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TOT One button winning strategy (video)

Krazzt
Krazzt
Soul Shriven
The video shows it all, I'm afraid it has nothing to do with skill at this point, and is literally all about luck.
Getting 1 card then spamming 1 button should never be a winning strategy
Orgnum patron and pelines specific cards like The Armory, Rally and Siege Weapon Volley should get rebalanced if you don't want every high ranked match to look simillar to this.
https://youtu.be/yjrT4jRu6Sc?t=60
Edited by Krazzt on June 20, 2022 7:30AM
  • Naomi_K
    Naomi_K
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    Orgnum takes all the fun out of the game.
    PC EU
  • kmfdm
    kmfdm
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    Orgnum surely needs some tweaking. Thats what I was talking about a few days ago that meta will shift away from Duke and Pelin.

    In addition, the problem of balance here versus Star/Hero Realms is that these games have a lot more +power cards in their decks. It almost never happens in SR/HR when one player gets Armory-like card and the other gets nothing, which is actually fairly common in ToT. Its not just a problem of Pelin, Victory and Midnight Raid on turn 1 are also usually enough to secure a win. Maybe adding one more card on the market would somehow decrease the opening RND (without overwhelming new players too much) or adding another neutral Patron like Treasury, which instead of Cost 2G + Discard 1 card to get +2G card, it would Cost 2 + Discard 1 Card to get +2 power card (as is also quite common in deckbuilders to have +gold +power endless supply of cards that are always available.
  • Treeshka
    Treeshka
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    It might be a good idea to add a two power giving card to Treasury patron.
  • Skvysh
    Skvysh
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    kmfdm wrote: »
    Orgnum surely needs some tweaking. Thats what I was talking about a few days ago that meta will shift away from Duke and Pelin.

    In addition, the problem of balance here versus Star/Hero Realms is that these games have a lot more +power cards in their decks. It almost never happens in SR/HR when one player gets Armory-like card and the other gets nothing, which is actually fairly common in ToT. Its not just a problem of Pelin, Victory and Midnight Raid on turn 1 are also usually enough to secure a win. Maybe adding one more card on the market would somehow decrease the opening RND (without overwhelming new players too much) or adding another neutral Patron like Treasury, which instead of Cost 2G + Discard 1 card to get +2G card, it would Cost 2 + Discard 1 Card to get +2 power card (as is also quite common in deckbuilders to have +gold +power endless supply of cards that are always available.

    There's plenty of things that ToT does differently (patron powers, for example, keep the game more unique), but it feels like it also fails at so many other parts of the game in comparison to SR.
    While there are cards like Ram or Blob Alpha that have huge amounts of attack that are fairly easy to acquire, the other factions don't feel as weak either:
    Ram.jpg
    SRFRN_FoilCard_BlobAlpha.jpg

    There are more low cost cards that still feel useful late game. Cutter, for example, is quite nice to have even without the ally ability triggering:
    Cutter.jpg

    The bases/outposts are another thing - SR's bases often have health equal to (or sometimes even higher than) their cost. ToT's agents already seem to be adding ~2 gold to its cost for being an agent alone, charging additional ~0.667 gold for each health and a taunt will cost you around 1.334 gold extra. SR's bases come in all shapes and sizes, such as my favourite Storage Silo or the fairly overloaded Mercenary Garrison:
    n5pM8Kb.png
    Mercenary_Garrison.jpg

    All factions in SR have outposts which, paired with the fairly affordable cost, help slow down opponent's advances. In ToT, there are only 2 patron decks offering taunts (one of them being the "problematic" Pelin deck itself and the other one not putting up much of a fight with its 1 and 3 health values). Even then - you don't need to take out an agent in one turn, as opposed to requiring the full health value in terms of attack power ready to take out a base in SR. There are also plenty of knock-outs to go around if a few agents too many start piling up on your opponent's side, while at the same time you feel quite inclined to purchase any Black Sacraments/Ambushes that pop up at the same time you're laying down your agents. Because of that, agents feel quite weak at what they do already and using taunts to slow down your opponent isn't really a viable option.

    At the same time, ToT's most powerful cards lay in the 4-6 cost range. While a Hlaalu Councilor or Ansei's Victory are strong on their own, they take too long to purchase (at which point, one player usually has the upper-hand already anyway). They also don't feel as rewarding as Command Ship or Emperor's Dreadnought do:
    Commandship.jpg
    pBHLm8H.png

    As such, I feel like ToT could use some more meaningful cards - if Pelin/Orgnum are to stay as they are, other decks should have a reasonable way to counter them. Those high cost cards could be reworked into much more higher value cards, going way past what their cost is, while limiting their quantity to 1, at the same time introducing more low cost cards (especially agents with or without taunt) that either help put some early pressure on late-game decks or help them defend against power rush.

    Of course, there are many more ways to approach these issues, but the more I look at it, the more it feels like there was very little playtesting done with ToT (with all the bugs only further reinforcing this point). While both ToT and SR offer same amount of cards in a "core box" and approximately same amount of unique cards in each deck, SR's card list feels more varied due to high cost cards being scarce but also much more impactful.
    Edited by Skvysh on June 20, 2022 10:45PM
  • kmfdm
    kmfdm
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    Thats an excellent comparison. It is very true that SR/HR has a lot more +power cards in other colors, so either ToT needs a new neutral unlimited bank of +2power cards (akin to Treasury) or each Patron should get a fairly low cost +power card.
  • kevkj
    kevkj
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    Changing the Orgnum patron to only give you the Boarding Party card but not the Card>Power conversion when already favoured seems to be the most straightforward way to nerf it without making it useless. Still useful for an end-game combo + Boarding Party cards still good value.
  • uberswe
    uberswe
    Soul Shriven
    kevkj wrote: »
    Changing the Orgnum patron to only give you the Boarding Party card but not the Card>Power conversion when already favoured seems to be the most straightforward way to nerf it without making it useless. Still useful for an end-game combo + Boarding Party cards still good value.

    I like that idea. Another thought I had was to make it so that it only gives the power when it moves from neutral similar to how the crow works. Or card + power only when it moves from neutral/unfavored but it's unusable when favoured.
  • SgtPepperUK
    SgtPepperUK
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    uberswe wrote: »
    make it so that it only gives the power when it moves from neutral similar to how the crow works.

    I think all patrons should work like this, I had someone spam Bewilderment cards at me the other day, literally it was all they did, in the end it just lead to the most unfun match I've had so far.

    Duke can also be OP if someone lucks out on certain coin cards and then buys big cards and keeps spamming Duke patron every round.

    Whilst Crow can be very powerful, it also requires timing, once you've spun it in your favour, you can only get the benefit again if the other person spins it back in their direction.
  • Jaclynn
    Jaclynn
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    Rahjin.....<sigh> as well.
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves."

    PC/NA
    @Jaclynn
  • Personofsecrets
    Personofsecrets
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    There are a few things going on here that are causing these type of problem games. In this specific case we are dealing with the following.

    - A patron power being abused
    - Starting +1 Power cards limiting the gold that the non-Ogrum player can get per turn
    - Tavern RNG that causes one player to be hugely benefited just because the other player purchased an okay card
    - A single card being too powerful at a certain stage of the game
    - Other cards not being strong enough to fight the powerful cards and warrant purchasing
    - Alternative strategies to power accumulation such as Hlaalu or Duke take too long to setup and be competitive with early power accumulators
    Edited by Personofsecrets on June 20, 2022 2:55PM
    My Holiday Wishlist Below - Message me with any questions and Happy Holidays.

    https://forums.elderscrollsonline.com/en/discussion/comment/8227786#Comment_8227786
  • etchedpixels
    etchedpixels
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    - Tavern RNG that causes one player to be hugely benefited just because the other player purchased an okay card
    - A single card being too powerful at a certain stage of the game

    These are two reasons I stopped playing humans beyond the tedious slowness and the inability to read mail etc whilst doing it.

    For most games you knew who had won about turn 7. The rest of the game was pointless and worse still it seems some people deliberately take as long as possible if they are losing hands so that the opponent dies of boredom and gives up

    Too many toons not enough time
  • Heartrage
    Heartrage
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    @kevkj
    kevkj wrote: »
    Changing the Orgnum patron to only give you the Boarding Party card but not the Card>Power conversion when already favoured seems to be the most straightforward way to nerf it without making it useless. Still useful for an end-game combo + Boarding Party cards still good value.

    Useful for a late game combo, but I feel that it would fit the same usage as duke’s patron (nuking to end the match). I think it would be better if it had it’s own personality. Like, it would be nice if neutral status only awarded a boarding party and favored status only did power conversion. This way, as the opponent, you can control if your adversary gets new cards and an access to a stronger power conversion later or if they can only do little power conversions right now.
  • kevkj
    kevkj
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    @Heartrage That seems reasonable too, but being able to trigger both effects constantly definitely seems too strong. It should only be one or the other at a time.
  • moleculardrugs
    moleculardrugs
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    Naomi_K wrote: »
    Orgnum takes all the fun out of the game.

    How do you unlock Orgnum? :/ I just unlocked Ansei
  • Naomi_K
    Naomi_K
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    Naomi_K wrote: »
    Orgnum takes all the fun out of the game.

    How do you unlock Orgnum? :/ I just unlocked Ansei

    https://forums.elderscrollsonline.com/en/discussion/607716/how-to-acquire-the-4-patron-decks-all-patron-cards-and-clues
    PC EU
  • Jusey1
    Jusey1
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    Naomi_K wrote: »
    Orgnum takes all the fun out of the game.

    The funny thing is that it has a decent deck overall, but the patreon himself is broken. The only way to counter Orgnum spam is by Orgnum spam in response so it becomes just both players spamming the Orgnum patreon button over and over again. It's boring and dull...
  • Tuonra2
    Tuonra2
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    Treeshka wrote: »
    It might be a good idea to add a two power giving card to Treasury patron.

    This is just to make the game even more of a 'race' to 40, I' rather see longer games where good decisions balance out lucky draws. A dedicated patron button w/ the 'barter' effect for example could help deny your opponent that armoury in the first place.


    check out my other thoughts on the season so far here:

    https://forums.elderscrollsonline.com/en/discussion/608771/one-change-can-save-the-game-thoughts-of-a-top-10-ranked-player-after-three-weeks-of-tot#latest
  • Rouz
    Rouz
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    Naomi_K wrote: »
    Orgnum takes all the fun out of the game.

    100%. Orgnum and Rahjin are probably the two most annoying Patrons. Rahjin isn't too bad, because at least with ansei/eagle/psijic there is a counter. But orgnum it's like "Ok I get one card that adds 5 power, time to spam patron". I've honestly just started leaving when I see it. I'd rather do anything else than spend 10-15 minutes dealing with that BS. Even if I do win. If you ask me the cost of gold should shift depending on where the dial is. So if orgnum is in your favor and you want to use it again, it cost 6 gold. For unfavorable it cost 2 gold. For neutral it is 4 gold.
    kmfdm wrote: »
    In addition, the problem of balance here versus Star/Hero Realms is that these games have a lot more +power cards in their decks. It almost never happens in SR/HR when one player gets Armory-like card and the other gets nothing, which is actually fairly common in ToT. Its not just a problem of Pelin, Victory and Midnight Raid on turn 1 are also usually enough to secure a win.

    Yeap I think this is the major thing I've identified. Pelin is definitely an awful frequent offender of this, but there are a few super high impact cards that if you get them early or even mid game; it can cause an advantage that's impossible to come back from. I think your comment on the tavern is where most issues lie. The issues is that certain cards require the opponent to have a card of equal strength to counter it. But because of the RNG of the tavern + punishing players who have to buy things when they are at a disadvantage; it leads to hopeless games. I've had rounds where I got 4 lucky duke cards the first few rounds and my opponent got nothing. So by my 5th or 6th turn, I'm sitting here generating 15 gold. A stale tavern I think is one of the major issues in the game right now. An advantage forms, tavern doesn't move, game becomes hopeless. An early game rally/night raid/whatever wouldn't be "as" bad if the opponent had more of a chance to get a card that is also that good. But when 4/5 cards on the deck are contracts that cost 4+ gold...then yeah there's not much the opponent can do there.

    Some slight balance changes + fixing the tavern should be the first thing they do the minute this season ends.
  • Skvysh
    Skvysh
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    Rouz wrote: »
    100%. Orgnum and Rahjin are probably the two most annoying Patrons. Rahjin isn't too bad, because at least with ansei/eagle/psijic there is a counter. But orgnum it's like "Ok I get one card that adds 5 power, time to spam patron". I've honestly just started leaving when I see it. I'd rather do anything else than spend 10-15 minutes dealing with that BS. Even if I do win.

    You know Orgnum's power is BS when even the expert AI, very early on, decides to just continue spamming Orgnum patron, ignoring everything else. I haven't bothered playing a full game with that stuff yet, but by turn 3/4, its usual strategy of "turn gold into writ then buy something" shifts into "use Orgnum and then buy something if possible".
    The player who uses Orgnum early on shouldn't be holding the other player hostage because of it.
    Rouz wrote: »
    Some slight balance changes + fixing the tavern should be the first thing they do the minute this season ends.
    The tavern deck churning isn't as necessary as it is to re-do the cards/decks to some extent. A lot of cards on the table are very situational, and with only few cards actually getting you closer to victory, we're seeing all those games of chicken and people rushing to buy Armoury/Siege Weapon Volley/Rally if Pelin is in play (not to mention, that lower tier Pelin cards also generate reasonable amounts of gold for whatever the reason).

    Some board games with deck building as one of mechanics either have built-in deck churning or people house-rule some format of it. There's some interesting discussions regarding it over at Dune: Imperium's forums on BGG, for example here, where the designer sheds some light on whether or not people should use some sort of deck churning mechanic. In general, Paul feels that players should always be purchasing something rather than passing and people generally find themselves in a better position if they purchase even a few low cost cards that don't necessarily seem strong (though, anecdotally speaking, my last D:I game resulted in my victory through sheer combat and influence, having purchased no new cards past round 4). On the other hand, other game mechanics like limited turns or just overall strategy and gameplay additions on top of deck building mean that the trade row doesn't necessarily see as much action as it does in pure deck builders and cards have more value, therefore - automatic removal of cards in the row makes sense to some.

    However, when it comes to pure deck builders, I feel like removing one card every turn would introduce much more "luck" factor than players expect and it should be avoided at all costs. SR has a few challenges and Scenario cards that add a way to churn the deck (as well as the campaign in digital version), but generally the game does just fine with keeping the trade row as it is between turns. Instead, the game sees a natural shift in trade row cards by having players constantly buying (or removing them with Blob cards), as most purchases feel rewarding in the long run. Each of the four factions have both high and low tier cards that generate attack, most low tier cards - even in Blob and Star Empire - generate trade as well, so players aiming to synergyze one or two factions still get some economy going. Later in game, you see most high cost cards allowing you to draw more cards as well as deal a significant amount of damage, regardless of the faction. Bases and Outposts are fairly affordable, ranging from anywhere as low as 2 trade going all the way up to 8 - allowing you to set up some defences or some economy/offense going through the bases remaining around for a few turns if your opponent does not have a way to deal with it.

    All of that is missing in ToT - some patron decks have very little power generation, forcing you to eventually invest into others if you hope to reach 40 prestige. Some cards have incredibly high value for an absurdly low cost, while others are very situation and very pricey. Investing too much into gold generation doesn't necessarily help you much, especially if there's no Crow patron in play, as there are no high cost cards that are as devastating as Brain World or Command Ship seen in SR. Agents are fairly weak for how much they cost and how much removal is out there - Psijic Relicmaster sounds good on paper, especially early on, but Dreaming Cave will do much more for the same cost. Between Black Sacrament/Ambush, Celarus' power and other forms of removal, I can't remember the last time I've seen Shield Bearer used as anything other than "get 6 prestige through Hlaalu power + play action". Even if your opponent doesn't have the power in his hand to deal with it, there's usually enough removal on the table.

    There's also the small amount of taunts in the game - Pelin's taunts are somewhat durable, but cost a lot, making purchasing them early on difficult. Rahjin's taunts are beaten by SWV/Armoury that cost less and still have some power left over to generate prestige. Other decks don't even have taunts and the agents have small health pools in comparison to how much power some cards can generate. It also doesn't help that the damage doesn't need to be dealt in one hit to kill the agent. With how much removal there is, the agents cost too much. Clan Witch, for example, looks good on paper until you realize that at best you got to destroy a card and then used up 4 gold of your opponent's gold on removing it.

    Overall, in SR it's rare to see a turn one row with 1-3 cost cards that are ignored in favour of explorer ships. In ToT, it's not uncommon to see 2-5 gold cards on the table ignored for a few turns because spamming treasury patron till you have 3+ writs in your hand is a more strategic play than buying some contract/action/agent that will not give you much of an advantage but potentially reveal a very high value card for your opponent to grab next turn.

    Now, of course, I'm not saying that ToT should be just like SR. There's already enough features - keywords like Toss or Return, the concept of patron decks and powers and the whole prestige over health thing - to make it distinct. But it really does feel like the balancing could use some work. It is a digital game after all - re-printing cards to make them more balanced isn't an issue.
  • Personofsecrets
    Personofsecrets
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    Skvysh wrote: »
    However, when it comes to pure deck builders, I feel like removing one card every turn would introduce much more "luck" factor than players expect and it should be avoided at all costs.

    It's for that reason that I feel the game could be more elevated if not so good cards were improved.

    I actually like that players can decide to not purchase something for a strategic element. The skill of waiting, in my opinion, is generally sneered at by design teams who want their game picking up the pace and having a reasonable play time. So I'm surprised that it's something that can happen in TOT. That said, it is unfortunate that this happening is going on for what I consider to be the wrong reason - poor overall card balance.

    TOT is generally fun, but also REALLY FUN when the tavern keeps churning cards out that both players want. More choices to be made and less chances of being hosed by one player getting the only good card to show up.
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  • Rouz
    Rouz
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    Skvysh wrote: »
    ....

    I see what you're saying in regards to card and I agree. There are like 2-3 cards per deck that are the game changers. Gold generation can be good, but you gotta churn and burn cards with hlaalu and use raven. But against a well built hand with the major power generators like rally, night raid, armory, etc; it's gonna be an uphill battle. Especially if you have bad luck and every card you replace gets replaced by a better one. To me I see two solutions to this issue.

    First one is reworking a bunch of cards. Like patrons are not supposed to be primary power generators. Hlaalu, Rahjin, and Celarus are the main ones that come to mind. That's not to say they have no power generation, but that's not their primary purpose. I don't think they intended for them be. When I see people passing up cards, I'd say 75% of the time the cards that aren't being touched in the middle are usually tavern cards. To me that's where most junk cards end up coming from because they're kind of situational and can be useless in a lot of situations.

    Second one is the tavern movement. You're right, it introduces more RNG. But that RNG gives an opening for an opponent to potentially come back. The main issue right now, in my opinion, is when multiple rounds go by of nobody buying anything. Not only because of cards that don't have a use. But also because you need to be set up to not only buy one card, but buy what replaces it. Many games, this is not feasible. Buying a 3 gold card then having it getting replaced by an armory or rally (5-8 gold) introduces a gold requirement for 8-12. Many players will not have this in one round unless their deck is already built up. I think that doing it based on player action instead of default every round too will help. Player 1 doesn't pull > Player 2 doesn't pull > When it is player 1 turn again one card will rotate > One card will rotate every round until someone pulls. This introduces a strategy of denying a rotate by buying and such. But right now people get an advantage then just turtle. That's the meta right now and its horribly boring.

    To me such a huge rework of cards to make them all useful is a large undertaking. One I don't think is feasible in the short term. To me the second solution where a change to the tavern happens to introduce a bit more RNG per round to try to alleviate hopeless games could be a more feasible solution.
  • dmnqwk
    dmnqwk
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    Krazzt wrote: »
    The video shows it all, I'm afraid it has nothing to do with skill at this point, and is literally all about luck.
    Getting 1 card then spamming 1 button should never be a winning strategy
    Orgnum patron and pelines specific cards like The Armory, Rally and Siege Weapon Volley should get rebalanced if you don't want every high ranked match to look simillar to this.
    https://youtu.be/yjrT4jRu6Sc?t=60

    The opponent made a huge mistake when they let you get 12 cards in your deck.
    I don't disagree the issue is the Maomer Patron adding cards to your deck allowed this to occur, but the opponent screwed up when they took their second turn by not Maomering, thus keeping you stuck on 11 cards and gaining 1 power per turn with it. This meant over the course of 11 turns you would've gotten 1 power a turn, 5 Armories, 5 St Pelin starters and gained 35 power, instead of 40. During this time, they're still gonna struggle but a turn of Peck/Toll/Coin *4 would've allowed Pool to be purchased, plus the fact 11 turns gaining 1 extra power would've meant the possibility of purchasing from the middle and potentially getting a scratch which could've overtaken you.

    The cards themselves are less the issue than The Sorc King's Patron ability adding cards to your deck. Removing the boarding party addition would prevent a 1 card purchase strategy (though 2 card purchase strat would still do something similar).
  • Rouz
    Rouz
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    dmnqwk wrote: »
    ...

    Yeah that's bull. The opponent would've been at a negative 3 gold every turn. Heavily reducing what they could've accomplished in terms of tavern purchases. And they wouldn't have been able to use the neutral card since it was being used with sorc. The minute he got that armory it was basically a win because he had him cornered. Either he try to build his deck and actually play the game or just die a slow death. There's absolutely nothing the opponent could've done.
  • The_one_i_seek
    The_one_i_seek
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    i think change patron cost from 3 to 4 might be balanced
  • Krazzt
    Krazzt
    Soul Shriven
    Devs change Orgnum patron it's overtuned
  • NeKryXe
    NeKryXe
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    Whoever created the Orgnum deck must be the dumbest game developer ever.
  • Lnin0
    Lnin0
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    I like the idea of having the favored state for most patrons have no effect. Obviously you would have to keep the one that gives +1 gold but I think it could work for the others.

    I think for Rahjin you could stick -1 prestige on the curse card since you wouldn’t be able to spam your opponent with it once you are favored. Make it so the curse cannot be cleaned with treasury either, but instead has to be removed with ragpicker or another similar card.
    Edited by Lnin0 on July 7, 2022 12:25AM
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