#Please drop here your feedback about Artifact Game Mode

91 messages · Page 1 of 1 (latest)

dark osprey
pseudo tendon
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respawn time is terribly long

static mist
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so I have a few complaints.
The A and B on the screen? what even are those? do they serve a purpose? Are they the base markers?
if so what is this tiny castle thing?

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there is far too much going on in the artifact game mode, the font too big and distracting, too many seemingly pointless map markers )the A and B????)
and worst of all i havce to press some button (no idea what) to pick up the artifact itself when it should act like the flag in Gates or the bomb in spoils...if you fly through it, you pick it up.....

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add to it the small cutscene is kind of pointless and, frankly, after a life time on this game of dealing with spoils load outs, I'm already sick of looking at it.

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the map itself is beautiful, i love how it looks!
my other complaint is the ice shard rifts should regenerate more stamina, bc as it is, i have to rely too much on the ground rifts

reef timber
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I think my blast sent an artifact carrier into the wall, and they died there and the artifact couldn't be picked up.

The A and B things are unclear what they are- I assume they're points for charging the artifact if you're the attacking team.

static mist
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then why do i see them if im defending or attacking?

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things I LIKE about the UI however

this

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i also like this, being able to see my allies hp bars clearly

pseudo tendon
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  • the map is too long. It takes too long to get back into the action.
  • Charging of the artefact takes forever. Circling around for so long feels like a chore
static mist
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i dont even know how to pick up the artifact....

reef timber
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Fly through, I picked it up first time easily

static mist
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i did....i cant pick it up...it has an interact button on it

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it says press q to pick up, but my q is my special so i cant pick it up

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I'll see if i can get a screenshot of it. But i cannot pick up the artifact by flying through it.

reef timber
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As a criticism, I don't like you automatically lose the round if your whole team dies. That with long respawn timer means that a pro team could stomp a whole game by killing

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Yeah, I'm just flying through to pickup. I can drop it too? I guess check your settings?

static mist
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its an interesting game mode for sure, i cant give much critisiscm yet bc i dont understand whats going on

I think....if the A and B markers only appeared to the people who PICKED UP the artifact (ya know, the only people who its relevant for) it'd be a lot less clutter on my screen and more palletable.

just a lil marker of where to take the orb, and maybe instead of A- B it's changed to a yellow orb marker (like how theres a red to mark a player has the orb)

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that way when you grab the orb you can see "oh another orb marker, I must have to take it here"

static mist
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Like, the orb carrier is already marked on our screens as a blue or red orb
so we can already follow the orb carrier readily and easily.

So if we removed A - B and only gave a glowing orb/marker to the carrier themself, i think it'd be a lot less confusing on the team as a whole

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idk if that makes much sense. Im sorry

pseudo tendon
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  • Artifact looses charge too quickly, It feels unfair loosing all progress after 1 minute of flying in circle to charge it.
  • Also If artifact is destroyed roughly 1:30 before the end of the round, the round is already lost because there is no time to charge it again and carry to the tower

I'd make the artifact hold it's charge after dropping and make it charge more quickly, but whole round could be shorter because of that.

jovial shale
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artifact loose chrge too fast, the map is way too big, and there no way to get to the castle thing faster, we need at least a air tunnel to go back faster. also, time until respawn is way WAY too long. when the attackers put the arctifact in the castle, the defenders should have more time to try and break the arctifact

naive mango
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  • charge time is too long and loses its charge too fast when dropped

  • the respawn time is ridiculously long

  • i personally don’t like that a wipeout ends a round, at that point playing objective is a waste of time and you’d win easier just killing the enemies considering the long respawn time

  • the artifact is very easy to destroy considering it keeps previous damage, instantly erasing all progress

nothing much different from what everyone else has said about it so far, i enjoy the concept but i don’t feel like the execution lives up to that

proven crescent
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I haven’t played it much yet but what I can say till now is that it is fun but I feel like it would be even more fun with the old movement and shorter respawn times, the map is already a big one and it takes some time to get back to the action so the long respawn timer is unnecessary.
But I can definitely see this mode permanently together with gates and survival in the arena rotation sunglasses inlove

craggy prawn
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I would agree with a shorter respawn time. The map is large enough that it is still difficult to make it back to the battle to allow for a team wipe out or artifact destruction to stop a match

reef timber
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Another voice to the respawn timer. It's far too long considering the time to kill is very short now. You spawn, get all the way to the action, die in ~5 seconds, then have to wait 10 seconds to spawn and then another ~10 to get back to the action.

visual geyser
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  • The artefact takes too long to load
  • Killing the entire enemy team is the most efficient and quickest way to win, which makes no sense...
proven crescent
pseudo tendon
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also adding more air currents on the map would be cool. To get back to the action quicker

narrow thistle
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Read 👍

raven dew
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respawn too long , whole team dies and its ez win. + there is not only timer , there first you watching a map , who killed after that timer starts and you sitting 5 minutes to respawn jesus

ionic yew
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I really prefer the old targeting system, this new one isn't clear about who you're targeting and the enemies blend together, which kind of makes my eyes hurt.

ionic yew
static mist
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I agree that wiping the enemy team should not = a instant win in artifact. Respawn should be 5 seconds at most and wiping the team should not equal a loss.

Adding more air currents or at least 1 air tunnel to the map to make getting to the other side of the map quicker would be nice ^^

Due to the nature of the game mode and the lower TTK, perhaps 2 healing spheres could be added? 🤔

I still stand by my previous statements that the game modes UI could be drastically improved if you removed the A and B diamonds on the screen and replaced it with a golden orb that appears ONLY to the person who grabs the artifact.

being damaged should not make me drop the artifact. I should die with it

Artifact should rettain charge if dropped at the charging point

I enjoy that we can pick a new class on round 2! I think this should be implemented in every game mode with multiple rounds!

Will add more as I go.

cloud sable
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I found this game mode a pure nonsense. When you start as an attacker there is no way you can win. Artifact energy gathering takes too long, three/four enemies jump on you and you are screwed. Enemies won only once cause we have 2 players in team vs 4 of them. Literally 3 or 4 enemies need 1-2 seconds to wipe you out of existence. How can I wind up artifact flying in circles?...

static mist
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I think the artifact charges up fairly quickly.
but it's never hard core specified you need to fly into the crystals and boost through them to charge it.....
if you don't fly through the ice shards dotting the lake or cave, it won't charge :<

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My problem is we drop it when we take x amount of damage and when we drop it, it loses its charge....

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wich is silly. I should have to die to drop it.

cloud sable
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Once we did a clever job cause once we died at A, then artifact carrier flew to B, changing sites. We charged artifact but then on the way to the enemy base enemies just jump on us one by one wiping us. If you have 2/more enemies on tail artifact is charging way too slow. You are left without abilites to just flybath in the shards.

static mist
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perhaps something could be implemented so it charges faster if there are less players on a team?

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and ofc i dont think its ok at all that if everyone dies the game is an insta lose

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thats stupid imo. let people respawn. the respawn timers about 23 seconds

static ravine
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I would like to mention the same issues:
• respawn is too long;
• wipe = lose is kinda lame, it would be better if this feature was not implemented. We already have survival gamemode, why giving us another one? If players are given this kind of a way to win, at some point they will start playing this gamemode like a deathmatch, ignoring the main feature (artifact charge);
• which would be no wonder, because artifact's charge gain and loss are imbalanced. It loses the charge way too fast for how difficult it is to charge it;
• now personal opinion: i didn't like that the sides are binded for the third round (i.e. if you start as an attacker, you will be an attacker in the last round). I'd rather see the last round being random at switching sides.

static mist
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Randomized 3rd round would be a great tie breaker and keep people on their toes^^

exotic sundial
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I think that destroying an artifact is much easier than charging it and taking it to an enemy tower
And map is pretty nice

cloud sable
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We charged artifact, put in the enemy castle in the last time. but of course it must stay there for awhile and we lost...

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It's way too easy to destroy artifact. We nearly got to enemy castle twice but just before the tower carrier got killed and artifact just wiped. 1:20 on the clock, nothing to do after that.

static mist
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Difficulty picking up artifact once its charged.
for some reason I cannot pick up the artifact if its dropped once charged....and neither can my team....so it just gets destroyed

Actually theres difficulty in picking it up in general.....

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Actually, i like that it slowly discharges over time, i think it just discharges too fast when theres not enough players on the team.
I think the artifact should charge faster if the attacking team ha slost team members, or discharge slower.

proven crescent
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Agree

civic plaza
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Pretty fun! Like people have mentioned, the artifact can be buggy. The discharge and charge times could be tweaked a bit I think. Overall it's a cool mode that I want to stick around and have more maps for!

static mist
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unclear if it is as intended, but I can rage while holding the artifact, thus healing to full hp if I'm almost dead.
i do like that i can attack, somewhat, while having the artifact, but rage? hrnnn

To be fair on the game modes part, i THINK i dropped it when I raged.
But I think rage should be disabled if you are holding the artifact bc otherwise you can rage, wipe the team, and pick up the artifact again to win.

formal field
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maybe instead of staying at one charge location make the carrier use both spots, staying in one location to charge the artifact is too easy

blissful hill
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Simply put: boring. Literally only thing to do in it is charge the thing, kill other riders that are stuck on ur ass.
There is no essence to the gamemode, you know?

static mist
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Idunno. I like flying through crystals to charge it.
What would you change about it @blissful hill ?

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Like if you could. What do you think would improve it?

blissful hill
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Add small events similar to what Carnage and Spoils does. Every now and then there's the Drakepiercer, or the random dragon that gives instant rage. You know, just small random event stuff to spice things up, maybe.
Like, yea, flying through the crystals to charge it is a neat concept, but that being the only thing to do other than killing the other riders is lackluster.

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I'm not sure what ideas to implement, but I'm sure someone can come up with a lil something to add to it.

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I also think the crystal should only lose charge if it's dropped

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I've noticed when I'm the one charging it, that it'll lose charge if I so much as even attempt to fight back after my whole team is wiped. And we all know how fast it loses charge.

static mist
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If you fight back and use anything besides fireball, you drop the artifact =/

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I wish it'd just lock your abilities or at least let you use them while holding orb

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I will try to think of some things.
A drake piercer might be cool, but its icy maybe.

A blue frost wraith that can boost the speed of the charge if the other team doesnt kill it first?
If enemy team kills it first, they get a team shield? Maybe?

proven crescent
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Some interesting ideas Hige, I like them^^

But one-shot things like the drake piercer doesn’t theme to fit in artifact, or at least in my opinion (because of the „hole team dead = losing round“ thing).
Could a temporary fake artifact be something interesting? For me it feels like being the attacker and charge the artifact is more difficult than being defender.
Maybe when the attacker lose the artifact and it get destroyed the real and the temporary (fake) artifact could spawn and you can try to convince the enemies which of them is real kittythinking I don’t know if that would be interesting or just annoying

static mist
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If they removed the whole team = loss thing (wich i hope they do) it might??
Or maybe a reverse drake that "inspires" your team in some way?

I think real and fake would be a neat concept too

pseudo tendon
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could you please add Artifact to casual queue and put SoW into Arena? Artifact is more fun imo 🤔

static mist
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They had artifact in casual. And even though it was rare, ppl didnt like it =/

paper frigate
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I don’t enjoy artifact

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And too big of map for it

static mist
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I think the maps good for it.
But thats me personally.

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I like the map alot

proven crescent
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Yes the map ist great

real mist
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I liked the map but, I think that they need to plan a basic tutorial for this artifact game.. I don't know how to play this mode

proven crescent
zealous dew
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Increase the time it takes for the artifact to release its power when it's placed in the Defender's base. It feels to me so frustrating to lose like that as defender, and underwhelming to win as attacker.

zealous dew
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Also, the map is too big with the current stamina system. The only wind tunnel is pretty much useless. Because the heavy use of stamina needed during gameplay, there needs to be a change. I can think of many things that can improve stamina usage:

  • Stamina recharges SLOWLY overtime.
  • Reimplement the extra seconds of boosting
  • Add a fifth stamina diamond
  • Stamina rifts have an increased AOE and recharge stamina a little faster.

These are my thoughts about stamina.
And no, I am not asking that all 4 of those things should be implemented at once. Only 1 out of the 4 ideas. Figured I must clarify that.

static mist
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So After playing the artifact more as solo nd in a decent group
I take back half of my complaints, however
my complaints that remain are:

The brief tutorial/explanation we are given to explain the game mode sucks =/

the artifact goes off way too fast once placed, making defender an almost impossible to win position. 9/10 of all defender games i played were losses. It's just not doable unless you're a full squad of veterans vs hatchlings.
a 10-15 second detonation timer might work better.

It can be hard to track the artifact carrier? sometimes the icon doesn't immediately appear on my screen wether someone is carrying it or drops it .

I understand maybe the elimination thing is there for people who want an extra challenge, so I won't harp too hard on that in the event. I suppose it's a good way to give people who want "harder" rewards what they want. I don't like it, but honestly I'm not much of a grinder anyway. The chest is a loss to me, but not a huge one. I do appreciate its addition in a way I guess.

I feel like maybe there could be slightly more stamina rifts above the lake and in the cave? But maybe they're fine as is. still deciding on how i feel about stmina/rifts in accord with balance.

visual geyser
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There's an exploit bug with Phantom that allows you to one-shot the enemy Artifact once it's been placed in the allied base, during the long delay that normally precedes victory... The Phantom can one-shot the Artifact (probably because of the passive and the white ball). We saw this exploit bug used 5 times yesterday by players playing the event leaderboard. The** Artifact can also be blocked in the decor** using Blast to prevent enemy players from taking it... There are far **too many important bugs **in this mode. Unplayable.

static mist
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I think a stamina stream here in this spot would be nice. its the small cave right outside defender that leads into the caverns

zealous dew
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Kinda sucks how attackers can't see the health of the Artifact.

static mist
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You can actually! Its green pips above the orb in center top! @zealous dew

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The green

zealous dew
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Huh, I never noticed that considering how tiny that is.

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Now I know what happened to that full-health artifact my last game that costed me a win while checking the footage...

It was a stink'n RAGE Phantom!

static mist
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Yea...rage on artifact in general is an immediate kill on it

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Mara rage is nasty with it too

stone aurora
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The mechanic of the artifact presenting a way point for the Defenders once it is being charged, is this meant to be used by a team that is communicating, or does anyone else feel like the artifact is charged half way before the rest of the team knows?

static mist
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Well. I feel it would be detrimental if we knew where the artifact was all the time.
I like the strategic values of artifact, i wish the detonation timer took longer, but also i worry if it took longer, attacker wouldnt be doable either.
It's a fine line of balance in this mode.

Wish we had a written chat in the load out screen and in the lobby menu tho -if not a vc for lobby too