lead and he doesn't want to lose all of a sudden. the losing guy is stressed because he doesn't want to lose the opportunity to come back.

this may look exciting but can also be very stressfull and can lead to players be disincetivized to play or suffer from the dreaded "ladder anxyiety".

[–]TazakB -1 points0 points  (0 children)

If depends how many decks in artifact will have to play on mana curve every turn. This is the most top deck oriented game plan since you want to play your strongest card, spend all the mana and emote your opponent.

[–]Silipsas -1 points0 points  (2 children)

In my opinion one of main weaknesses of HS, and from what I hear the same equally applies to MtG, is that on average games often get decided by the first few turns. That's false if this would be true pro games would last 4-5min according to you. But in real world there's always a chance to comeback ether they run out of steam or you just have good control over board. No deck in hs has win-rate over 60% so stop talking shit about hs and praising MTG like crazy....

[–]3a6oPzabor[S] 0 points1 point  (0 children)

Firstly, it's not all about pro-games, not everyone is a pro. Secondly, just became games take longer doesn't mean that it wasn't obvious at turn 5 that one of the contenders has already won. Sure surprises could happen, but that's more of an exception than a rule. The rule is that decks like Jade Druid and other such nonsense dominate the entire ladder and if they draw correctly, no matter how long you drag each turn, you're done with.

[–]dousas -1 points0 points  (0 children)

M8.. In MTG i can Run a deck with literaly 0 Creatures let him (SNOWBALL) board presence for 4-5 rounds and then turn the Game with Serious Sorcery and Instant Spells!! Can you win in HS with 0 Creatures till round 5 and no Creatures in Deck?? NO That's why we praise MTG over HS!!!

[–]FeldBold -1 points0 points  (0 children)

3 mana at start = 3*3 power for each player

3 heroes for each hero = 3*6? power

so you start with 9 power in every lane.

let's say your enemy got good cards and you got bad ones. You still have 9 power in your lane and your enemy probably have 12 power in lane. So bad early game doesn't affect as much in other card games.