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How's it going TCG Top Tier. Artificat has recently updated and while small in size, brings a significant change in how develop plans to go forward. Originally, Valve was intent on keeping Artifact as close to a physical TCG as they could. However, it seems they've realized that a digital card game presents unique opportunities that TCG's do must go to great lengths to accomplish otherwise. Your buddy Majin Goo is going to go over a few important points and provide my opinion on the subject. The first thing to note is that the update adds in account levels and skill ratings. The skill ratings are separate between constructed and draft. Account leveling will show your experience, essentially track how much you actually play the game, while providing you tickets and packs as you advance. This is a minor addition as most games today have content like this and it's important that valve continue to add features that give players a reason to play the game. The major part of this update is their change in design philosophy. Originally, Valve had committed to the idea of not changing cards and using bans as a last resort. From their prospective, this would ensure card value and build consumer confidence in the marketplace. While I applaud the idea and love the marketplace, balance and competitive progression is what keeps players buying cards and pushing their limits. Valve has done a lot in regards to listening to their player-base and realized the problems that come with such an issue. Much of their concerns had aligned with my own and I'm glad to see them adapting to the environment. Stale Meta focused around power cards are incredibly difficult to build around and deal with, this will allow them an opportunity to ensure previous sets will not hinder future development and creativity. There thoughts on the subject can be read: "Further consideration also made us realize it was the wrong approach from the development side. An extremely high bar for making iterations will indirectly cause future set development to be worse off. Long term set creativity will suffer if we are reluctant to try new ideas because of fears around not being able to make adjustments." Now this brings up the question, "What about the cards I bought that will lose value due to balance?" This is a good question, one that valve was prepared for. While it doesn't do much to help players that bought cards early on when they were their peak, it does show they are concerned with the success of the marketplace. Valve has decided to buyback any singles you bought in the marketplace that were changed in this update. They will give what the market peak was up to 24 hours prior to the announcement of the changes going live. While traditional TCG players are no strangers to balance affecting a card's value, I assume newer players to the model will have concern. The key here is to remember that it is more important in the long run for card value if you have buyers. As people leave because balance is ignored, it will become harder for you to sell as the demand drops. In the long run I believe this will help the overall value of Artifact cards. Now, let's talk about the changes. Not many cards were changed and the changes are not crippling. In fact, from what I can see, more cards were buffed than nerfed which is good to hear. There were 6 buffs and 2 nerfs to be exact. The notable nerf being to the card that held the top spot for value for some time, Axe. As someone that plays an Axe/Tinker deck, I've always felt Axe gave you too much for nothing. Not only is his signature card good, but he is capable of providing aggressive board presence for several turns. This can make it difficult for slower decks to really get going. Axe was adjusted from a 7/2/11 (Atk, Armor, Life) to 6/2/10. While the change is minor, it does make him slightly easier to deal with. The key here is that his armor remained 2. Armor in Artifact provides an "actual" change to damage. What I mean by this is that if armor is positive it reduces the damage, if it is negative however, it will increase how much damage the unit takes. Think of armor as not just equipment, but state of health. A unit with negative armor could be seen as poisoned, sick, or weakened, so they take more damage. While a unit with positive armor could be seen as well equipped, in extraordinary health, or made stronger by magical enhancements, so they take less damage. What makes Axe powerful is the natural 2 armor that he starts with, essentially making it to where champions themselves need to deal with him and even then he has the advantage in the first 2 to 3 turns. If he continues to shape the meta I could see the Armor being changed in the future. Let me know what you think and make sure to comment below so we can have a good discussion about the changes going forward. Lets talk about your favorite changes and what you think could make the game more appealing to a larger audience. Remember as indicated by Valve, they are listening to us and discussing our ideas and our concerns: "Since the release of Artifact, there have been a lot of discussions surrounding this topic. Input came in many forms, some from online discussions, some from direct feedback with players, and some through discussions among our own team members. This caused us to take a step back and spend a bunch of time debating the merits of the different arguments presented." Full information can be found at: Skill Rating, Leveling, and Balance Update
Finally got a chance to play Artifact. It should be mentioned that the game has a $20.00 USD upfront cost to start. This includes 2 Starter Decks and 10 Packs that you receive after two tutorial games. You can choose not to accept them after the tutorial and ask for a refund, but once you accept them their disclaimer firmly lets you know there will be no refund. Packs cost about $1.99 USD per. You are able to buy and sell singles for steam cash in the game so there is an actual secondary market. From research it looks as if a good competitive deck will cost about $70.00 USD to make which isn't nothing when you compare it to Magic. The game plays like a MOBA with three lanes. Each lane has a tower that you are trying to kill and each tower houses some kind of ancient life force. You win the game by destroying two different towers or by destroying a tower and then killing the that life force that is exposed afterwards. Each round goes through the three lanes in steps. You play cards and do combat in one lane, and then the next, and so on. In order to play "styled" cards to a lane, you must have a hero of that "style" actively in the lane you're playing the card to. When heroes are killed they are sent to the "fountain" to heal. They basically set out the whole next turn, and then the turn after you can redeploy them to a lane. They even included purchasing upgrades and items. As the turn progresses you can earn gold by doing things like killing units or heroes. This gold is used at the end of the turn before the next round to purchase equipment that can be used to enhance heroes and heal allies. The game has a lot of complexity but is organized well so that it doesn't completely overwhelm you. You need to make sure you have the right type of allies in your lanes so you can play the cards you will need to attack and defend in that lane. Essentially, you're keeping up with three board states but because the game does a good job of holding it together, you don't realize it. The game has casual and expert formats that include constructed and draft formats. You can play freely with your friends and community tournaments can be created and joined as well. These tournaments can be set up to your liking to include formats such as "commons only" and can be swiss or single elimination. I'll let you guys know more as I get through it but this is something I'm definitely going in 100% for now.