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Initial game phase still decisive of match outcome

AnduinTryggva
AnduinTryggva
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The modifications have still not repaired the situation that the first draws are decisive for the match outcome in the overwhelming majority of cases.

As I have less and less tolerance towards time wasting I just concede now (sorry to my opponents, but say "thanks" to the game developers for that) as soon as I see that the odds have turned against me in the first draws because ToT is a self-increasing effect. No need to be just the punching ball for the guy who had tavern luck during the first two or three rounds.
Edited by ZOS_Kevin on November 7, 2024 10:34AM
  • GuuMoonRyoung
    GuuMoonRyoung
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    I feel like when early rounds are against me, I always lose as no card ever fall in my hands no matter how long I play. But for my opponents, even if they don't get good cards in the first 5 rounds, they end up getting good cards one after another if they just wait out until round 12. Is it just me?
  • Personofsecrets
    Personofsecrets
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    The issue has been made worse in a number of ways which includes...

    Rebalancing of Sorcerer-King
    Creation of Mora
    Creation of Alessia
    Buffing of Customs Seizure
    Buffing of Psijic/Cephoras Insight
    Cost lowering of Festival/Bardic
    Propensity for there to be "dead" taverns due to Contracts
    Having to make a terrible play because of non-gold generating starter cards
    The duplicate card issue.
    Not addressing balance of overpowered cards like Pounce/Grand
    From the previous point and other balance changes we can extrapolate that the designers vision for the game is also an issue

    I'm, personally, still getting scammed by Vestments of the Druid King and/or Psijic Relicmaster because I was ignorant enough to morph those cards base forms. An option to use the morphs that we want? Oh no, not that!
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • El_Borracho
    El_Borracho
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    Buffing of Customs Seizure
    Buffing of Psijic/Cephoras Insight

    I have found these two changes to be the most maddening. Customs Seizure getting you a 6 coin card for 4 coins is preposterous. Say what you want about Pounce/Grand, its 5 coin to get 4 coin, not the other way around.
  • Personofsecrets
    Personofsecrets
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    Buffing of Customs Seizure
    Buffing of Psijic/Cephoras Insight

    I have found these two changes to be the most maddening. Customs Seizure getting you a 6 coin card for 4 coins is preposterous. Say what you want about Pounce/Grand, its 5 coin to get 4 coin, not the other way around.

    The difference in the cards is that either one may be better for particular situations. Pounce/Grand guarantees being able to buy cards like Currency Exchange/Marketplace. Customs Seizure can hypothetically lead to more value for a particular turn, but can make larger purchases like Exchange/Marketplace unlikely to happen.

    The most significant difference between a card costing 4 or 5 is that player two can try to run the scums by hoping that their opponent gets a non-gold generating starter cards and is unable to buy the 5 cost cards that player 2 will more than likely be able to afford. Other than that, the difference doesn't matter a ton.
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • El_Borracho
    El_Borracho
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    @Personofsecrets True as to both. I was looking at it from the beginning of the game standpoint. Its very easy to get 4 coins to start a game, and if Customs Seizure is there, you are almost compelled to take it to prevent your opponent from having it. I think the only times I've not grabbed it early on is if a card like Midnight Raid, or another 4 coin power card, is there.

    It does lose utility as the game progresses, while Pounce/Grand gains utility. And, of course, Pounce/Grand are necessary to grab something like Currency Exchange or Rally in the early game stage. But if you can snag Armory, March on Hattu, or just grab 2 Druid agents in the first 3 rounds, its a big advantage, both in power and buying range, because you have the ability to cash out 1-coin cards and/or eliminate starter cards without sacrificing all your coin on one card a turn.
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