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    Tuesday, July 28, 2020

    Elder Scrolls: Legends I just let this person play out an insane dragon deck just to see how many points they could rack up (almost 1,000 before finally killing me). I was playing guildsworn invade, so it was my pittance tbh

    Elder Scrolls: Legends I just let this person play out an insane dragon deck just to see how many points they could rack up (almost 1,000 before finally killing me). I was playing guildsworn invade, so it was my pittance tbh


    I just let this person play out an insane dragon deck just to see how many points they could rack up (almost 1,000 before finally killing me). I was playing guildsworn invade, so it was my pittance tbh

    Posted: 28 Jul 2020 03:06 AM PDT

    Help pls

    Posted: 28 Jul 2020 10:59 AM PDT

    So I started playing legends yesterday and completed the first story(the forgotten hero), and now im trying to play isle of madness but it just doesn't load, everyting works well except stories and puzzles Tried waiting and exiting and starting game again

    submitted by /u/bebrex
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    How to rework invade into something (gasp) fun?!

    Posted: 27 Jul 2020 08:58 PM PDT

    Everyone knows: invade sucks. Not because it's OP, but because it's unfun to play, play against, and is a skilless high rolly one trick pony that robbed guildsworn of its identiy. So after all this time playing against invade, this one feels he has come across a way that would minimally change invage to make it much more fun. And yes, this one knows development has stopped, but a Khajiit can dream, yes?

    So to find a solution, we must first identify: what is the core of invades problem? The jerk reflex is the keywords, and while yes it is, it is a bit more than that.

    Fixing invade must also fix what keeps it from being a consistently competitive deck. The problem with invade is that it is literally very eggs-in-one-baskety. If your opponent can answer your gate consistently, an invade deck is done. Second, is that its all or nothing. Due to everything relying on leveling a gate up enough, Invade decks just throw all the invade and daedra cards it can into it, leaving very little innovation, variability or creativity in invade deck design.

    So how can you make invade stronger, more creative, and also nerf the keyword soup snowball?

    My modest proposal is first to rework the leveling structure of invade. Invade levels should proceed as follows:

    Level 1: +1/+0

    Level 2: +1/+1

    Level 3: +1/+1, gain a keyword

    Level 4: +2/+1, gain a keyword

    Level 5: +2/+2, gain a keyword

    Level 6: +2/+2, gain 2 keywords

    etc.

    The first important difference you may notice is that the first level is a boost in power instead of health. The idea behind this is to make splashing invade into other decks archetypes more viable. having a single invade gives a more immediate bonus to encourage aggro or midrage style decks instead of simply snowball control.

    Conversely, since the gate's bonus effect is progresses slower, decks will have to rely on other mechanics outside of invade for support. Invade decks would still be viable, but would have to alter strategy. Xivali warlod, Xivkin channeler, and dremora archer would offer much more flexible abilities that would change how to strategize when they are played.

    second, when invading, a player can choose to either create a new gate or level an existing gate (with stacking effects). This allows invade players to strategize stat bonuses with balancing their board.

    With gates giving more stat bonuses than keywords, they can be more 'reliable' and 'predictable' instead of high rolling on keywords. This will make gates more 'fair' to play against, and require invade players to devise tactics to take advantage of stat bonuses instead of hoping for certain combinations of keywords.

    with gates being 'slower,' they will be less of a target, which will also balance their survivability along with the ability to spread out their value.

    That's my idea. thoughts on viability? would this be worse, better, not make enough of a difference?

    submitted by /u/ArdentFecologist
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    Sorry about the earlier post. For those wondering here is my deck list that seems to do well in legendary.

    Posted: 28 Jul 2020 06:02 AM PDT

    Monthly Card July 2020

    Posted: 27 Jul 2020 12:24 PM PDT

    SirProok - Soul Explosions

    Posted: 27 Jul 2020 10:34 PM PDT

    I feel that I should get an achievement for this

    Posted: 27 Jul 2020 05:52 PM PDT

    Anti-invade deck?

    Posted: 27 Jul 2020 06:11 PM PDT

    Hey everyone I just started playing again after not playing for a couple years, and I keep getting roasted by invade decks. I've tried my old ramp scout decks as well as some mono-red aggro and neither work. Any advice?

    submitted by /u/Daboisss
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    https://www.youtube.com/watch?v=5dRy3SKIx-g&t=8s

    Posted: 28 Jul 2020 01:01 AM PDT

    Kindly Watch my First Elderscrollslegends video and support me

    submitted by /u/hemanth4003
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    Reached Legend for the first time using the mostly classic Conscription Telvanni deck

    Posted: 28 Jul 2020 12:41 AM PDT

    Grand Melee (July 24-27) - Top 100 Players

    Posted: 27 Jul 2020 02:02 PM PDT

    Elder Scrolls Legends

    Posted: 28 Jul 2020 01:03 AM PDT

    I Picked the game back up and need help fixing my battlemage deck

    Posted: 27 Jul 2020 04:29 PM PDT

    SPASrHarbFlOePklmgnYkugIkirRaBnHkwusaHsgANnjotlDkoclnikNfNdBeMpruhujACgPdI Ive been able to get pretty aggro and pull off some high damage combos but i know its missing something or something needs to be removed. Any help is appreciated

    submitted by /u/JeebsGumblaha
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    Enemy goblin deck status: Totally Boned

    Posted: 27 Jul 2020 03:40 PM PDT

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