Patch Note 1.72.4

2018_07_21_patch.jpg

Patch Note 1.72.4

By: Ashmore 1 year ago
The following balance changes, which are scheduled to go into effect early next week, are being made to impact the power level of several of the most powerful decks in the post-Houses of Morrowind metagame, while not rendering them unplayable. Uprising/Shout-focused decks in Scout and Telvanni will see an adjustment to several of their most efficient cards to keep them in line with what other decks are capable of, and Aggro Hlaalu’s adjustment to Haunted Manor will make it less strictly beneficial. In addition, several other cards that have been seeing a high level of play have been adjusted.

Drain Vitality
Effect on level 3 changed to “Give all enemy creatures in a lane -2/-2.”
https://images.ctfassets.net/rporu91m20dc/4qdJKwytVYykWKqowCsqug/905ced63bf3089c18b344e975538f5f7/TESL_Drain_Vitality_Balance_in-body.jpg
Balance wrote:
While we recognize that Drain Vitality is a critical defensive component to many slower decks using Agility and requires a substantial amount of deck space to reach maximum consistency (usually including Word Walls and Greybeard Mentors), we found its current design was both easy to weave into a turn and hard to play around. While in many situations, Drain Vitality will continue to act as a board clear at level three, this change will give players who know they’re facing a Drain Vitality effect a chance to reduce its impact by choosing their lane placement more carefully in much the same way as a card like Dawn’s Wrath allows for.


Ulfric's Uprising
Cost changed from 6 to 7
https://images.ctfassets.net/rporu91m20dc/tNrGT7S9Pwi0WoCqKgsaK/f3b85264838a085672e74ba05b679176/TESL_Ulfric_Balance_in-body.jpg
Balance wrote:
Ulfric’s Uprising has become one of the staple cards of Control decks in the Scout and Telvanni classes, as these combinations of attributes have a wide variety of powerful Summon effects. Its power level has started causing it to appear in Control decks of other classes as well as functioning as a key component of the devastating Nix-Ox Combo. This change will allow the card to stay a powerful value-generating option for certain decks while making it harder to use effectively when the player is pressed for Magicka in a turn.


Haunted Manor
Cost changed from 3 to 4
https://images.ctfassets.net/rporu91m20dc/70h7SmQSYwWmAY2GuOECqq/b83868636c6218660b2ab28f74baec75/TESL_Haunted_Manor_Balance_in-body.jpg
Balance wrote:
Hlaalu has been the most popular class/house for aggressive decks since Houses of Morrowind’s release. In order to impact the deck’s popularity without negatively affecting other aggressive decks, one of the Hlaalu-specific cards needed to be adjusted. Hlaalu Oathman was a popular suggestion, but requires a bit more set-up - which was actually significantly helped by Haunted Manor only costing three magicka, as players could use the Ring of Magicka to play Haunted Manor immediately followed by Hlaalu Oathman on turn three, reaping the benefits of both cards. The Manor’s increased cost will make combos like that a bit more difficult to pull off, align it close to popular Support removal cards, and give other decks more room to breathe.


Hand of Dagoth
Stats changed from 5/5 to 5/4
https://images.ctfassets.net/rporu91m20dc/4w2TQxPfVuYsQ66CqeaCe0/9b64e05057983c37024aed5398064eec/TESL_Hand_Dagoth_in-body.jpg
Balance wrote:
Hand of Dagoth has proven to be a staple in Dagoth decks - which we like! However, we found it just a little too resilient against other Midrange decks. This change will hopefully keep it resilient enough to be a top-tier threat while making the card a little more manageable in a race.


Tel Vos Magister
Effect changed to “Ward. At the end of your turn, if Tel Vos Magister has Ward, you gain a Ward.”
https://images.ctfassets.net/rporu91m20dc/66WAfhlp8kKuIAGIACUoWg/f981d8294c57a134cdf4cb833ff85e9c/TESL_Tel_Vos_Balance_in-body.jpg
Balance wrote:
This is another resilient card thanks to Ward, and is the first instance of a player being able to have Ward that we’ve seen in Legends. Tel Vos Magister has proven to be a very powerful tool against aggressive decks - a bit too powerful, in fact. For many aggressive Midrange strategies, dealing with the Tel Vos Magister’s Ward and its four health, all while being slowed down by Wards on the opponent each turn, was just too much of an ask. With this change, these decks won’t necessarily have to actually remove or silence the Tel Vos Magister after getting rid of the card’s Ward to power through its effect. And, of course, the player controlling Tel Vos will have the option to give Ward back to it using a card like Wardcrafter to restart its effect!


Mudcrab Merchant
Stats changed from 1/3 to 1/2
https://images.ctfassets.net/rporu91m20dc/6GilIrwGsMgAsQaSIKQsgY/cc9b80685b9cc9eeb0982b696f5ec8a1/TESL_Mudcrab_merch_Balance_in-body.jpg
Balance wrote:
Mudcrab Merchant has proven itself to be a very powerful one-cost creature, and while we like having powerful one-cost creatures in Legends, we aren’t a fan of such power level on a random effect with this wide of a scope. Mudcrab Merchant pulling any cards from the game is much different from effects that have a small pool of possible results, and that effect was impacting too many games at the tournament level. We recognize that the Merchant is a fan favorite for some and RNG-based effects have their place; as a result, we are keeping the core of the card in tact while giving the Mudcrab poorer stats, which should balance out the effect’s power level and make it less of a hindrance to competitive play.


Duke Vedam Dren
Stats changed from 4/4 to 4/5
https://images.ctfassets.net/rporu91m20dc/4ec7LWZ6daYY0cwsYCaA40/5a8f5ccf9782932fb6ba3141965552e6/TESL_Duke_Vedam_in-body.jpg
Balance wrote:
Duke Vedam Dren has seen very little play since its inception. One of the major downsides is that it has to survive a whole turn before it can generate any value from its effect. The increased health will allow it to now survive Lightning Bolts and make it a bit harder for other creatures to trade into, thus increasing the consistency of the card.



Soul Summoned copies of Drain Vitality, Ulfric’s Uprising, Haunted Manor, Hand of Dagoth, Tel Vos Magister, and Mudcrab Merchant will be able to be Soul Trapped for their full value for two weeks following the changes.

Source

Comments



42 Comments

The only nerf I have a problem with is Tel Vos Magister(I’m intelligence biased I admit), but the rest of the nerfs are right on point.
3 Replies
Same here, I don't want to use Wardcrafters just to extend its usefulness. Magister is useless enough against aggro decks as it is, and situationary against mid range. Not that this nerf surprises me, I was just hoping they'd nerf the stats or the cost. But I don't think there is a good alternative to replace it.
Maybe a change from end of turn to start of each turn? Nonetheless I love what Direwolf have been doing with the Game.
That would be even worse, at least you get the ward once now, if you change it to a summon effect it will get silenced almost all the time, making it even more useless.
No issues with any of those nerfs :)
José Augusto... 1 year ago
and yet we continue with the agro decks making the party, not a single signifcant nerf.

Because a 0 cost creature 1/1 with charge, that i can buff like hell, is completely fine.
Also a 1 mana 1/1 deals 2 face damage while attacking, a 3 mana action give a creature +2/+0 breakthrough pilfer and slay draw a card, are also balanced.

The aggro decks have much more synergy, than any other kind of deck. Somedays I play only against aggro decks, and that are some disgusting matches, because in turn 5 or 6 the game is already over, since either he completely lost the tempo and I managed to defend myself and my opponent quits, or he sets the match in a way that it is not possible to react. In both cases is not a nice game.
H'laalu Oathman was the bigger issue. Otherwise, good solutions. And may be interesting with Vadem now? Looking forward to see what happens.
2 Replies
Upvoted your comment. Haunted Manor, next turn Oathman then every turn some guy have +2/2 - GG... intresting game for half-brain dude`s. Need to nerf dat Oathman.
Play sometime for control hlaalu, Vadem is so slim, buff 4/5 is good, but nvm, all still play for aggro Hlaalu without him.
Hah, some people really butthurt about the nerf. I got downvoted. XD
Yes and so the H'laalu deck prob remains this deck doesn't even need haunted manor to be good. They should have limited oathmans magicka regain to 2 to limit chaining especially in the early game.
José Augusto C Martins wrote:
and yet we continue with the agro decks making the party, not a single signifcant nerf.

Because a 0 cost creature 1/1 with charge, that i can buff like hell, is completely fine.
Also a 1 mana 1/1 deals 2 face damage while attacking, a 3 mana action give a creature +2/+0 breakthrough pilfer and slay draw a card, are also balanced.

The aggro decks have much more synergy, than any other kind of deck. Somedays I play only against aggro decks, and that are some disgusting matches, because in turn 5 or 6 the game is already over, since either he completely lost the tempo and I managed to defend myself and my opponent quits, or he sets the match in a way that it is not possible to react. In both cases is not a nice game.
Man I’m glad someone else understands this. Direwolf has made it obvious that they love them some Aggro
3 Replies
TBH I don’t know if Aggro is really that OP or if the ring is just so good that you auto lose if an Aggro player has it
The increased cost to Haunted Manor is huge. Now it plays into most support removal options, instead of playing turn 2 with ring, and having at least 1 turn before it can be removed. (Not counting Dismantle, an almost unused card). I run Aggro Hlaalu a lot, and I foresee a big impact to how fast a buffed bored can be generated.
testeur 1 year ago
i agree with you...
Giacomo Filip... 1 year ago
Crusader's Assault needs a nerf as well imo.
4 Replies
Facts
Really? I honestly think its pretty useless, I got rid of it as it didn't really help at all for me
Crusader's assault is in basically every Hlaalu deck for a reason. I mean it's a cheap card draw and removal option that can bypass guards, why wouldn't you want to use that.
Agree. Not necessarily the effect, it can stay. But for 3 cost it is ridiculously powerful. For 4 or 5 I can say it's fine. Just look at Monk's strike. It costs 4 and I think CA is much more powerful.
Haha i don't use any of them. And as i see all of them but one became weaker.
Kopis 1 year ago
Tel Vos is complete garbage now and the nerf to mudcrab merchant is just a joke, seeing as how its the effect that made it unbalanced to the developers in the first place. Uprising becoming a 7 cost is negligible, considering that most decks that run Uprising have ramp cards. Haunted Manor you could easily take out of a Hlaalu deck and not see any difference in playability, because of the way hlaalu decks actually work best. Very glad Drain Vitality got the nerf though.

However I never had any trouble what-so-ever in dealing with any of these cards *except* Drain Vitality and Uprising. The duke getting this buff might actually get it some play -- and if it triggers -- it might make a hlaalu matchup more interesting, so I'm fairly optimistic about that.

Overall, I dont think this is going to change much.
excellent nerfs, well done.
most of the time your nerfs kill the usefullnes of cards, but now its like shame but I understand it.
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