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ToT Vibe Check

JHartEllis
JHartEllis
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Based on personal experiences and feedback I hear from opponents, guild members, and stream chatters, I think there are a lot of ways to make Tales of Tribute less frustrating and more accessible and generally improve the state of the game. Any of these recommendations would be independent from one another.

--Require fewer matches/points to get through Rubedite rank. The ranking matches at the beginning of each season seem like a waste of time if you are competitive and too large a hurdle for those that might otherwise be interested.

--Add a concede option (could be after a certain amount of time or turns). Frustrating matches should have an escape hatch.

--Add a Spectate mode. This would allow for witnesses for bracketed tournaments or stream commentary. Friends often want tips on how to improve, and the best thing is to watch and point out mistakes.

--Allow for the veto of 1-2 Patrons. Some Patrons play a lot slower than people can tolerate or just don’t match their mood.

--Allow the extra Coin from going second to be spent at any time, not just the first turn. There generally seems to still be a large 1st turn advantage, and the extra Coin from going 2nd is often wasted. The untapped coin would help balance this and would add an interesting tension element to matches.

--Accommodate high combo turns. Turns towards the end of long matches are chaotic and frantic with so many effects triggering, and trying to do things in good order often leaves a player out of time even playing as quickly as possible. This is especially frustrating when "finally getting my combo" turns into racing against the clock, and certain combos that should be very strong end up being terribly risky (especially chaining Donate effects with Philanthropy or trying to spend 30+ Coin from Druid King totem combos). Something like # cards played or # of combos triggered that charges a mercy timer extension would be helpful, keeping in mind that some effects like Toss and Refresh tend to be a lot clunkier. It could instead be something like tapping a button to extend the timer (e.g. burn 3 Prestige to extend your turn 45 seconds). With any sort of timer extender, the basic turn time could then be reduced (long opening turns are themselves often frustrating).

–Pause the timer when the deck reshuffles. This often happens during complicated turns and adds to the frustration.

BALANCE RECOMMENDATIONS

Rajhin Patron current cost 3/3/3 (Favored/Neutral/Unfavored) to proposed cost 4/3/3 or 4/4/3. Bewilderment cards are too easily generated, and giving the player that doesn’t use it a bit of an advantage would make things less frustrating. Bewilderment is a primary source of frustration for players.

Alessia Patron current cost 4/4/3 to proposed cost 4/4/2. Whoever flips Alessia first is often at a large advantage, and the opponent often does not have a lot of Tavern choices after paying the large cost to make Alessia neutral again.

Celarus Patron current cost 4 to proposed cost 3. Agents are very strong in Tribute, and there don't seem to be enough good ways of countering them. Paying 4 Coin to deal with a single 1-HP agent doesn’t seem well balanced. The cost also makes it overly difficult to win by Patron favor, which is already hard enough.

Mora Patron current cost 3/3/2 to proposed cost 2/2/2. High power cost, helping your opponent, and forgoing things like Treasury upgrades means this patron is too expensive. Matches would be a lot more dynamic if Mora were used more, but it’s way too situational as is.

Wispheart Totem current 1/2/2/3 combo to proposed 1/2/2/2 combo
Wispcaller Totem current 1/2/2 combo to proposed 1/2/1/2 combo
There’s a big discrepancy between these two cards that doesn’t exist across other upgrades. It makes Eldertide Fenwitch not too great and Draoife Ritecaller incredibly strong. Getting 8 coin is really too much, so trimming that back and then closing the difference would make this more balanced.

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I'd like to see Tribute be more popular, and a lot of the current frustrations are preventing that. Any of these changes would help a bit.
Edited by JHartEllis on 18 April 2026 19:05
Guild leader of Spicy Economics and Spicy Life on PC/NA
ESO Stream Team Partner on Twitch: https://www.twitch.tv/jhartellis
Twitter: https://twitter.com/JHartEllis
YouTube: https://www.youtube.com/JHartEllis
Website: https://spicyeconomics.com/
  • Necrotech_Master
    Necrotech_Master
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    my biggest reason why i dont really participate in ranked pvp tribute (though i do want to reach the rubedite rank once for the achievements) is mainly the pts loss when you lose a match

    i dont care about losing the match itself so much as i do actively losing progress, i would rather go in play to get to rubedite and then just be done with it, and its pretty hard to do that especially with losing pts on losses

    that would also solve high rank players problems who gain few to no points on a win but suffer 100-150 pt losses

    they could keep the scaled down win pts as your nearing the top of the leaderboard which would still make it competitive for those who want it to be competitive, and they could at least still play instead of risking the chance of a massive pt loss if they lost a game

    thats really my overall biggest pain point with avoiding ranked tribute matches, as of right now i basically dont play tribute at all vs players except occasional for fun matches with friends
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • ESO_player123
    ESO_player123
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    I would prefer them to start with toning down the OP cards (Pounce/Larceny, Customs Seizure, Tomeshell).

    About concede option: do you mean a different concede option from the one we already have (as in shorter duration)?
  • Vaqual
    Vaqual
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    Very nice summary, I'd actually take those changes just as they are.
  • JHartEllis
    JHartEllis
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    About concede option: do you mean a different concede option from the one we already have (as in shorter duration)?
    Mostly acknowledging defeat without a deserter penalty. The current option sort of rubs salt in a wound in ways that don't seem necessary. Would really like something like this for BGs too.

    If telegraphed, "Your opponent has declared you the victor" would be a relatively nice thing compared to "Your opponent mysteriously left".
    Guild leader of Spicy Economics and Spicy Life on PC/NA
    ESO Stream Team Partner on Twitch: https://www.twitch.tv/jhartellis
    Twitter: https://twitter.com/JHartEllis
    YouTube: https://www.youtube.com/JHartEllis
    Website: https://spicyeconomics.com/
  • Personofsecrets
    Personofsecrets
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    - Concede option

    The funny thing about that idea is that game designers do their hardest work that they can to make games like these short in match time. So one would think 2 things based on their game length obsession.

    1.) That they wouldn't punish conceding because the game goes by more quickly when a concession has happened.

    2.) That they wouldn't punish conceding before 10 minutes has been reached because players may feel like a game is lost within a short amount of time as a direct result of design choices and game length policy.

    - Veto

    It's unfortunate that ToT design fell for the meme of making something for everyone and thus made at least one thing that everyone hates.

    - Coin

    Obviously, any resource flexibility improvement for 2nd player will help diminish the power of 1st versus 2nd player. And that should probably be done. But it needs to compliment other changes to the game.

    1.) The 1st/2nd player RNG system needs to be made more fair as it is clearly "picking it's winners" as one player aptly put things. Just today, I acknowledged to a player that I have a whopping 90% win rate against the unfair nature of the game because, out of 24 games, they have only gone first 8 times. It's common for my player data, when it does show a skew in 1st/2nd player between myself and another player, for there to be this 2/3 to 1/3 ration of 1st to second.

    2.) If we hypothetically dissect all of the parts that make up 1st player advantage, then we would probably find that 1st player advantage often revolves around them being the player who buys the first cracked card. That is to say that 1st versus 2nd player discrepancy are due to balance issues and, unfortunately, there doesn't seem to be a designer interest in balancing cracked game pieces that maybe should even be called "win buttons."

    - High combo turns

    When players are struggling during these types of turns against the timer, it's usually because they are making decisions slowly. The game shouldn't reward players that lack the skill to win a game that they are obviously crushing.

    A time extension mechanic could also give an unfair advantage to a player who uses the extension versus the player who doesn't need it. It could increase the opportunities for trolling. The mechanic costing some in game resource breaks the spirit of fair play.

    What could maybe be done is an increase in animation speed as it is quite possible to be artificially limited by the animations alone. The Elder Scrolls Legends developers learned this lesson early on, so it's interesting that development from another in franchise card game didn't educate design in ESO and cause them to apply the lesson to ToT.

    - Rajhin

    Any change that makes there be less needless bewilderment spamming is probably for the best. Not only is the issue one of the most complained about issues, but it is also a noob trap. Designers make changes to their games all of the time as to make the game more noob friendly and accessible. Having this trap, especially because of how it impacts a game, is something that seems antithetical to design standard design principles.

    I did write any change though and while the cost of the patron is part of why it is abused, it's also just the best play in a number of cases that someone get's a cracked card and the tavern is lame. That is to say that the consequences of bad game balance rears it's ugly head again. I've lost against even a single Midnight Raid followed by the use of Rajhin every single turn, so clearly the play patterns that it enables are skill diminishing and toxic.

    - Alessia

    Making the turn back cheaper is a good idea and would relieve some cheesy play. I'm not so sure that it would do enough to make Alessia not be the most hated deck though. The heart of the issue though is the imbalance caused by one player starting with 1 or 2 agents. There are too many games with a lame tavern where such start is just a random blow out. On top of this all, the real 1st / 2nd player counterplay to Alessia is in and of itself restrictive and lame.

    Any game piece that makes poor players, who normally concede any game that they don't get a good 1st card, not only having a fighting chance, but dominate a game stemming from the use of that single game piece alone are axiomatically poorly designed. Changing the cost of the flip back, okay it's something, but it isn't likely to change most games or the overall experience.

    - Mora

    As few games as possible should begin with wacky cards being in players decks by their 3rd turn. The 1st Mora flip is fine as is. The rebalance idea is certainly in line with the theme of Mora, but only because the theme of Mora is poor by being based around mindless chance. It just so happens that the RNG system of the game lends itself toward card repeats so taking a random Lantern/Pact isn't punished nowhere near as often as it should be and the move instead becomes quite rewarding.

    But the way that the game works under the hood is really here nor there. Ultimately there should be less wacky games, not more. So that means less games that start with both players having a random copy of cards such as Marketplace, Knight Commander, Hagraven, or Ansei's Victory for no reason of skill and planning, but just because the designers decided to make this awful patron ability one day.

    Lastly, in case those ideas aren't engaging, there is also incredible imbalance introduced in some instances of a player being able to add a card to their deck, before the shuffle, but after the opponent has just shuffled their deck. So someone can then leverage that power card more quickly into two power cards and go exponential while their opponent has at least a couple of turns of normal play. This type of game really isn't that interesting or fun. It is merely abusing a poorly designed game piece to win. Don't enough games that have been invented have that type of game piece already? There is no reason to make such issue more prominent.

    - Whispcaller Totem

    Eldertide Fenwitch is extremly powerful. The difference in the power level of the generated card between it and Ritecaller is sort of a red herring. Both Fenwitch and Ritecaller are early game must buys that do a lot to determine the pace of the game.

    Regarding the morph system in general, it's a bad system. Having morphs, in the first place, only creates branched game possibilites, for no reason but chance, where players may win or lose based around the power level of the morphed versus unmorphed card. The morph system was also implemented in an awful way as it doesn't allow options for savvy players to include only the unmorphed cards into their deck. Druid games without Vestments or Envoy of the Draoife are just fundamentally different compared to games with them. If morphs are to exist, then players should be better able to determine the kind of experience they want via some form of morph deck building. This type of system could even add a skill component to the game. Instead, nobody (including myself), really thinks about morphs at times and nor can the full consequences of morphing ever be truly known because ToT is a changing game (well up to 2 years ago). So it's sort of shameful for players to be shoehorned into choices that impact their play experience, including competitive experience, forever. Additionally, the alternative option of not morphing cards by not finding clues means not being able to progress achievements. How sad of a design.

    - Overall

    Yes, any little change can help ToT, but there has been a bunch of stuff that players have complained about a whole lot with zero impact. When players say that design isn't listening, ToT seems to be a good example where the ivory tower has been constructed and all changes are based on common designer go-tos such as the psychology classes they took in college rather than what players cared enough about to explicitly state their preferences as part of a 10 page thread.

    Of course I can't diminish the value of any good change. I just think that there is zero chance of the good changes happening. That's a big reason that I will no longer write balance threads. One can only show how turn 1 pounce into turn 3/4 Marketplace or whatever is bad design and a bad play experience so much before realizing that the people who may or may not be listening have done what they have done in a deliberate way and have no plans to change course regardless of the objective truth.
    Edited by Personofsecrets on 17 April 2026 05:25
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Alp
    Alp
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    my biggest reason why i dont really participate in ranked pvp tribute (though i do want to reach the rubedite rank once for the achievements) is mainly the pts loss when you lose a match

    i dont care about losing the match itself so much as i do actively losing progress, i would rather go in play to get to rubedite and then just be done with it, and its pretty hard to do that especially with losing pts on losses

    that would also solve high rank players problems who gain few to no points on a win but suffer 100-150 pt losses

    they could keep the scaled down win pts as your nearing the top of the leaderboard which would still make it competitive for those who want it to be competitive, and they could at least still play instead of risking the chance of a massive pt loss if they lost a game

    thats really my overall biggest pain point with avoiding ranked tribute matches, as of right now i basically dont play tribute at all vs players except occasional for fun matches with friends

    Reaching Rubedite was stupidly nerve-wracking for me. I just wanted the achievement, but I kept going up and down in ranks. I have done it once, and now I honestly don't want to do ranked ever again. It was just too stressful.
    Edited by Alp on 25 April 2026 21:31
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