• Breaking News

    Wednesday, October 30, 2019

    Elder Scrolls: Legends Weekly Content Creator Profile with Choate-Gaming!

    Elder Scrolls: Legends Weekly Content Creator Profile with Choate-Gaming!


    Weekly Content Creator Profile with Choate-Gaming!

    Posted: 30 Oct 2019 07:14 AM PDT

    Today I'm going to profile a different kind of content creator. Most of you may know u/Choate-Gaming, but for those who don't, he runs a website (https://choategaming.com/) where you can go to find TESL articles as well as coaching resources. Personally, I think he's a phenomenal deckbuilder, and I took an Aggro Dominion list of his to a 9-1 finish in the recent Noble Gauntlet. He's started an ambitious ten-part Beginner Series that I highly recommend for new Legends players. You can find Part 1 here: https://choategaming.com/beginner-series-99-tips-for-the-aspiring-competitive-legends-player-part-1/.

    -Where are you from?

    I'm from Boston, Massachusetts. Grew up in the area and haven't left since!

    -What games do you generally play?

    In the past, I used to play all sorts. Prior to CCGs, I was big into Rainbow Six: Siege, The Division, and other competitive FPS console games. I dabbled in League of Legends for a little bit, tried out some WoW, and some mobile games I'm embarrassed to name (ok, fine, I did play The Sims Mobile for about a week when it came out).

    After I sold my Xbox in 2016 and moved on, I wanted to have something fun and quick to play without the full immersion experience of having to sit in front of a TV with a headset on and a controller in-hand - which is when I came across CCGs.

    -What other card games do you play besides TESL?

    I used to play Hearthstone, Eternal, and have tried out card battlers like Clash Royale and Underlords. In real life, some extended family recently introduced me to this board game called Wingspan and I have to say I was surprised by the level of depth it hit. It was like a CCG/TCG with lots of building and decision trees but maintained that classic board game feel.

    As of right now, the only game I play is TESL. I've heard a lot of great stuff from other up-and-coming CCGs, but nothing has really ever held my attention like TESL. I think a large part of it is the style. I only played a little bit of Elder Scrolls growing up, so I don't know much about the universe itself, but I do know I've always been fascinated with anything resembling medieval Europe and its lore—knights, magic, etc.

    -What is your favorite card in TESL?

    I had to think about this one. I actually changed my answer too. I thought to myself, which card makes a massive difference when it comes down and feels good to play? The answer is Cradlecrush Giant. Not only can this bad boy clear an entire lane but you are putting out a 6/4 as well. It's often a pivotal swing in the game when it hits right. I should really play more decks with this card in them.

    My original answer, by the way, was Shrewd Strategist. It's like planting a pumpkin here in New England. Sometimes it gets smashed up into nothing by the local kids and that's the end of that, kind of like when you never see the reward from playing Shrewd. Other times, it'll turn into a massive delight that you can carve or eat—or in Strategist's case, a handful of 3/3 or 5/5 Nord Firebrands that you send directly to your opponent's face for the win.

    -What is your favorite deck/playstyle in TESL?

    Nothing was quite as thrilling as playing the old Goblin decks - back when Goblin Skulk was a 2/2. I started playing them in early 2018, even made an entire account dedicated to them otherwise known as Goblin_Kingpin. Goblin Scout, with 5/5 Catapults, 2/2 Skulk, and 1/3 Mudcrabs carried me to my first top 10 finish in September 2018. There was something special about filling up a lane with Catapults and Goblins only to Giant Snake it when your opponent was forced to contest.

    With that said, Goblins aren't like they used to be, and I haven't played a lot of these new ones just yet. I've always been a fan of tokens as well, but will play pretty much any deck you throw at me.

    -What inspires you to create content?

    I really just love the game and seeing that the time and effort that I've put into it can be used to help other people. There's a lot of depth to the game and it can be hard to find that next step.

    -How often do you post to your blog?

    Usually 1-2 times per week. One might be for the weekly event, and the other might be more in-depth on a specific topic.

    -What content do you normally write about?

    Right now, the goal is to launch "99 Tips for the Aspiring Competitive Player" by the end of 2019. The original plan was to write about more advanced topics, getting into the finer details as much as possible. At some point, I realized it would be helpful to have a sort of segway into that - which is what this first series is all about. After that's done, then it'll be time to start hitting some of those other topics.

    -Is there anything else you would like to share with us?

    There is so much depth to deck building that I don't think anyone has truly mastered it yet. If you're unsure about something or don't think something seems right, test it. Challenge popular wisdom that certain cards aren't good enough to be played in certain decks or even at all. Don't be afraid to just straight up delete all of your decks and start fresh - I have done so more times than I can count.

    When you re-build a deck, you take all of your knowledge of previous iterations of it but do so with a fresh look and might see a couple of cards that piece together nicely that you might not have been able to see when the deck was fully built.

    submitted by /u/Stalinski13
    [link] [comments]

    Upcoming Balance Changes with Patch 2.15

    Posted: 30 Oct 2019 07:11 AM PDT

    "I am inevitable!"

    Posted: 30 Oct 2019 10:56 AM PDT

    How TESL devs decide which cards need balancing

    Posted: 30 Oct 2019 07:57 AM PDT

    Absolutely loved the buff patch. Can we have more of these?

    Posted: 30 Oct 2019 10:19 AM PDT

    It's no secret that many people have been asking for sporadic buffs to certain under performing cards.

    Invade aside, seeing this new patch made me happy with the decision of buffing cards.

    And as both a question and suggestion, can we expect more of these in the future plans for the game? It's the first balance patch since literally forever with only buffs. Would deeply appreciate them more frequently!

    submitted by /u/Nihlus_BRaga
    [link] [comments]

    Surplus Gauntlet (November 1-4)

    Posted: 30 Oct 2019 07:08 AM PDT

    PSA: We might be updating Oblivion Gates before this weekend's event begins? That's a possibility, too!

    Posted: 30 Oct 2019 10:28 AM PDT

    Patch Notes: Game Update 2.15

    Posted: 30 Oct 2019 11:07 AM PDT

    Let's Try This! Looks Awesome!

    Posted: 30 Oct 2019 11:07 AM PDT

    Mantikora Nerf

    Posted: 30 Oct 2019 08:19 AM PDT

    The madlads did it and nerfed Mantikora, no more hiding Mantikora in the shadow lane, can we get an F in the chat?

    submitted by /u/SilverSlayer03
    [link] [comments]

    Flashback - Can you guys still remember this...

    Posted: 29 Oct 2019 06:50 PM PDT

    Join the jele island cup #3, we are banning invade!

    Posted: 30 Oct 2019 03:10 AM PDT

    Finally after all this time that I have been playing (almost from the start) a GODPACK for me!

    Posted: 30 Oct 2019 02:55 AM PDT

    The future of Mantikora

    Posted: 30 Oct 2019 11:42 AM PDT

    PSA on Abnur + Modryn interaction

    Posted: 30 Oct 2019 03:04 AM PDT

    I know there's always confusion about how interactions like these work (like devious bandit and blood pact messenger; the devious bandit kills herself despite BPM specifying to kill a "blood pact messenger") so I tested what happens when you Abnur your Modryn.

    1. Abnur will summon 2 new hoodlums in their respective lanes (premium/non-premium matches Abnur not the card he copies).

    2. Those new hoodlums' text are identical to modryns, which states that modryn will be buffed.

    3. The hoodlums have "linked" animations (like prison ship or zumog).

    4. When the ones Abnur summoned die; Abnur is the one that's buffed. When the ones Modryn summoned die; Modryn is buffed.

    submitted by /u/baked_bread_
    [link] [comments]

    So that's what happens when you close the gates early ����

    Posted: 30 Oct 2019 08:03 AM PDT

    CMM: Covenant Masterpiece would see little-to-no play even if it cost 5.

    Posted: 30 Oct 2019 10:48 AM PDT

    Just an attempt at sparking some fun discussion :)!


    Granted, it would be a consistent 1-of with the dubious title of "least bad Daggerfall Covenant mandatory tricolor card".

    Sentinel Battlemace is a 4-cost cast that is arguably stronger than our 8 7-cost Covenant Masterpiece. The ward renders a majority of the HP bonus irrelevant and Battlemace provides more attacking power. I'd argue that for Warded creatures, +1 power trumps +2 health, though. It comes down earlier than even a 5-cost Masterpiece as well.

    What are the selling points of Covenant Masterpiece?
    1. Mobilize. Masterpiece can come down as an Imbued Breton, a 4/4 Ward. This flexibility is worth some magicka as we've seen with Ornamented Sword (however, 5 is a highly contested slot and the tempoloss of a 4/4Ward is higher than the 3/2Breakthrough).
    2. Breakthrough. A double-edged sword, hard to value. I'd argue that in the mid-late stages the Breakthrough keyword becomes a small strength though. It's this stage, around the time Atronachs, Sowers and Giants hit the field, that you can start pushing damage through, and we're sitting right before the ever-dangerous Ringed Moose. However, there will be plenty of games where breaking that early rune will be a very difficult decision.
    3. Regenerate. King of the useless keywords, especially as the Ward 90% of the time renders Regenerate useless (Regenerate, the keyword that itself 90% of the time is useless even if it somehow activates). It's a tiny boon to Covenant Masterpiece.
    4. Guard. The second strongest keyword on the card. Guards coming down in the turns after Javelin and when all the main silences are active do lose a good deal of their value, however, the combination of features on this card does provide the potential to thoroughly lock down a lane. However, it is at this point we compare it to other T5 guards. I think the closest comparison is Phalanx Examplar, which is rarely a 3-of even in decks that utilize it well. Special mention goes to Throne Alligned, which has a surprisingly similar functionality.
    5. Obviously, all these factors combined do provide a strong case for the card. It has a huge potential impact if the stars allign, because it's very flexible and a true Jack-of-all-trades card.

    Naturally, Sentinel Battlemace is one of the strongest items in the game and definitely makes a good claim to Top5 Class cards. Covenant Masterpiece was printed at the expansion that ended the Dark Ages of TESL and the tricolor Goodstuff era, and like Masterpiece, most tricolor cards for the Alliances are not particularly powerful. Nevertheless I think Covenant Masterpiece is still brutally overcosted and even if 5 is too strong, there should be no problem even with 6.

    All this being said, the Daggerfall Covenant doesn't have much of an identity, even three expansions into its existance. Therefore, I propose it gets some help with the next expansion. A focus on the Battle-mechanic and the Orc and Vampire tribals sound like excellent additions to the Covenant arsenal, giving it a very cool place in the game as a supreme late-Midrange class with aggression, tricks, interaction and recovery. MAKE IT HAPPEN SPARKERZ :)!

    submitted by /u/ToastieNL
    [link] [comments]

    Some before and after pictures.

    Posted: 30 Oct 2019 10:29 AM PDT

    Constructive criticism for the devs

    Posted: 30 Oct 2019 03:30 AM PDT

    As we see now for the third time in TESL (Nix Ox, Abomination, Invade), manipulation of magicka can break the game like nothing else can. If you are not able to fix gamebreaking stuff like this very fast (like within one or two days) and want to design other cards which reduce the cost of other cards or let the player instantly gain magicka, please do it VERY CAREFULLY and consider the risk of creating potentially gamebreaking interactions like infinite magicka loops or stackable cost reduction effects. Another deck like combo invade in the next expansion without the possibility of a quick patch to fix it would be the last straw for me and I assume also for some other players. Thank you very much for reading.

    submitted by /u/BillyBonkersTESL
    [link] [comments]

    Bloody hand chef has to be my favorite card from JoO, who needs invade when you have this?

    Posted: 30 Oct 2019 06:38 AM PDT

    poor manticora

    Posted: 30 Oct 2019 10:19 AM PDT

    now i cant hide him from those nasty vipers. RIP

    submitted by /u/rtrffd
    [link] [comments]

    Reminder to soul trap horse armor!

    Posted: 30 Oct 2019 11:53 AM PDT

    U can soul trap horse armor for 1200 gems each! U can also craft it for 4800 gems each if u missed it and still want it.

    submitted by /u/rtrffd
    [link] [comments]

    Kind reminder: Today the notes for Patch 2.15 will be released. This patch DOES NOT include Invade changes.

    Posted: 30 Oct 2019 12:11 AM PDT

    So just don't get your hopes up quite yet.

    A balance patch is included with 2.15 and the patch may include buffs, as teased by CVH, which is pretty exciting!

    submitted by /u/ToastieNL
    [link] [comments]

    [opinion] Good card design vs Bad card design

    Posted: 30 Oct 2019 06:29 AM PDT

    My general opinion about good card design are mechanics which have a visible (exposed to the opponent) effect, but the effect is NOT instant, meaning, it effect on the gameplay is "announced" but it coming to (the full) effect the next turn or any upcoming turn. With such mechanics, the opponent has the option to react to the certain play. IMHO, it is ONLY this kind of cards that create an interesting web of interaction, synergies, combinations and reactions.. in other words - only this brings FUN to the card game, or at least it has to be in the majority of card interaction in the game. Don't get me wrong, there also can be a touch of RNG or "hidden from-hand combo" in the overall gameplay, but they have to be in check by small % of the time/turns, they cannot be fatal (one turn OTKs @ turn < 10) and they cannot be supper oppressive in regards to the regular board/card interaction - ie. too big % of hard removals and board wipes.

    Bluntly put, every creature you put on the board generates fun for the players, making them evaluate their board/hand/runes in order to make a decision. Every card which has impact for the next or future turns is also the genrator of fun (ie. supports).

    Here are the examples of two of the best card designs in the game ATM. Both of them are absolutely not played because they are too costly or their effect is not of a good scope.

    {{Writ of Execution}} -- it is the perfect game design card by my book. Has ALL the ingredients to be the most FUN card in the game. You just cannot make it better, design wise. The problem is, when compared to other direct hard removaly -- it is too expensive to play. Solution - make it 3 magicka. Boom!

    {{Mystic of Ancient Rites}} -- has an extremely interesting mechanic. Problem is, empowers come only from its own attacks. In case it the effect of card would be "When Mystic of Ancient Rites friendly creature Empowers an action in your hand, the Empower bonus does not expire at the end of turn. " -- it would end up to be one of the most fun card in the game.

    I would like to hear about more cards which you think have a good design/mechanic, but are not played. Lets give Sparky the idea of what "direction" of design/mechanic we want TESL to steer more in the future..

    submitted by /u/npavcec
    [link] [comments]

    Are you F*ing Kidding Me?

    Posted: 29 Oct 2019 09:01 PM PDT

    I come back from being on vacation and play 3 games with an anti invade deck. Draw perfect hands to counter (execute, grizzly, viper, etc.) GET ABSOLUTELY DESTROYED. From hand the opponent turns his gates from 0 to level 14 in one turn then drops 3-4 "all keyword" minions...

    Is this really what the game has become?

    submitted by /u/scracer14
    [link] [comments]

    “The of Dreams” title decklist

    Posted: 30 Oct 2019 08:15 AM PDT

    Used this deck to get the title "The Thief of Dreams" and thought it worthy of a share

    SPAIlKiFwOqtncsHhmqLAGydfyeirRjXsvAKqIcOcRlYjHiBmceXfLfV

    submitted by /u/BigFactHunt56
    [link] [comments]

    No comments:

    Post a Comment