Elder Scrolls: Legends Weekly Card Design #11: Double Cards - Winner gets 2 packs |
- Weekly Card Design #11: Double Cards - Winner gets 2 packs
- Our Lord and Savior
- [Opinion]: Upcoming expansions shouldn't feature (large) new mechanics, and should instead focus on building identity for the Dual and Tri Classes.
- New Invade nerf idea; give Oblivion gates a "Last Gasp:Destroy All Friendly Daedra"
- Crazy idea - make old packs cheaper
- I was not going to make this video. But your angry words towards the gates of Oblivion pushed me. Look at this to remember ..
- Is burn a viable archetype in TESL? Never seen a single burn deck. Tried to make one, is it any good?
- I tried to justify to myself that maybe Invade wasn't as busted as it was last time I posted. Nope. The devs remain silent.
- Looking for some spice? Slay Monk (with Forward Camps OF COURSE) is definitely one of the most fun decks I've used to hit Legend!
- PSA: The odds of drawing Siege Crawler from using Tinkering on a 9-drop are 1 in 6
- Invade as a lane mechanic?
- What's up with everyone complaining about Invade again?
- Festival of Madness 2019?
- First time playing anybody beyond rank 6 with the most budget deck (student life, it's this or food) and I'm way too proud for an achievement so unimpressive to most here. Thanks 131u3 for the game! Made some very bad misplays including a missed lethal. I'm sure you'd have had me 9/10 times!
- Unfortunately Another Invade Post
- The most important Tribals that we need RIGHT NOW (note, this is satire)
- Just came back to the game (having a blast). Why did they roll back the Mantikora Nerf?
- What about this ?
- Leaving Players
- A place to find decklists?
- Mini Gauntlet: A Deck Builder's Dream (Thoughts, Decks, and More)
- I don't understand why Oblivion Gates give Daedra keywords and buff their stats
- CM, Devs, we miss you guys, are you all okay :-(?
Weekly Card Design #11: Double Cards - Winner gets 2 packs Posted: 14 Nov 2019 03:32 AM PST Theme: Double Cards (as in, like Cloak and Dagger) Welcome to the Weekly Card Design #11. You can submit your card in the comment below following the theme and rules. This thread will run for the entire week where members can Upvote submissions that they like. Members are also allowed to discuss about the submission but stay within the comment. The best submission will be selected based on Upvotes and the cut off time for the submission will on Sunday 11pm EST. The winner then will be announced in the Weekly Roundup Post on Monday. The winner will get a 2 packs code and gets to pick the theme for the following week's (next next week) discussion. Tools Rules
Next Week Theme: Double Cards (Dragon Theme, Epic card) Other ongoing/upcoming Community Engagement Activities for this week with 2 packs giveaway
See also: [link] [comments] | ||
Posted: 14 Nov 2019 10:22 AM PST
| ||
Posted: 14 Nov 2019 03:58 AM PST Jaws of Oblivion saw a very clear push to give The Guildsworn a new identity, namely the Invade mechanic. This was definitely successful and The Guildsworn now have a second "class mechanic" to work with after Expertise sadly flopped. However, this is but the beginning. Hear me out on my radical proposal.
TLDR: Make an effort to distinguish the card pools from Dual and Tri classes by giving both of them more cards and making Dual(/Neutral) cards 1 magicka more expensive for Tricolor, utilize the space created to give all these 20 classes a lot more individual identity, making Dual classes rely less on drawing key synergy cards and making Tricolor classes compete on other grounds than Goodstuff. [link] [comments] | ||
New Invade nerf idea; give Oblivion gates a "Last Gasp:Destroy All Friendly Daedra" Posted: 14 Nov 2019 03:31 AM PST This would be lore friendly (because in lore Daedra can no longer appear if there are no gates), and it would add a much greater risk to playing. Perhaps this is too harsh, in which case it could be changed from "destroy all daedra" to "silence all daedra". But I think this would be a good way to keep invade in the game but also make it less frustrating to play against. [link] [comments] | ||
Crazy idea - make old packs cheaper Posted: 14 Nov 2019 08:21 AM PST What I'm suggesting is simple: pack costs decay as more sets are released. The most recent set (in this case, Oblivion) costs 100 gold per pack. The previous two sets (Elsweyr and Alliance War in this case) cost 50 gold per pack. Then, the two sets before those (so right now, Morrowind and Skyrim) cost 25 gold per pack. Finally, any sets before those cost 10 gold per pack (so as of now, only Core). Once a new set gets released (so Summerset, presumably), Skyrim packs will cost 10, Alliance War packs will cost 25, and Oblivion packs will cost 50. It's simple and helps newcomers catch up on the old stuff. [link] [comments] | ||
Posted: 14 Nov 2019 06:53 AM PST
| ||
Posted: 14 Nov 2019 11:13 AM PST
| ||
Posted: 14 Nov 2019 08:10 AM PST
| ||
Posted: 14 Nov 2019 05:33 AM PST
| ||
PSA: The odds of drawing Siege Crawler from using Tinkering on a 9-drop are 1 in 6 Posted: 14 Nov 2019 10:45 AM PST The other options are the Lord of the Arena, who spills sacrificial blood in the name of Siege Crawler the Dunmeri mage Divayth Fyr, who studies the Daedra so he can become as great as Siege Crawler, the Dragonborn Miraak, who subjugates his foes as Siege Crawler does, Vanus Galerion, whose meager statline is a result of his opposition to the Daedra and thus Siege Crawler, and Dwarven Colossus, a mediocre mortal replica of Siege Crawler's perfection. [link] [comments] | ||
Posted: 14 Nov 2019 12:12 PM PST What if Invade was a lane mechanic? So it was an Oblivion Lane, that lasted from when you Invaded to the start of your next turn. It gives Daedra +1/+1 for each Invasion that occurred in that lane. So for example, let's say I have an Invasion Marauder in the Field Lane and I play an Invasion Scout next to it. The Scout becomes 2/2 and the Marauder 4/4 until the start of my next turn. But let's take the example of the Marauder, but I play two Scouts. The Scouts become 3/3 and the Marauder 5/5 until the start of my next turn. This completely removes combo Invade and makes the normal one more interesting. Plus, outside of Thadon and Syl, we don't have much in the way of playing around with lanes. [link] [comments] | ||
What's up with everyone complaining about Invade again? Posted: 14 Nov 2019 10:36 AM PST Pants did what the community wanted, by nerfing Invade into tier 2. Did it very quickly, too. What's wrong again? [link] [comments] | ||
Posted: 14 Nov 2019 04:51 AM PST Is this going to be a thing? Wondering if I should be hoarding gold in anticipation. [link] [comments] | ||
Posted: 13 Nov 2019 09:44 PM PST
| ||
Unfortunately Another Invade Post Posted: 14 Nov 2019 09:26 AM PST I realize everyone is as sick of invade posts as they are of invade, so please ignore this post if you feel the desire to complain about complaining. Previous expansions have had underwhelming mechanics and frequently the player base will ask for buffs to things like treasure hunt, expertise, consume, or rally to bring these newly introduced mechanics up to par with goodstuff decks. So I understand the Dev's desire to create a stand-alone mechanic for a potentially pivotal expansion, but it got (and, imo, still is) out of hand. There are many things that are less than ideal with post-nerf invade as a mechanic. -Cost reduction has been a problem in this game for as long as I can remember, so why they keep printing cards that do it is beyond me. I've not seen a single post or thread asking for more cost reduction. -The word "random" has been a problem in this game for as long as I can remember, so why they keep printing cards with the word "random" is beyond me. I admit this is less concerning than cost reduction and it has a more directly applicable purpose in digital card games (wow factor, and, to a degree, randomness can be interesting in evaluating power level of random outcomes), but still the general consensus is more randomness is detrimental. -Invade as a multiple-gate combo has very little interaction. They wait until a gate sticks, bounce it to hand, then stockpile daedra until they can combo off with multiple gates. Minimal counter play has been the primary problem with TESL combos and this is no different. BUT there is one primary problem with invade as a competitively powerful mechanic, and I've barely seen it expressed anywhere. To have a chance against combo-invade, you either kill them in 4-5 turns or you play yellow. That's it. You have 2 options. Hyper agro or yellow anti-invade piles. Combo-invade's presence automatically makes non-yellow and non-hyperagro decks weaker overall and neither of these decks are even particularly good at beating invade. I'm pretty sure world number 1 right now is invade battlemage. We are lucky as a community that invade is usually poorly built and poorly piloted, but the glaring problem is that the mechanic pigeonholes other decks into playing things that have even a slight chance, and that makes 60-75 percent of the rest of the game dreadful. If it doesn't run 3 executes, edicts, javs, or can kill you on turn 5, you'll have a very hard time laddering with it. Like burn assassin, it's a polarizing deck with minimal counter play that is unfun to play against. Please sparky, last nerf wasn't enough, please, it's badly hurting the game. [link] [comments] | ||
The most important Tribals that we need RIGHT NOW (note, this is satire) Posted: 14 Nov 2019 09:04 AM PST
[link] [comments] | ||
Just came back to the game (having a blast). Why did they roll back the Mantikora Nerf? Posted: 14 Nov 2019 12:30 PM PST Part of the reason I came back was my boy was restored to his former glory. Just wonder why this is [link] [comments] | ||
Posted: 14 Nov 2019 11:35 AM PST So, things being what they are now, and actions to take not being taken, I think it's time to make a little revolution on our own. Here is a proposal : concede. ... No, not like this. Concede half/all your games in casual. Stop ladder & arena, only AI. Everybody get rich, economy destroyed, we have power. Of course, we need to involve a large part of us to succeed. Let's bet on the snowball effect. Ideas welcome. I will start doing it from now on. Join me. [link] [comments] | ||
Posted: 14 Nov 2019 10:10 AM PST So I just played Gwent for the 1st time. And it's basically a non-violent math game. So you guys leaving to play school house rock?! It is fun to out add a person but come on TESL has more than the rank to just leave . [link] [comments] | ||
Posted: 14 Nov 2019 03:51 AM PST Hey, I'm fairly new to the game, and I'm having a really hard time finding deck lists beyond random brews. Being new to the game, I can't really judge if a random deck someone posts is worth crafting or not. Is there no meta reports or tournament deck lists? I've been playing Magic for a long time, and I'm used that I could just look at the few sites collecting tournament data and see what's being played and what's good. Yet I see people in the game playing the latests decks all over, so I assume there has to be some kind of resource? I would be grateful for any help. I'm trying to save my gems for a good deck, but it's really hard to find anything, and it's quite frustrating. Thank you! [link] [comments] | ||
Mini Gauntlet: A Deck Builder's Dream (Thoughts, Decks, and More) Posted: 13 Nov 2019 01:48 PM PST | ||
I don't understand why Oblivion Gates give Daedra keywords and buff their stats Posted: 14 Nov 2019 03:28 AM PST Oblivion gates in lore don't buff daedra, they just let them through. So why do Oblivion Gates in legends buff daedra without letting them through? Surely it would make sense for the gates to summon daedra of increasing power each time you invade? [link] [comments] | ||
CM, Devs, we miss you guys, are you all okay :-(? Posted: 14 Nov 2019 10:11 AM PST
|
You are subscribed to email updates from Elder Scrolls: Legends. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment