Personofsecrets wrote: »Patron Change for streamlining play.
Rajhin, the Purring Liar: Patron Use - From: 3 cost - To: 4 cost.
Personofsecrets wrote: »Patron Change for streamlining play.
Rajhin, the Purring Liar: Patron Use - From: 3 cost - To: 4 cost.
This is not balancing. This feels more that you don't like it or know how to play against it and want to kill it. Just ask to remove the deck from the game, it's probably better for you. Rajhin deck has been already nerfed. Why more?
Remember that Rajhin patron is the only proper tool we have to break a little the Crows combos. It should even be cheaper, since both player can use it unlike the Crow combos that only the player with most Crow cards can use. Increasing the already expensive Rajhin patron is basically killing the game for players who don't want to play Crows or Orgnum. We already have most players picking the Crows, you nerf more the Rajhin and we all be forced to play Crows against Crows and against Orgnum.
Learn the Rajhin, try it against a good Crow player (without falling on using it too) and you'll understand. The Rajhin patron should be cheaper.
Personofsecrets wrote: »Personofsecrets wrote: »Patron Change for streamlining play.
Rajhin, the Purring Liar: Patron Use - From: 3 cost - To: 4 cost.
This is not balancing. This feels more that you don't like it or know how to play against it and want to kill it. Just ask to remove the deck from the game, it's probably better for you. Rajhin deck has been already nerfed. Why more?
Remember that Rajhin patron is the only proper tool we have to break a little the Crows combos. It should even be cheaper, since both player can use it unlike the Crow combos that only the player with most Crow cards can use. Increasing the already expensive Rajhin patron is basically killing the game for players who don't want to play Crows or Orgnum. We already have most players picking the Crows, you nerf more the Rajhin and we all be forced to play Crows against Crows and against Orgnum.
Learn the Rajhin, try it against a good Crow player (without falling on using it too) and you'll understand. The Rajhin patron should be cheaper.
This isn't a balance change, you're right. The header for the section regarding the Rajhin button was meant to indicate that the change is to just streamline play.
As for your other sentiments, you are forced to play crow any time someone picks crow. It's very unwise to try and not use a certain strategy just because you don't like it. Sometimes that means you get a strong crow deck, strong Rajhin deck, a strong mix of both, or something else based on the other two patrons.
As for learning Rajhin, I'm happy to learn more about the game. Even as someone who finishes within the top several players of each TOT ranked season I do find more to learn. Regardless of what I can learn and what my feelings about the button may be, there are enough players that dislike the button and having a few less Rajhin patron activations could help streamline those players experience. I personally don't care about the button and my personal play habits would probably be restricted by the change that I suggest since I press the button alot.
Personofsecrets wrote: »Personofsecrets wrote: »Patron Change for streamlining play.
Rajhin, the Purring Liar: Patron Use - From: 3 cost - To: 4 cost.
This is not balancing. This feels more that you don't like it or know how to play against it and want to kill it. Just ask to remove the deck from the game, it's probably better for you. Rajhin deck has been already nerfed. Why more?
Remember that Rajhin patron is the only proper tool we have to break a little the Crows combos. It should even be cheaper, since both player can use it unlike the Crow combos that only the player with most Crow cards can use. Increasing the already expensive Rajhin patron is basically killing the game for players who don't want to play Crows or Orgnum. We already have most players picking the Crows, you nerf more the Rajhin and we all be forced to play Crows against Crows and against Orgnum.
Learn the Rajhin, try it against a good Crow player (without falling on using it too) and you'll understand. The Rajhin patron should be cheaper.
This isn't a balance change, you're right. The header for the section regarding the Rajhin button was meant to indicate that the change is to just streamline play.
As for your other sentiments, you are forced to play crow any time someone picks crow. It's very unwise to try and not use a certain strategy just because you don't like it. Sometimes that means you get a strong crow deck, strong Rajhin deck, a strong mix of both, or something else based on the other two patrons.
As for learning Rajhin, I'm happy to learn more about the game. Even as someone who finishes within the top several players of each TOT ranked season I do find more to learn. Regardless of what I can learn and what my feelings about the button may be, there are enough players that dislike the button and having a few less Rajhin patron activations could help streamline those players experience. I personally don't care about the button and my personal play habits would probably be restricted by the change that I suggest since I press the button alot.
I find it all weird because we are not supposed to use any patron for the enjoyment of opponent. It's a combat. I absolutely hate the Orgnum patron too, and it's now even cheaper. Why the hell should Rajhin patron get more expensive? Lots of players hate Orgnum too. We all have likes and dislikes. Constantly suggesting to nerf the decks we don't like is not a solution.
Unlike what you say, I already played many matches where I couldn't get any Crow card, and had to rely on Rajhin to solve the problem against an opponent filled with Crowns. In those cases the 3 cost is already super expensive. Like I said, if something, they should reduce the price, like they did with Orgnum that was 3 and now it's 2. Players nagging about Rajhin will be nagging any way, be it cheaper or more expensive. Those are players that don't like the deck or even the game.
WitchyKiki wrote: »Person, I think you're a great player and you're always on top of the leaderboards. I just don't understand why you have so many game change suggestions & issues with the game, when you've already proven that the game can be dominated. Maybe take a little break from TOT and enjoy other aspects of Tamriel. I took some time off it and now enjoy it for what it is. A mini-game.
Personofsecrets wrote: »For example, why should people with a small advantage be able to turn such advantage into a game winning advantage just by using the same Patron activation turn after turn?
Personofsecrets wrote: »For example, why should people with a small advantage be able to turn such advantage into a game winning advantage just by using the same Patron activation turn after turn?
WTH!? Why not? It's a game!!! And I've been in both sides. I already loss matches where I had great hands the way you are describing and I found if funny. It means the the opponent used the tools necessary to beat my good hands. You don't have to shape the game so you can win everytime with the decks you like. It's a game. It's nice to lose too.
For me, the main problem isn't the way we lose, the main problem is that we lose 150 points on all losses and that's a jerk move, that's what's making players eager to win every match and that's what's causing bad behavior in the game. At some level we always get 0 points on win a lose 150 points on loss - We should be fighting against this hideous system, destroying the game, and not trying to make it easy to win.
WitchyKiki wrote: »Good take, I love board games and card games. I used to do a lot of ESO BGs/PVP before TOT released. I spent a good portion of my time theory crafting and getting gear, ganking etc. I went through so many "balance changes" that wrecked a lot of classes and made PVP completely unfun (The-Ring-that-Must-Not-Be-Named being a culprit) and tbh, nothing will ever truly be perfectly balanced. I made my peace with it, some stuff just sucks.
I'd rather have new content added to the game than going through the constant waves of changes that break the fun out of other things. I find TOT fun, I don't find some aspects fun and theres a lot on your post I can agree with (crow just needs to be deleted all-together tbh). What I find most unfun is more changes for the sake of a "balance" that really doesn't exist.
Personofsecrets wrote: »Personofsecrets wrote: »For example, why should people with a small advantage be able to turn such advantage into a game winning advantage just by using the same Patron activation turn after turn?
WTH!? Why not? It's a game!!! And I've been in both sides. I already loss matches where I had great hands the way you are describing and I found if funny. It means the the opponent used the tools necessary to beat my good hands. You don't have to shape the game so you can win everytime with the decks you like. It's a game. It's nice to lose too.
For me, the main problem isn't the way we lose, the main problem is that we lose 150 points on all losses and that's a jerk move, that's what's making players eager to win every match and that's what's causing bad behavior in the game. At some level we always get 0 points on win a lose 150 points on loss - We should be fighting against this hideous system, destroying the game, and not trying to make it easy to win.
So your problem with Orgum isn't how people get to sometimes spam the button and win because of that single game action combined with maybe a couple okay cards?
I agree that it shouldn't be easy to win for anyone and that idea is what guides my balance suggestions.
Personofsecrets wrote: »Personofsecrets wrote: »For example, why should people with a small advantage be able to turn such advantage into a game winning advantage just by using the same Patron activation turn after turn?
WTH!? Why not? It's a game!!! And I've been in both sides. I already loss matches where I had great hands the way you are describing and I found if funny. It means the the opponent used the tools necessary to beat my good hands. You don't have to shape the game so you can win everytime with the decks you like. It's a game. It's nice to lose too.
For me, the main problem isn't the way we lose, the main problem is that we lose 150 points on all losses and that's a jerk move, that's what's making players eager to win every match and that's what's causing bad behavior in the game. At some level we always get 0 points on win a lose 150 points on loss - We should be fighting against this hideous system, destroying the game, and not trying to make it easy to win.
So your problem with Orgum isn't how people get to sometimes spam the button and win because of that single game action combined with maybe a couple okay cards?
I agree that it shouldn't be easy to win for anyone and that idea is what guides my balance suggestions.
I don't like anything on the Orgnum deck. I don't like to play it or against it. Yet, I don't want it fixed to my taste.
My major problem with ToT is that even games against npcs could take anywhere from 5-9 minutes unless you go against easiest ones to get patrons win. Against players it usually doubles in duration resulting in 15 minutes matches, nerfing cards would only make it longer and thus more boring. I don’t mind loosing against better players if it’s quick, prolonged drag because of weak cards would only make it even less fun. There are way too many weak cards already and your suggestions would make the choice of good ones even more narrow. Imho, game needs stronger cards and more power oriented decks so the matches last shorter, psijic and rajhin decks are the worst for the fact how they artificially prolong already slow games.
That's a bid ol' DISAGREE
Something like Luxury Exports or Grand Larceny is a powerful advantage in the first 5-10 turns. But in a tight game where both players are on 30+ points and on a dash to accumulate power and reach the finish line, those cards become total dead weight. If you haven't a way of thinning them from your deck at that point, then those same cards can cost you the game.
That's a lot of "what ifs" that have to be in play to ensure that an early advantage remains a game-long advantage. I think that this alone should tell you that those cards are not the huge advantage that you say they are.
The high cash cards have a powerful utility early game, but they go unbought when they enter the tavern late game. That tells you that their utility is contextual and not absolute. And that they are therefore balanced - even if they are especially effective within their own niche.
WitchyKiki wrote: »All of this and I'm over here thinking that we do need a patron that steals random cards from your opponents deck and swaps it out for one of yours. ._.
spartaxoxo wrote: »I can usually predict the winner of a match within the first few moves, because some of the early cards do so much for the headstart that the late game cards don't even make a big difference in many cases. I have turned games around and had them turned around on me before, but the majority of the time, you know who won pretty early.
Many of the changes suggested in the OP would go a long way to fixing that IMO.
WitchyKiki wrote: »All of this and I'm over here thinking that we do need a patron that steals random cards from your opponents deck and swaps it out for one of yours. ._.
SilverBride wrote: »WitchyKiki wrote: »All of this and I'm over here thinking that we do need a patron that steals random cards from your opponents deck and swaps it out for one of yours. ._.
We need a Sheogorath deck like I suggested in the thread below. That is basically what I chose for the Favored Patron effect.
https://forums.elderscrollsonline.com/en/discussion/622099/what-decks-would-you-like-to-see-in-the-future#latest
WitchyKiki wrote: »SilverBride wrote: »WitchyKiki wrote: »All of this and I'm over here thinking that we do need a patron that steals random cards from your opponents deck and swaps it out for one of yours. ._.
We need a Sheogorath deck like I suggested in the thread below. That is basically what I chose for the Favored Patron effect.
https://forums.elderscrollsonline.com/en/discussion/622099/what-decks-would-you-like-to-see-in-the-future#latest
Yes! I was thinking of you and this post but I wasnt sure if you were still reading this forum!
Personofsecrets wrote: »if your idea of who a "professional" may be is limited to those hired for the job, then you should perhaps expand your definition based on what can actually happen in this very industry.
https://bethesda.net/ko/article/5TaVtleAHCa4aI08Oky8o6/the-legends-team-is-expandingPVDDR wrote:“I’ve been a card games player for most of my life, but this is my first time actually working as a designer, and I’m very excited to start,”
spartaxoxo wrote: »Being able to predict the winner isn't the same as it being a foregone conclusion. I'm not saying it's impossible to win, I am saying that the odds are disproportionately in favor of whoever got the better cards in the early game, making it fairly simple to predict the results. I have certainly turned around games plenty of times, but it's more likely than not that the game was already decided early on. That most of the changes have centered around early game cards should demonstrate pretty easily that this is correct.
Early Game Cards (5 coins or less) changed
1) Scratch
2) Ceporah's Insight
3) Psijic Insight
4) Prescience
5) Time Mastery
6) Prowling Shadow
7) Jeering Shadow
8) Midnight Raid
9) Armory (now a mid game card)
10) Siege Volley
11) Grand Larceny
12) Conquest
13) Warrior Wave
14) Maormer Boarding Party
15) Serpent Guard Rider
16) Summerset Sacking
Mid-Late Game Cards changed (6 or more coins)
1) Hireling
2) Oathmen
3) Jarring Lullaby
4) Shadow Slumber
5) Rally
6) Currency Exchange
7) March on Hattu
8) Hira's End
9) Snakeskin Freebooter (is now an early game card on PTS)