Elder Scrolls: Legends Weekday Card Discussion Thread - Smuggler Underboss | January 13, 2020 |
- Weekday Card Discussion Thread - Smuggler Underboss | January 13, 2020
- My Final Milestone - It has been an engaging hunt!
- Luxury Gauntlet (Jan. 10-13) - Top 100 Players
- My Design Ideas For a TESL "Dungeon Run" Like Mode
- I want to appeal to everyone who plays Legends. If you like what I'm doing - send me your fun moments, otherwise I will soon be unable to maintain a section on my channel dedicated to TESL. Because there are no clips, from the word at all.
- THE GRIND: chapter 11
- Did I get shafted, or did I miss something?
- The Tinkering Table: Unite The Houses Cheat Sheet
Weekday Card Discussion Thread - Smuggler Underboss | January 13, 2020 Posted: 13 Jan 2020 07:14 PM PST
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My Final Milestone - It has been an engaging hunt! Posted: 14 Jan 2020 05:12 AM PST
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Luxury Gauntlet (Jan. 10-13) - Top 100 Players Posted: 14 Jan 2020 11:40 AM PST
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My Design Ideas For a TESL "Dungeon Run" Like Mode Posted: 13 Jan 2020 05:51 PM PST So I had been working on this in the past, but stopped and never finished it. I don't want to put too much work into designing a mode for a game that will no longer be supported, but I wanted to share some of my ideas with you all just to show where my ideas were headed. These are not finished by any means, but just some high level plans that I had for the mode. This was heavily inspired by Hearthstone's Dungeon Run modes, which I think are a FANTASTIC addition to that game. Acquisition: I planned for this mode to either be a one time purchase fee (like a story expansion), or add in scaling rewards for progress and allow for Event Tickets to be used for entry. Start of mode: Players begin by choosing a starting class. Only dual color classes are available as initial selections. The player's deck will start with 10-15 cards in it, mostly containing common and rare basic cards from the class chosen. Their initial opponent will always be one of a few "basic" low power initial enemies. Think like a generic mudcrab, angry bartender, or a sneaky merchant. Players should essentially win this match 100% of the time. Acquiring cards: After winning a match, players will view buckets of cards that they can choose to add to their deck. These buckets of cards will come with a theme to tie them together. Examples of themes would be "Orcs", "Swarm" (tokens going wide, fifth legion trainer, etc), "Destruction" (damage based spells), "Charge", and so on. Treasures: Every 3 rounds, players will have the option to select a treasure to add to their deck. This is an opportunity to add some of the powerful artifacts from The Elder Scrolls lore to the game, without having to worry about balance. These treasures can be passive bonuses, items, creatures, anything really. Examples of some treasures I created, trying to stay true to the lore:
There is still a TON of design and testing I would need to do around side quests, but most of the fun in Elder Scrolls games for players is getting lost in the side quests. I wanted to try and replicate that same feeling. Additionally, the modifiers would add more depth and variety to the player's runs. Player Opponents: This was another area that I thought was perfect to continuously introduce famous characters from The Elder Scrolls Lore. Since the power level of the player is much higher than is typical thanks to treasures and side quests, opponents could be more difficult than average as well. This allows for introduction of some truly fearsome foes. Enemies would have special abilities or cards, that would be upgraded depending on how far you were in your run (how many opponents you have defeated) Admittedly, I barely scratched the surface here, but these are some of the initial designs I had for opponents:
Obviously there is a ton of design space possible surrounding the bosses that could be added to this mode. These are just some high level ideas as to what is possible. End of mode: Players would continue to take part in the "Play a match -> Acquire cards/treasures -> Select a side quest (optional) -> continue to a more powerful opponent" loop until they either are defeated, or reach the end of the mode. What would signal "the end" would depend on whether the mode was a purchasable piece of content, or if it was entered via Event Tickets. Either way, some number of matches won would signal the player's victory. Thats about as far as I got before I put the idea on the back burner. If I was to continue trying to flesh out this idea, I would be digging hard into the idea of side quests, and how to add additional levels of flavor to the mode to make it feel like an Elder Scrolls RPG. I'd probably look into giving the player a level in the mode, or maybe stats that can be upgraded and give different bonuses depending on how you distribute your skill points. Possibility for dealing additional damage with actions, actions costing less, creatures having bonus health.....all of these things could tie into the feeling of having a character build in TES games. I honestly think that a mode like this, if done well, would have been an incredible addition to TESL. Solo Arena was always one of my favorite modes in the game, and a mode like this would have been like Solo Arena times a million. Anyways, thats all I've got. I'd be interested to hear what you all think, and I'd love to discuss any questions or comments yall may have. [link] [comments] | ||
Posted: 14 Jan 2020 11:31 AM PST
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Posted: 13 Jan 2020 10:38 PM PST Jan 13 Today was the first day that I saw a reasonably built control tribunal deck this month that destroyed my dagoth deck that I had started the day with..... starting rank was #4 down 2 from yesterday and after going 7-2 with dagoth I was able to get back to #2...... It seemed like meta was slowing down as most of the games in those first 9 were against control and very close..... So I thought about going back to singleton as it may be better into those kind of decks, but lo and behold as soon as I switch I face most games against ring traitors, either in burn assassin or move archer or aggro dagoth, so the singleton deck continued to struggle.... Singleton telvanni went 5-5 (50% WR) This made me drop to #9. Disappointed I went back to dagoth and played a little over 10 more games.. Dagoth crabscription went 16-6 (72.7% WR).. It was taking too long to climb back .... kept hovering between #6 and #9 and I lost 2 games to invade which the dagoth deck does struggle against..... and that tilted me and so I called in the cavalry... Aggro telvanni went 5-0 (100% WR) So I ended the day back at #2 after that stretch..... meta continues to be very fast and you can not afford to miss turn 2 these days..... :( Month total so far: 341 games 243-98 (71.3%) current rank: #2 Deck codes and winrates: Aggro telvanni: 42-9 (82.4%) SPAJjVjHmxpPuGigvZkAaAAMdIkYnMomakeQpeqhdVkgeXnNAOkVoeovoMrCbldyhUsmbYhSdhxdvD Redorans crabs: 50-19 (72.5%) SPADejmRxCAMfTdfkXmTovxblZirrapDdLpeAQxeeDkYgpwchUsmprlLcMoRwUxZxWblim Singleton telvanni: 64-44 (59.3%) SPCXovoMqyrCvKhUsmvPeXjHspmcqFnNuGiglIrPmOaVtDbDeQgsgujVoeoEsHeFwHnwwwqkqgvDdvlCxdxuyByihSxjkufRbUakbObWgwmmdojyqBxSiyliqTblrggOjtohuipPkPaAdVvZpemxlHqoxhAAAA Goth crabs: 87-26 (77%) SPAFuGaAjVmxgRAOfTkXmTirpDdIsHdVxdfvnHqhomvKAOxekYcMxZhPvDoerCdypTkVkgeXdh [link] [comments] | ||
Did I get shafted, or did I miss something? Posted: 14 Jan 2020 06:08 AM PST During the recent gauntlet, my opponent got 2 Paarthurnaxes (Paarthurnaxi?) out and their draw was 6 CONSECUTIVE DRAGON ASPECT! Obviously they cleared my board and proceeded to demolish me... I know they didn't have any in hand by the displayed casting cost. Is there a way to engineer this in a deck, or did I just get reamed by RNG? [link] [comments] | ||
The Tinkering Table: Unite The Houses Cheat Sheet Posted: 13 Jan 2020 09:15 PM PST |
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