As we recently put out a pretty large balance patch, now seems like the perfect time to talk about how we approach card changes. This month's update takes a look at how we think about balance changes in general, using examples from previous balance patches, including our recently released Update 69.
Which decks should you change? When we’re considering balance changes, we look at a number of different factors. Every week, we check in on metagame data that includes a ton of stats on cards and decks. These stats can even be stratified by level of play. While we look at a number of things, we first examine frequency and experience of playing against a deck, as opposed to simply studying the raw win rate.
For example, before Heroes of Skyrim was released, Orcs and Goblins were consistently topping the charts in terms of win rate. That said, they were both under 5% of the metagame and we believe they played out pretty well. Since people were not playing them much, the average player is not going to feel the experience of getting beats by these decks on regular basis, and therefore, it was not a priority to take action on these cards.
On the other side, Ramp Scout is viewed as a very powerful deck despite stats that tell a different story – much more so than the actual win rate. This may seem strange, but players sometimes judge decks more by how they feel than raw data. Ramp Scout tends to win long, drawn-out games, whereas Orcs and Goblins tend to get things over with pretty quick. This means that Ramp Scout may spend more time in winning positions even if it has a lower win rate. Players are likely to feel like Ramp is winning more than it actually is and thus likely to play it more.
As we make balance changes, we also want to encourage players to try out decks and cards that we feel are fun to play with and against. A deck like Tokens has had a pretty good win rate and has been reasonably popular at times, but we have been reluctant to make too many changes to it as it tends to play out quite well. It can win long and short games, interacts with the opponent and can be interacted with.
We’ve also made changes to decks without huge win rate numbers that had concerning play patterns. The Praetorian Commander and Echo of Akatosh prophecy-heavy decks were winning about half of their games, but were doing so in a way that was very demoralizing to play against, which justified action.
Which cards should you change? Once you figure out which decks are concerning, you still have to figure out which cards to change. We try to target cards that will improve the play pattern of the deck in question in addition to reducing its win rate.
One thing we’ve thought a lot about is how to make aggressive decks more fun to play with and against. In general, we’ve found that aggressive decks that are less about attacking the opponent all the time and play more interactive games are more fun. With that in mind, we made a large change to Northwind Outpost, which tends to encourage a more “face” strategy.
What change should you make? Once you’ve determined what cards you want to change, you still need to determine how to change them. If a card is changed for mostly power level concerns, we are likely to make a relatively small change so that it hits a playability sweet spot. If the concerns are more about play pattern, we are likely to make a bigger change and may even try to address the play pattern concerns with our change.
In general, we try to make relatively simple changes. First, it’s nice when cards still feel like the same card after a balance patch. If we wanted to make something radically different, we always have the ability to produce a new card. Second, simple changes allow us to act faster. They take less time for engineering to script, and less time for both design and quality assurance to test. When we think a change is warranted, we want to get it out to you as fast as possible.
Changing cards can also cause confusion, especially for less experienced players. For example, if we changed Lightning Bolt from dealing 4 damage to dealing 3 damage, some players would try playing Lightning Bolt on a 4 health creature and become frustrated by the result. Simple stat and cost changes are less likely to cause this frustration, because you can see those changes without having to read the text box.
How do we gain confidence on changes? Once we have a sense of what changes we want to try, we do a few things to gain confidence in those changes. First, we try to consider the net effect of the changes on each major deck type. We look at matchup data and think about the importance of the changed cards in each matchup. It’s sometimes possible for a deck to improve from a patch in which one of its cards is changed due to its bad matchups decreasing in popularity. Our predictions are never perfect, but by estimating these effects we can get a pretty good sense of what the metagame will look like after a patch. We then playtest with each changed card on our local design server to get a sense of how each card feels in its new form.
What about Buffs? Buffs can shine a light on cards that may have been underappreciated in the past. That said, buffs are trickier to implement compared to nerfing a card. Cards that we are considering buffing have generally not seen much play, so we don’t have as much context. If we do too small a buff the card may continue to be underplayed, and if we do too large a buff the card may dominate.
It’s also okay to have some weaker cards. Sometimes a card is more fun in arena than in constructed, so we target it for a middling power level. Sometimes a card is fun if you play with or against it once in a while, but isn’t a fun regular experience. There are also some players who enjoy winning with underappreciated cards.
A lot of the things that buffs offer can also be provided with monthly cards. We can push a variety of classes and themes with a sweet new card. When Warrior was unpopular, we came out with Sower of Revenge as the next monthly and it made a huge difference.
There’s your inside look at how we approach balance changes. We’ll be back next month with another look inside the development of The Elder Scrolls: Legends.
As we recently put out a pretty large balance patch, now seems like the perfect time to talk about how we approach card changes. This month's update takes a look at how we think about balance changes in general, using examples from previous balance patches, including our recently released Update 69.
Which decks should you change? When we’re considering balance changes, we look at a number of different factors. Every week, we check in on metagame data that includes a ton of stats on cards and decks. These stats can even be stratified by level of play. While we look at a number of things, we first examine frequency and experience of playing against a deck, as opposed to simply studying the raw win rate.
For example, before Heroes of Skyrim was released, Orcs and Goblins were consistently topping the charts in terms of win rate. That said, they were both under 5% of the metagame and we believe they played out pretty well. Since people were not playing them much, the average player is not going to feel the experience of getting beats by these decks on regular basis, and therefore, it was not a priority to take action on these cards.
On the other side, Ramp Scout is viewed as a very powerful deck despite stats that tell a different story – much more so than the actual win rate. This may seem strange, but players sometimes judge decks more by how they feel than raw data. Ramp Scout tends to win long, drawn-out games, whereas Orcs and Goblins tend to get things over with pretty quick. This means that Ramp Scout may spend more time in winning positions even if it has a lower win rate. Players are likely to feel like Ramp is winning more than it actually is and thus likely to play it more.
As we make balance changes, we also want to encourage players to try out decks and cards that we feel are fun to play with and against. A deck like Tokens has had a pretty good win rate and has been reasonably popular at times, but we have been reluctant to make too many changes to it as it tends to play out quite well. It can win long and short games, interacts with the opponent and can be interacted with.
We’ve also made changes to decks without huge win rate numbers that had concerning play patterns. The Praetorian Commander and Echo of Akatosh prophecy-heavy decks were winning about half of their games, but were doing so in a way that was very demoralizing to play against, which justified action.
Which cards should you change? Once you figure out which decks are concerning, you still have to figure out which cards to change. We try to target cards that will improve the play pattern of the deck in question in addition to reducing its win rate.
One thing we’ve thought a lot about is how to make aggressive decks more fun to play with and against. In general, we’ve found that aggressive decks that are less about attacking the opponent all the time and play more interactive games are more fun. With that in mind, we made a large change to Northwind Outpost, which tends to encourage a more “face” strategy.
What change should you make? Once you’ve determined what cards you want to change, you still need to determine how to change them. If a card is changed for mostly power level concerns, we are likely to make a relatively small change so that it hits a playability sweet spot. If the concerns are more about play pattern, we are likely to make a bigger change and may even try to address the play pattern concerns with our change.
In general, we try to make relatively simple changes. First, it’s nice when cards still feel like the same card after a balance patch. If we wanted to make something radically different, we always have the ability to produce a new card. Second, simple changes allow us to act faster. They take less time for engineering to script, and less time for both design and quality assurance to test. When we think a change is warranted, we want to get it out to you as fast as possible.
Changing cards can also cause confusion, especially for less experienced players. For example, if we changed Lightning Bolt from dealing 4 damage to dealing 3 damage, some players would try playing Lightning Bolt on a 4 health creature and become frustrated by the result. Simple stat and cost changes are less likely to cause this frustration, because you can see those changes without having to read the text box.
How do we gain confidence on changes? Once we have a sense of what changes we want to try, we do a few things to gain confidence in those changes. First, we try to consider the net effect of the changes on each major deck type. We look at matchup data and think about the importance of the changed cards in each matchup. It’s sometimes possible for a deck to improve from a patch in which one of its cards is changed due to its bad matchups decreasing in popularity. Our predictions are never perfect, but by estimating these effects we can get a pretty good sense of what the metagame will look like after a patch. We then playtest with each changed card on our local design server to get a sense of how each card feels in its new form.
What about Buffs? Buffs can shine a light on cards that may have been underappreciated in the past. That said, buffs are trickier to implement compared to nerfing a card. Cards that we are considering buffing have generally not seen much play, so we don’t have as much context. If we do too small a buff the card may continue to be underplayed, and if we do too large a buff the card may dominate.
It’s also okay to have some weaker cards. Sometimes a card is more fun in arena than in constructed, so we target it for a middling power level. Sometimes a card is fun if you play with or against it once in a while, but isn’t a fun regular experience. There are also some players who enjoy winning with underappreciated cards.
A lot of the things that buffs offer can also be provided with monthly cards. We can push a variety of classes and themes with a sweet new card. When Warrior was unpopular, we came out with Sower of Revenge as the next monthly and it made a huge difference.
There’s your inside look at how we approach balance changes. We’ll be back next month with another look inside the development of The Elder Scrolls: Legends.
A new type of Gauntlet comes to The Elder Scrolls: Legends! This time around, your devotion to a single attribute will be tested in the all-new Allegiance event.
In this Gauntlet, only single-attribute decks will be allowed – no splashing in any other cards from another attribute! You may, however, include any number of Neutral cards.
The Allegiance Gauntlet begins Saturday, December 30 at 6am EST and ends Monday, January 1 at 6am EST. Happy Battling!
A new type of Gauntlet comes to The Elder Scrolls: Legends! This time around, your devotion to a single attribute will be tested in the all-new Allegiance event.
In this Gauntlet, only single-attribute decks will be allowed – no splashing in any other cards from another attribute! You may, however, include any number of Neutral cards.
The Allegiance Gauntlet begins Saturday, December 30 at 6am EST and ends Monday, January 1 at 6am EST. Happy Battling!
Assassins are a sneaky lot, and our December card this month is sneakily powerful. He looks unassuming, but he has the guile and cunning to spell death for the unwary. Meet the Night Mother’s secret weapon: Black Hand Messenger.
In recent months, monthly cards have been beefy creatures who want to brawl, but the assassin’s art is a subtler one. Black Hand Messenger doesn’t look like much -- with 0 power, he can’t even attack on his own! But what he lacks in stats he makes up for with his abilities.
The key is that Black Hand Messenger’s Drain will apply to all the damage he deals on your turn, so right off the bat, he deals 2 damage to a creature and gains you 2 health. That wouldn’t be a terrible deal on its own as a 3-magicka action. But of course, there’s even more going on here, because even after he’s delivered that first message, this killer sticks around to provide more value.
What will you do with this little 0/2? Will you sacrifice it to something like Desperate Conjuring or Soul Split -- dealing 2 to your opponent and gaining 2 health in the process? Or will you hand this killer a weapon and spend a few turns getting drain hits? The possibilities are endless for a sufficiently resourceful assassin. Just remember: His drain will only apply to his Last Gasp ability if he dies on your turn, so if you need the health, make sure you’re the one who sends him to meet Sithis, not your opponent.
So if you’re feeling tricky, take a break from your holiday festivities for some last-minute laddering, and earn your playset of Black Hand Messengers.
Assassins are a sneaky lot, and our December card this month is sneakily powerful. He looks unassuming, but he has the guile and cunning to spell death for the unwary. Meet the Night Mother’s secret weapon: Black Hand Messenger.
In recent months, monthly cards have been beefy creatures who want to brawl, but the assassin’s art is a subtler one. Black Hand Messenger doesn’t look like much -- with 0 power, he can’t even attack on his own! But what he lacks in stats he makes up for with his abilities.
The key is that Black Hand Messenger’s Drain will apply to all the damage he deals on your turn, so right off the bat, he deals 2 damage to a creature and gains you 2 health. That wouldn’t be a terrible deal on its own as a 3-magicka action. But of course, there’s even more going on here, because even after he’s delivered that first message, this killer sticks around to provide more value.
What will you do with this little 0/2? Will you sacrifice it to something like Desperate Conjuring or Soul Split -- dealing 2 to your opponent and gaining 2 health in the process? Or will you hand this killer a weapon and spend a few turns getting drain hits? The possibilities are endless for a sufficiently resourceful assassin. Just remember: His drain will only apply to his Last Gasp ability if he dies on your turn, so if you need the health, make sure you’re the one who sends him to meet Sithis, not your opponent.
So if you’re feeling tricky, take a break from your holiday festivities for some last-minute laddering, and earn your playset of Black Hand Messengers.
A new update is live for Legends today. Get the full details below:
New Product
New Life Festival Packs -- To celebrate the Holiday season, we have a new value-packed bundle available in the Legends’ store! The New Life Festival Pack contains 10 packs of the Core set, 10 packs of Heroes of Skyrim, and playsets of three exclusive (and all new) premium alternate art cards: Leaflurker, Master of Arms, and the mighty Alduin. This collection is available now for just $14.99.
Card Changes
Please Note: Any Soul Summoned copies of the following cards can be Soul Trapped for their full value until December 28.
Hist Grove Hist Grove has been a powerhouse in ramp strategies for a long time. In the past, we have been comfortable with how ramp performed. But over the past month, ramp has increased both in popularity and win rate, and so this card and others are getting some chantes to keep things healthy and fun
Starting with Hist Grove, at 3 magicka, it didn’t feel like you were paying much for Hist Grove’s powerful late game ability. At 4, Hist Grove will still perform its powerful late game role, but should feel a little less like a free inclusion in ramp decks.
Thieves Guild Recruit Thieves Guild Recruit is unassuming, but it has been one of the best cards in Legends since the game began. By moving the cost reduction to 1, it should still be satisfying to draw an expensive card without the Recruit deciding quite so many games.
Thorn Histmage Thorn Histmage is one of the most efficient cards in the game, allowing players to increase their max magicka without falling behind on board. Scout has proven to not need such a clear incentive. At 4 health, Thorn Histmage is still a strong card for ramp decks, but is closer to the power level of other dual-attribute cards.
Ulfric’s Housecarl One of our major goals is to make sure that even the most aggressive decks in Legends are playing interactive games and not solely reliant on winning before turn 5. Cards like Crusader’s Assault and Ulfric’s Housecarl help with this goal. That said, Housecarl has proven a bit too efficient, leading to too many games where the aggressive player is ahead on every axis. This small tweak should keep Ulfric’s Housecarl effective as a way to draw cards in aggressive decks while making it a bit less impactful in play.
Northwind Outpost Like many of our one-attribute buildarounds, Northwind Outpost has been improving as more Strength cards get released. In addition, the decks it encourages often abuse Charge to kill their opponent without an opportunity for interaction. At 3 cost, the Outpost is more likely to offer a reprieve from the aggression of heavy Strength decks.
Unstoppable Rage Unstoppable Rage is one of our most controversial cards: Setting up combos with Lethal, Drain, Breakthrough, and movement can be really fun and satisfying, but the huge swings in life total and board state the card can create can be frustrating. In the past, Unstoppable Rage has been played at a rate where we felt comfortable with the experience. Recently, it has gained in both win rate and popularity. At 8 cost, Unstoppable Rage will keep its power, but will be a little harder to use on the same turn with other cards from your hand.
Note: Because Unstoppable Rage was released in The Fall of the Dark Brotherhood, no Soul Trapping is necessary., We will be granting 1200 Soul Gems to everyone who has purchased Act 2 of The Fall of the Dark Brotherhood. We will also be awarding players 1600 Soul Gems for each previously-Soul Summoned premium copy of Unstoppable Rage.
Bug Fixes
Many audio and localization issues were fixed.
The regular art version of Laaneth is now craftable after you earn the non-premium version.
Hunter-Killers now appropriately dies to Lethal damage before getting to Battle a second time.
Mecinar’s Abomination no longer loses the Abomination type when it leaves play.
Serpentine Stalker can no longer attack non-Guards in the opposite lane if the opponent has Lydia in play.
Whiterun Protector now correctly gains Guard when its Beast Form triggers while it’s under Arrest.
If a creature is stolen by Mecinar’s Will and then Transformed, the newly Transformed creature will no longer be returned at the end of the turn.
Using Grappling Hook on a creature that fails to move due to a full lane no longer counts as the creature moving for the purposes of cards like Dune Smuggler.
Cards that draw a card and modify it in some way (Thieves Guild Recruit, Fate Weaver, and Nahkriin) are fixed to draw Out of Cards when the player’s deck is empty.
Pure Blood Elder’s interaction with Hist Speaker has changed. If you play a Pure Blood Elder with Hist Speaker in play, the Elder has no effect on Hist Speaker’s magicka gain. If you play Hist Speaker with a Pure Blood Elder already in play, however, it gains 2 magicka instead of 1. In both cases, when Hist Speaker leaves play, you will lose 1 magicka.
Dragon Aspect was incorrectly weak hinting enemy creatures.
Back-Alley Rogue lost the ability to steal Cover from itself.
Treasure Hunt timing was tweaked to no longer interrupt other effects.
For example, if you draw two cards and the first completes a Treasure Hunt, the Treasure Hunt now won’t trigger until after the second card is drawn.
The timing of Keyword granting and Silence was changed, so that if a creature were to be granted Keywords and Silenced simultaneously, it will gain the Keywords first and then be Silenced.
Hidden Trail now visually changes the Field Lane’s icon into a Shadow Lane.
Silenced creatures in the Heist Lane now correctly Pilfer for +1 magicka.
In Streets of Riften, it was possible for the Prized Chicken to die without you getting charged with Murdering it. Now no matter how that Chicken dies, you’re at fault.
Creatures moving into the Shadow Lane in the Sightless Pit were failing to gain Cover.
Theft is now allowed in Castle Wayrest: previously, stealing enemy cards in this Dark Brotherhood mission caused the game to crash.
Completing Abandoned Imperfect’s Treasure Hunt by breaking your own rune on your turn no longer freezes the game.
Fixed a bug where Raise Dead summoning an enemy Slay creature that had slain was causing the game to hang.
AI will no longer use Reconstruction Engine when its lanes are full.
A new update is live for Legends today. Get the full details below:
New Product
New Life Festival Packs -- To celebrate the Holiday season, we have a new value-packed bundle available in the Legends’ store! The New Life Festival Pack contains 10 packs of the Core set, 10 packs of Heroes of Skyrim, and playsets of three exclusive (and all new) premium alternate art cards: Leaflurker, Master of Arms, and the mighty Alduin. This collection is available now for just $14.99.
Card Changes
Please Note: Any Soul Summoned copies of the following cards can be Soul Trapped for their full value until December 28.
Hist Grove Hist Grove has been a powerhouse in ramp strategies for a long time. In the past, we have been comfortable with how ramp performed. But over the past month, ramp has increased both in popularity and win rate, and so this card and others are getting some chantes to keep things healthy and fun
Starting with Hist Grove, at 3 magicka, it didn’t feel like you were paying much for Hist Grove’s powerful late game ability. At 4, Hist Grove will still perform its powerful late game role, but should feel a little less like a free inclusion in ramp decks.
Thieves Guild Recruit Thieves Guild Recruit is unassuming, but it has been one of the best cards in Legends since the game began. By moving the cost reduction to 1, it should still be satisfying to draw an expensive card without the Recruit deciding quite so many games.
Thorn Histmage Thorn Histmage is one of the most efficient cards in the game, allowing players to increase their max magicka without falling behind on board. Scout has proven to not need such a clear incentive. At 4 health, Thorn Histmage is still a strong card for ramp decks, but is closer to the power level of other dual-attribute cards.
Ulfric’s Housecarl One of our major goals is to make sure that even the most aggressive decks in Legends are playing interactive games and not solely reliant on winning before turn 5. Cards like Crusader’s Assault and Ulfric’s Housecarl help with this goal. That said, Housecarl has proven a bit too efficient, leading to too many games where the aggressive player is ahead on every axis. This small tweak should keep Ulfric’s Housecarl effective as a way to draw cards in aggressive decks while making it a bit less impactful in play.
Northwind Outpost Like many of our one-attribute buildarounds, Northwind Outpost has been improving as more Strength cards get released. In addition, the decks it encourages often abuse Charge to kill their opponent without an opportunity for interaction. At 3 cost, the Outpost is more likely to offer a reprieve from the aggression of heavy Strength decks.
Unstoppable Rage Unstoppable Rage is one of our most controversial cards: Setting up combos with Lethal, Drain, Breakthrough, and movement can be really fun and satisfying, but the huge swings in life total and board state the card can create can be frustrating. In the past, Unstoppable Rage has been played at a rate where we felt comfortable with the experience. Recently, it has gained in both win rate and popularity. At 8 cost, Unstoppable Rage will keep its power, but will be a little harder to use on the same turn with other cards from your hand.
Note: Because Unstoppable Rage was released in The Fall of the Dark Brotherhood, no Soul Trapping is necessary., We will be granting 1200 Soul Gems to everyone who has purchased Act 2 of The Fall of the Dark Brotherhood. We will also be awarding players 1600 Soul Gems for each previously-Soul Summoned premium copy of Unstoppable Rage.
Bug Fixes
Many audio and localization issues were fixed.
The regular art version of Laaneth is now craftable after you earn the non-premium version.
Hunter-Killers now appropriately dies to Lethal damage before getting to Battle a second time.
Mecinar’s Abomination no longer loses the Abomination type when it leaves play.
Serpentine Stalker can no longer attack non-Guards in the opposite lane if the opponent has Lydia in play.
Whiterun Protector now correctly gains Guard when its Beast Form triggers while it’s under Arrest.
If a creature is stolen by Mecinar’s Will and then Transformed, the newly Transformed creature will no longer be returned at the end of the turn.
Using Grappling Hook on a creature that fails to move due to a full lane no longer counts as the creature moving for the purposes of cards like Dune Smuggler.
Cards that draw a card and modify it in some way (Thieves Guild Recruit, Fate Weaver, and Nahkriin) are fixed to draw Out of Cards when the player’s deck is empty.
Pure Blood Elder’s interaction with Hist Speaker has changed. If you play a Pure Blood Elder with Hist Speaker in play, the Elder has no effect on Hist Speaker’s magicka gain. If you play Hist Speaker with a Pure Blood Elder already in play, however, it gains 2 magicka instead of 1. In both cases, when Hist Speaker leaves play, you will lose 1 magicka.
Dragon Aspect was incorrectly weak hinting enemy creatures.
Back-Alley Rogue lost the ability to steal Cover from itself.
Treasure Hunt timing was tweaked to no longer interrupt other effects.
For example, if you draw two cards and the first completes a Treasure Hunt, the Treasure Hunt now won’t trigger until after the second card is drawn.
The timing of Keyword granting and Silence was changed, so that if a creature were to be granted Keywords and Silenced simultaneously, it will gain the Keywords first and then be Silenced.
Hidden Trail now visually changes the Field Lane’s icon into a Shadow Lane.
Silenced creatures in the Heist Lane now correctly Pilfer for +1 magicka.
In Streets of Riften, it was possible for the Prized Chicken to die without you getting charged with Murdering it. Now no matter how that Chicken dies, you’re at fault.
Creatures moving into the Shadow Lane in the Sightless Pit were failing to gain Cover.
Theft is now allowed in Castle Wayrest: previously, stealing enemy cards in this Dark Brotherhood mission caused the game to crash.
Completing Abandoned Imperfect’s Treasure Hunt by breaking your own rune on your turn no longer freezes the game.
Fixed a bug where Raise Dead summoning an enemy Slay creature that had slain was causing the game to hang.
AI will no longer use Reconstruction Engine when its lanes are full.
It’s time for another Chaos Arena! Sheogorath, the Daedric Prince of Madness himself, adds a twist to drafting your Arena deck by granting you his wily Wabbajack.
Up to five times during the draft, you may transform your three card picks into new, entirely random cards. The Wabbajacked cards will be the same rarity as your original picks but may also include cards from outside of your chosen class, making for some truly unique deck recipes.
While Chaos Arena bucks a few traditions, rewards based on your total wins remains the same as Versus Arena. And as always: three losses and you’re out!
"And as for you, my little mortal minion... feel free to keep the Wabbajack. As a symbol of my... oh, just take the damn thing." ― Sheogorath
This special Chaos Arena begins Friday, December 15 at 12pm ET and ends Monday, December 18 at 11:59am ET.
It’s time for another Chaos Arena! Sheogorath, the Daedric Prince of Madness himself, adds a twist to drafting your Arena deck by granting you his wily Wabbajack.
Up to five times during the draft, you may transform your three card picks into new, entirely random cards. The Wabbajacked cards will be the same rarity as your original picks but may also include cards from outside of your chosen class, making for some truly unique deck recipes.
While Chaos Arena bucks a few traditions, rewards based on your total wins remains the same as Versus Arena. And as always: three losses and you’re out!
"And as for you, my little mortal minion... feel free to keep the Wabbajack. As a symbol of my... oh, just take the damn thing." ― Sheogorath
This special Chaos Arena begins Friday, December 15 at 12pm ET and ends Monday, December 18 at 11:59am ET.