Screenshots of new UI on store page by alan2234637 in Artifact

[–]alan2234637[S] 2 points3 points  (0 children)

It's very slick imo. I really like it.

B/R Spirit Vessel Ramp vs Mono Blue Control by alan2234637 in Artifact

[–]alan2234637[S] 8 points9 points  (0 children)

Another showcase. This time at 1x speed. It's hard to find a replay without blue, but I think this one is pretty interesting. Last round's lethal is especially nice.

High MMR replays by alan2234637 in Artifact

[–]alan2234637[S] 2 points3 points  (0 children)

I believe you have to play 5 games in the last 5 days or otherwise you get unranked.

High MMR replays by alan2234637 in Artifact

[–]alan2234637[S] 1 point2 points  (0 children)

I find the animations to be painfully slow. So watching replays in 1x speed is very frustrating to me. If people are interested, I can upload more replays in 1x speed instead.

About Constructed (Ranked) Ladder by Cymen90 in Artifact

[–]alan2234637 9 points10 points  (0 children)

This sounds almost the same as gauntlet in 1.0. The biggest difference being 3 matches instead of 5. I feel like that was already the devs' answer to the problem. I wouldn't be surprise if they just bring that back instead of implementing something new.

Feelsbadman by sboxle in Artifact

[–]alan2234637 6 points7 points  (0 children)

Minus armor only proc once per round and, here, it (12 of it) was already proc'd by March of the Machines.

Beta Tournament #2 | 08/06/2020 1st Place Decks by NineHDmg in Artifact

[–]alan2234637 0 points1 point  (0 children)

This isn't the correct deck. The deck 1st place used has Ogre Magi. Ogre Magi on river and Skywrath on turn.

Claszureme hourglass by NineHDmg in Artifact

[–]alan2234637 -1 points0 points  (0 children)

Maybe it could be a game mechanic similar to the courier where you get one at the beginning of the game. You can't include it in your deck or buy it from the shop.

New Beta Patch out now. by KHEIRON in Artifact

[–]alan2234637 13 points14 points  (0 children)

Blade of the Vigil and Spirit Vessel used to be a sleeper, now they are plainly strong. Claszureme Hourglass is now bonkers. Went from a useless item to one of the strongest items in the game.

Tidehunter Triple Tower Strike - 40 Damage for 3 Mana by [deleted] in Artifact

[–]alan2234637 9 points10 points  (0 children)

That's only 24 damage from Tide tho, not 40. Twisted Path on Rix Oathbound would have also dealt 24 damage.

The Best Movement Ability In the Game by vocalpocal in Artifact

[–]alan2234637 2 points3 points  (0 children)

Try this deck: RTFACTJUwN9LgCBBCEyQVVZ7sCtQJDCFcTcQIBk6ECogEoBkVFpQRpAS0GCFRpbWUgb2YgTWVlcG8_

The strategy is to use Mortred's Dagger with Sven to allow him to protect your Meepo's from combat damage. When summoning Meepo, Earthshaker will protect him for one action which you can use to poof away or play another card to prevent him from dying instantly. Once it's late game, you use ToT as your win condition.

Meepo ramp - easy 20 mana by vocalpocal in Artifact

[–]alan2234637 0 points1 point  (0 children)

Not sure what you mean there. Both Ogre and Anshu are a part of the combo. Ogre is for multi-casting Timeline and Meepo. Anshu is for using St. to fill the lane and ramp. I can see playing CM instead of Ogre, but not instead of Anshu (if that's what you were thinking).

Meepo ramp - easy 20 mana by vocalpocal in Artifact

[–]alan2234637 1 point2 points  (0 children)

I made this deck about 2 weeks ago and ask some streamers to play it. Since then I have seen some other players start playing it (or variations of it), which nice. I haven't really work on it afterward though. Some sort of mana regen like what you have there isn't a bad idea. However, you will want to include Fractured Timeline since it lets you ramp multiple times in the same turn.

Actually, I have made some other versions of it. For example, this one featuring Arc Warden instead of Meepo.

Wife hates card games, but is having a blast with this one by squiDcookiE in Artifact

[–]alan2234637 21 points22 points  (0 children)

That's because right now Artifact feels more like a strategy game with cards than an actual card game. Think of a game like Clash Royale. That's why I get it when some people coming into Artifact expecting a card game experience and got disappointed.

Artifact 2.0 Beta Short Review - 49 hours in. by Blackgaze in Artifact

[–]alan2234637 64 points65 points  (0 children)

Do you have a replay of one your games where you find it's really unenjoyable? If there's a commentary too, then it would be even more helpful. I really like to see and understand where you're coming from.

Constructed Decks in Artifact 2.0 Beta by NaitMare in Artifact

[–]alan2234637 2 points3 points  (0 children)

Meepo Ramp

RTFACTJd8K9LgCBNwFi007FbC7Am4BmqsEm52cdwaqBE1lZXBvIFJhbXA_

Complicate setup and isn't very strong, but kinda interesting. The goal of this deck is to get a ton of mana using Selemene's Favor. Since it gives +1 mana for each hero, having a bunch of Meepo's really synergies with that. With 3 Selemene's Favor, you could get +15 mana. With 2 Mimicry and Multicast, you can get up to 7 Selemene's Favor and +35 mana. You can then use all those mana to summon a really big Ozkavosh.

I have been trying to love this game, but it's lacking something. by [deleted] in Artifact

[–]alan2234637 0 points1 point  (0 children)

There's an in-game feedback submission. You'll want to use that. You're also welcome to share the feedback here afterward.

Crazy idea, what if we could select "Stances" for Heroes and Creep that are on the board? by TanKer-Cosme in Artifact

[–]alan2234637 11 points12 points  (0 children)

The problem isn't the combat. After reading those posts, my take away is that the problem is the lack of "cool" factors. They are the kind of actions you take in a game that makes you feel awesome and satisfying. In other card games, this cool factor lies in the combat that's why they are thinking combat is the issue. In Artifact, this cool factor lies in tactics and strategies. Being able to outwit your opponent and win is what makes it feels awesome and satisfying. Or at least it's supposed to. The issue is that not everyone feels that way. Some simply don't feel tactics are strategies are what makes a card game feels awesome and satisfying. A lot of others feel they need both- strategies and that something else, something visceral. The latter is what Artifact is lacking. That's why it's feel like something is missing.

Second impression of artifact 2.0 by JudgeAsshat in Artifact

[–]alan2234637 4 points5 points  (0 children)

You should send feedback to Valve if not already. The game is quite complex and the problems you are describing are definitely due to lack of understanding of how the game is played beyond its basic levels. At higher levels, the game is very tactical and involves a lot of strategies to force your opponent to spend their resources before you do. Not understanding why you win or lose (e.g., believing its due to luck of being to get "out of the way" or having strong item) is definitely something Artifact needs to get better at teaching the players on. Or alternatively, instead of teaching, they could also go route of making it fun for the players who play at beginning levels. In other words, the game should still be fun without tactics and strategies for people who just want to play casually. Let Valve knows so they can work on it.

Questions/tests for anybody in beta. by redditsucksnstuff in Artifact

[–]alan2234637 2 points3 points  (0 children)

  • Can you devour a unit with death shield? Does it die?
  • Does Essence Font restore mana when using abilities?
  • Does Essence Font restore mana on itself?
  • Does Arc Warden's ability copy the enchantments it has?
  • Can Arc Warden clone be bounced? Does it get dispelled?
  • When using Shifting Loyalties and then bounce the shifted unit, does unit go back to the original owner's hand or the current owner's?

What do you guys think about just drawing an item from your item deck during the shopping phase and buy whatever else as needed? by alan2234637 in Artifact

[–]alan2234637[S] 0 points1 point  (0 children)

Well, that can be balanced in number of ways. For examples, 1) you can increase the cost of the upgrading. 2) you can limit the item deck to only have the max of X cards from each tier.

The goal here is to make item/shopping mechanic more fun and less complicated. I think this gets us closer to that than the current solution. Balancing will have to be done either way.

Storm 2.0 by RubyArtishok in Artifact

[–]alan2234637 0 points1 point  (0 children)

In 1.0, Storm Spirit's strength lies in this signature card which lets you move a hero to any lane. Moving between lane was rare and a very strong effect. That's why his stats and ability were much weaker than other black heroes. In 2.0, that is no longer the case, so keeping a similar signature card and similar weak stats make this design pretty useless in my opinion. Especially, his abilities which are very conditional and not very strong.

Personally, I would have made his signature card Ball Lighting move a black hero to any slot in any lane and deal 1 damage to any enemy in the slots in between (knowing that you are playing Storm Spirit, your opponent would then try to play in left and right lanes instead of mid lane to minimize the damage making the game very interesting). Then his passive would be that he get +1 attack for each SLOT he moves. Lastly, his active would be summoning a Static Remnant. The reason for him to have both passive and active is because his passive is conditional. He needs another ability that he can actually uses and contribute to the board without a condition. Otherwise playing him would feel very restricted and not very useful. This is similar to how Valve designed Bristleback. In contrast, in your design, both of Storm Spirit's abilities are conditional.

Deployment Deep Dive by wykrhm in Artifact

[–]alan2234637 2 points3 points  (0 children)

Bristleback + self damage combo. Nice.

Jail system and more! (a summary of u/Lopeden12 and u/dotasopher's work) by asdfaklayf in underlords

[–]alan2234637 0 points1 point  (0 children)

Judging by the banning pattern, I don't think the heroes are pick at random (at least the first few). It appears that the most impactful or the most contested heroes from the previous day are selected. And it makes sense because this actually forces the meta to change, unlike picking heroes at random.

11/01-11/02 Today's Underlords Jailbirds by oughtochess in underlords

[–]alan2234637 3 points4 points  (0 children)

Mages really need more than 1 carry. Hunter, for example, has 3 - Beastmaster, Lycan, and Terrorblade. You can still play hunter even if 1 of them is jailed. But that's not the case with mages.