I Like Artifact: My Issues and Suggestions for Improvement

Suggestion

Overall Opinion: Artifact has very interesting mechanics and gameplay, but lacks feedback. In most games, you do a good series of plays and you can see a large benefit/reward and experience that in the game. After that point, the player is typically satisfied having accomplished their cool deck goal regardless of if they win or lose. Artifact instead has individual cards that are high costed that swing the game. This means that the game revolves more around playing those specific cards rather than performing a series of cool interactions. This is simply boring and in my opinion the biggest reason that Artifact is still losing players. They should revamp their card design philosophy to accommodate creating cool synergies and in game feedback that players desire. The below are some methods of creating a more satisfying experience overall. I do think that RNG is an issue in this game and even confusing at times.

  1. Playable card pool is small and the average card power level compared to heroes is very low. This reduces perceived agency because your heroes dictate so much of the game. I suggest either buffing most cards or reducing the power level of heroes so that card plays can feel more impactful, especially early game card plays.

  2. High cost cards don't have enough of a time/temp drawback because aggressive options are not strong enough to outpace and win 2 lanes against a control deck on average. This is a fundamental game flaw and suggests that low cost aggressive options need to be buffed so that Aggro>Control>Midrange>Aggro...

  3. Initial hero deployment should be deck designated so that you can control which lane your early plays go into. Not sure why it has to be totally random. It would still be pseudo random if they went into a specific lane because you would still not know the matchup.

  4. Arrows should point straight unless manipulated. This would make arrow manipulation more important and reduce the number of feel bad moments when you have the win except all your arrows are pointed at one random creep for no logical reason.

  5. Heroes should have more ability focused kits and less stats. This would at the same time make games feel more diverse and allow low cost stat based creeps to fight heroes better. Also, early game initiative might matter more if more heroes had activated abilities.

  6. This game needs both more card draw and stronger early game plays. There is simply a lot of do nothing turns in Artifact which I think is ridiculous. Who wants to play a game where you sit and do nothing on 1/3 turns. This is partially related to the low amount of card draw, smallish starting hand size, very strong late game cards, and weak early game cards.

  7. Shop needs an over hall. I think that players should expect and it would be fun to be able to upgrade your heroes more often throughout the game. Also, the shop in its current state forces you to build your deck with very cheap and very expensive items due to not wanting your shop to get blocked. I think the shop should only offer items you can afford if you can afford an item. This would allow for more item shop diversity.

Thanks for reading my opinion even if you disagree or don't care. Have a good day!

Posted Jan 30, 2019, 4:02 PM UTC

09
burnmelt•

Regarding #1&6, increasing card draw inherently buffs rush/aggro decks. If you play an all black deck, its common to run out of cards in the first 2 rounds.

Regarding #2 is a giant issue and really related to #7. Vestures, horn, etc are just so much better that its hard to come back once these items are in play. Other items just don't matter anymore. Time of triumph, annihilation, incarnation just make the rest of the game not matter. Feels bad. They do need to adjust the 6 and 8+ mana cost rounds a lot.

Regarding #4, card draw would help with this too. Throwing in a bunch of cheap cards that help you manipulate targets is very viable if you aren't so worried about drawing situational cards.

Regarding #7, the newest changes already help deck variety. I hope they continue this path.

Overall, I agree with your points and hope Valve is still considering this type of feedback. I think a lot of skills that remove / kill heroes before the combat phase should be re-worked too. Make the game more combat phase oriented and less about upkeep kills / holding initiative.

EDIT: Formatting.

3
StrategicGamerOP•

Regarding #7, the newest changes already help deck variety. I hope they continue this path.

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They help some, but honestly these changes were mostly very minor. I think most items need a fundamental redesign so that many are at least worth considering as inclusions in your deck. I would be fine with them reducing items to 1 per pack and putting 10ish in a set and making them all situational, but powerful. This would at least make sense given you typically only want to run 9 anyway.

2
augusto_91•
  1. Buy back option - 10 gold/3 turns cooldown. - values for reference
  2. TP scroll aways available - 5 gold/2 turns cooldown. - values for reference

I think those are quality of life improvments that should be in since the beginning, being a Dota 2 card game.

#1 the heroes dictate so much because it's this way in Dota 2, i'm cool with that.

#2-3 I would like to see it tested, you set your deck so Drown goes 3rd lane on flop, the bonus dmg gives a slightly advantage, same could be said for CM, this way it would be already messing with the ...rock>paper>scissors... without having to buff/nerf cards right of the bat.

#4 I like the RNG arrows, they either mess with you or your opponent, there are cards that allow you to directly control them, 2 red, 3 blue(1 being battlefield control from J'Muy), 2 black, 0 green, 1 item.

#6 again related to Dota 2, the early game is a bit slow, focused on getting gold and exp.

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2
StrategicGamerOP•

Sounds reasonable. The game could be entirely about the heroes if the heroes were more interesting and interactive. For example, in LoL you have 4+ skills on your hero. If you had 4 things that your hero could do in Artifact and how you best utilized those skills throughout the game was the core part of the game and everything else was tangential to the hero controlling aspect of the game, than I could see the game being more appealing. In there current state, heroes are simply too stat based and boring too justify the entire game being warped by them.

1
Squidlips413•

Spot the Hearthstone player who has never played DotA. Also, use a blank line once in a while.

Heroes are supposed to be strong, they are heroes. Creeps are the cannon fodder that fights the enemy cannon fodder. They don't go toe to toe with heroes, but they greatly help the fight by destroying enemy creeps and pushing tower damage.

It's ironic that you say the shop needs an overhaul because it is fun to upgrade your hero after a patch that did exactly that by lowering the price of most items.

The one thing I agree with is starting hero placement being the same as the order of your heroes in your deck. It might make games a little stale though since everyone is just going to deploy stronger heroes in the earlier lanes and weaker heroes in the later ones.

1
StrategicGamerOP•

Spot the Hearthstone player who has never played DotA. Also, use a blank line once in a while.

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I specifically do not like Hearthstone and have played MTG, Final Fantasy TCG, and VS System at a competitive level. Also, my most played game last year was League of Legends which is also a MOBA. So please consider what assume means before you make ignorant statements like the above.

Heroes are supposed to be strong, they are heroes. Creeps are the cannon fodder that fights the enemy cannon fodder. They don't go toe to toe with heroes, but they greatly help the fight by destroying enemy creeps and pushing tower damage.

I did not say that Heroes should not be better. I said that heroes should have a more skill based kits and less stats. In early game LoL, if you just tank creep hits with your heroes you die fairly fast. Later in the game creeps are totally irrelevant. I would like to have more of this sort of experience in Artifact.

It's ironic that you say the shop needs an overhaul because it is fun to upgrade your hero after a patch that did exactly that by lowering the price of most items.

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The buffs were mostly minor except for Assassain's Veil and Blade of the Vigil which are a lot stronger now. The problem with the shop is that you are incentivized to run cheap and expensive items. The cheap ones for the early game and to avoid clogging your item deck and being blocked from you expensive items and the expensive ones to swing the game. The middle cost items see little to no play as a result.

The one thing I agree with is starting hero placement being the same as the order of your heroes in your deck. It might make games a little stale though since everyone is just going to deploy stronger heroes in the earlier lanes and weaker heroes in the later ones.

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This would be a meta call. If I assume that 50% of my opponents will throw a weak hero in 3rd lane, I might run Bristleback in 3rd lane to punish. This would make the hero ordering very interesting at top level.

Thanks for the feedback. I appreciate it!

0
Squidlips413•

You need to define or give more examples of what skill based kits means. More signature cards per hero? Give each one multiple abilities? Give heroes level up style stat growth? Heroes start fairly strong and can get much stronger through items and other card effects. There are also plenty of heroes that die in four or so rounds of tanking creeps.

The whole point of the item changes was to make them all more attractive options. Valve isn't going to buff something that is already strong or buff the middle cost items so much that the low cost items are totally obsolete.

3
StrategicGamerOP•

You need to define or give more examples of what skill based kits means. More signature cards per hero? Give each one multiple abilities? Give heroes level up style stat growth? Heroes start fairly strong and can get much stronger through items and other card effects. There are also plenty of heroes that die in four or so rounds of tanking creeps.

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I think your list of brainstomed options is a good starting point. I see the multiple card option or multiple ability options both being attractive.

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The whole point of the item changes was to make them all more attractive options. Valve isn't going to buff something that is already strong or buff the middle cost items so much that the low cost items are totally obsolete.

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More attractive =/= attractive enough to see play. Blade of the Vigil and Assassain's Veil were both buffed enough to see play. I would like to see more of these buffs, but a better solution would be to allow players to play a more diverse set of items either by not gating items behind one another or by only making items that you can currently afford availalbe. This second option would put more control in the hands of the deckbuilder and make a lot more middling cost items viable.

-1
chuminh320•

i only have 2 issues with artifact: 1.replay system:sometimes i do a risky play and it work but i don't have enough time to think about better play.it feel so bad even that i win. 2.consumable item should be on the same battle ground.add re-roll or both player have same consumable item.it feel awful when enemy have 2 tp and you have none in draft.

1