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Artifact – 4 May 2020 Patch Notes | Arc Warden and Nyx Take the Lead in Exciting Poll Results!

Introduction

In the latest patch notes, the highly anticipated results of last week’s poll are finally revealed. Arc Warden initially took the lead by storm, but Nyx slowly but surely started to gain ground. Just when it seemed like Nyx might snatch the top spot, the decision was made to include both heroes. Talk about a plot twist!

Now, let’s dive into the shop. Feedback about the shop has been all over the place, with players suggesting everything from minor adjustments to a complete overhaul of the item system. The developers themselves have mixed feelings about it, recognizing both its strengths and areas for improvement. The original implementation had some unintended consequences, such as limiting deck-building options and making top-tier items less exciting. But fear not, because the team is ready to tackle these issues head-on. They want to hear from the community and have an open discussion about the changes they’ve made and the goals they hope to achieve with the new version. So, don’t forget to share your thoughts and ideas by emailing [email protected].

In terms of what didn’t work with the previous shop system, players often felt compelled to fill their decks with cheap items just to have more control over the available selection. Additionally, the ease of obtaining top-tier items made them less special, and the randomness of consumable selection could sometimes be frustrating. Certain items also felt disproportionately important, while the complex pricing system required more mental gymnastics than necessary. Furthermore, the existence of three different slot types caused confusion for new players, and it was disheartening when the shop offered no appealing options. Lastly, the “hold” option didn’t quite hit the mark.

On the bright side, the developers did appreciate the satisfaction of building up powerful heroes and the gradual progression of abilities throughout the game. They also enjoyed seeing players adapt to their circumstances and creatively utilize items from the secret shop. Plus, the ability to quickly evaluate and make purchasing decisions was a definite plus. With these likes and dislikes in mind, the team is determined to create a shop system that strikes the perfect balance. So, get ready to embark on this exciting journey of improvement and don’t forget to share your thoughts with the developers.

Before we get into the blog, we wanted to share the results of last week’s poll. Arc Warden was the front-runner right out of the gate – his lead seemed insurmountable. Slow and steady, though, Nyx started to creep up. Then, right before were going to close the poll, he almost overtook the front spot. In the end it was close enough that we figured why not add both!

Now on to the shop!

Feedback about the shop has been a bit more scattered compared to other parts of the game and the suggestions have ranged far, from tiny tweaks to a huge Dota-scale item shop with item recipes. We’ve found we also have a mixed mind about the shop. We liked some parts and had other parts we thought needed improvement. There are some side effects of the original implementation that pushed optimal item-deck building into a narrow space.

It’s a topic that we think would be good to

delve into together

. Let’s break down what we did and didn’t like, the goals we should have for the new version, and talk about the design trying to accomplish those goals. Remember to email us at [email protected] to contribute to the discussion.

What we didn’t like:

  • Players often felt compelled to stuff their decks with cheap items with the intent to buy them out so they had more control over the selection they saw.
  • It was easy to jump to top-tier items, limiting how cool those items could be.
  • Consumables could have a huge impact, but you could be unlucky with your selection.
  • Some of the items felt too important (Blink Dagger, Town Portal Scroll, etc.)
  • The wacky item prices required more math than needed.
  • Three different slot types caused confusion for new players.
  • It felt weird when the shop opened with no good options for the player.
  • The “hold” option wasn’t well utilized.

What we did like:

  • Building up powerful heroes feels great.
  • The flow of adding abilities to your hero over the course of the game, ending with an exciting final board state without starting off overwhelming.
  • It was fun when players were able to adapt to their situation and make creative use of an item in the secret shop.
  • You could evaluate what to purchase fairly quickly.

The shop is one of the last things we’ve worked on, so it might see some dramatic changes still. The details of the implementation may be completely different in the end, but our goals should remain the same.

Goals for the new version:

  • We’d like you to have better access to your items compared to the original game.
  • Items, in general, should have their cost reflect when they are useful in the game. Early items should help build small advantages and late game items should help close the game out.
  • We’d like to keep the ability to find a random item that could help you out.
  • No class of items, early or late, should be too powerful as to skew the selection one way or another.
  • Less math.
  • Required tools (Town Portal Scrolls) shouldn’t be available based on luck.

In the current implementation we’ve normalized item costs to 10, 15, 20, 25, and 30. If they seem too expensive it’s due to the faster rate that gold is earned now. Items are grouped based on their tier and the shop is populated to have one or more items at each tier, plus your item deck. All slots in the shop follow the same rules for how the item for sale there is selected.

At the first shopping phase you have access to the 10-cost item tier plus a few other options. If you have some extra money, and don’t like the items presented, you can re-roll for 2 gold. If you are a little light on cash you can choose to skip shopping and earn a little extra gold. The gold earned this way starts at 3 and increases by 1 each time you upgrade the shop. Finally you can upgrade the shop for 5 gold. This upgrade cost goes down to 3 then to 1 in subsequent turns and resets to 5 when you upgrade. When you upgrade the shop the next tier of items is added to the pool and you get a free re-roll.

Most consumables, including Town Portal Scrolls, have been removed from the game completely. You now get a similar item, the Blink Scroll, the first time you bring each enemy tower to half health. Blink Scrolls work like a Blink Dagger but are consumed on use (each let you move a hero to a slot in an adjacent lane).

Let’s take a look at some of the new items from the first three tiers.

Force Staff

  • Displace is one of the few “random” effects we’ve added to the game. It pushes a unit randomly left or right 1 slot, but can only push into an unoccupied slot.
  • Since you can displace enemy units as well as your own, you can often work out favorable match-ups with a little creativity.
  • A few of our favorites are pushing a unit with a strong aura towards one of the edges of a lane, sliding any strong tower attacker into slot 1, or just pushing a blocker out of the way so you can smash a tower.

Necronomicon

  • With its strong health buff this item can keep a fragile hero in lane for a long time.
  • Demonic Archers are a great way to build up a creep imbalance in a lane. Only one is needed to start the ball rolling.
  • Left unchecked, a lane full of Demonic Archers will make deploying heroes into a lane a painful experience.

Root Boots

  • The 20-gold item tier has several items that immediately change the texture of a lane, either by making strong localized effects, or providing a large stat boost.
  • Root Boots are great for deploying into a hero with mobility and exchanging favorably.
  • Decay effects ignore armor, so they are great at cleaning out a lane clogged by armor buffed creeps.
  • Root Boots are a great way to stop late-game lane hopping shenanigans.

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