The Elder Scrolls®: Legends™ - christian.vanhoose
With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Paulo Vitor Damo da Rosa.

Of the five alliances in the Alliance War set, Daggerfall was the easiest to slot - the fact that the coalition was made of Orcs (which are represented in Warrior), Bretons (which are Sorcerer) and Redguard (Battlemage) meant it was clearly the choice for the Intelligence/Strength/Endurance triad. In fact, if the Intelligence/Strength/Endurance triad had already existed, we might not have been able to do the Alliance War as a theme, since Daggerfall is so strongly associated with this combination.

From very early on, we also knew we wanted its mechanic to have to do with Items. Strength, Intelligence and Endurance are individually the attributes with the most Items and the attribute pairs have strong associations to them already - the Redguard theme, for example, is Items and Item Sorcerer is a popular deck. That, plus the fact that there had never been an Item-exclusive keyword before, made it particularly appealing. So, we set to work on exactly what Item mechanic we would want.

One of the biggest issues with Item-heavy decks is that you might not draw any creatures, or your opponent might kill all of them and then you end up with a lot of cards you can’t play - there’s nothing worse than having two Items in hand just waiting for a creature and then drawing a third Item. If we wanted to make a mechanic that incentivized Items, we would have to find a way to solve that as to not punish the player for drawing too many of them. The simplest way we found was to make items that could just be played as creatures if you wanted, which in turn would let you equip your other Items if that was all you had in hand.



The first iteration of this mechanic had the “Animated Weapon” flavor - think a sentient sword that does the fighting on its own, or Dr. Strange’s cape. We thought that was pretty cool but it had one main problem - the Item version was just dominating the creature version. Items are naturally better than creatures since they effectively have Charge and can be used to set up good trades. Steel Scimitar is a very strong card and Solitude Stalwart sees little play, even though they have the exact same stats - if we ever printed a “Solitude Stalwart/Steel Scimitar” card, then it would be played as Steel Scimitar the vast majority of the time, and the creature option would just be a last resort if you had a ton of Items and nothing to equip them with - which was fine, but not ideal.

We left that idea dormant and experimented with a couple of different Daggerfall mechanics. One of them was Forge, which let creatures spend their turn to create an Item that they could equip somewhere else. Another was Refine, which let you upgrade all or some of your Items, (one version, for example, upgraded all your Steel weapons). We even played with the idea of Dual Wielding. Ultimately, we didn’t feel like any of these mechanics were doing what we wanted for Daggerfall from a game-play perspective, even if they were good flavor fits.



The breakthrough for Mobilize happened when someone suggested that, if the issue with the original mechanic was that the Item version was just better, we could simply create a 1/1 token to equip it. Suddenly you weren’t choosing between +2/+2 or a 2/2, but between +2/+2 and a 3/3, which was a much closer choice. The flavor also captured the Alliance War feeling much better than an “Animated Weapon” did - the Weapon here wasn’t sentient, but merely inspired someone to take part in the war. We felt that this flavor really conveyed the idea that the war was happening and it was happening for everyone - even elderly and young people were being dragged into the fight.

Originally, one of my favorite Mobilize cards was this:

Orc Mail
  • Cost: 3
  • Mobilize
  • +2/+3
  • The wielder is an Orc.
I thought it was pretty cool because it would either turn a creature you already have into an Orc to receive Orc synergies or, more importantly, you would be able to play it in your Orc deck knowing that, if you Mobilized it, the Recruit would be an Orc. On the other hand, this drew our attention to an issue, because, if the Recruit wasn’t originally an Orc, what was it? It had to be something, it couldn’t just be a Recruit with no race.

Ultimately, we settled for just assigning a Recruit type to each Mobilize card, which unfortunately meant Orc Mail’s reason to exist was sort of gone. Instead, if you want to Mobilize some Orcs you can, for example, use Covenant Mail.

In the end, I think the coolest part of Mobilize for me is that it enables a completely new style of deck, as it allows you to play a critical mass of items that wasn’t possible before (because you would also need a critical mass of creatures). This might not seem like much, but some of the Item synergies currently in the game are very strong, so I look forward to seeing what players can do when they have the option of playing basically as many Items as they want.
The Elder Scrolls®: Legends™ - christian.vanhoose
The latest version of The Elder Scrolls: Legends is live! We have made the Store more informative for users, defaulted to Alliance War for the Packs page, and we believe we have fixed the empty discard pile issue!

Animation, Visual and Audio Effects
  • Fixed an issue that was causing Edict of Azura’s VFX to be pure black on some devices.
Gameplay
  • Fixed an issue that was causing the discard pile to be completely empty, preventing players from completing certain actions.
  • The player's turn will no longer end prematurely when clicking to activate a support and moving the mouse cursor away before it activates.
General
  • The loading screen now properly displays asset bundles when they are being downloaded.
UI
  • The Store now displays the expansion name in the main title of each page.
  • The Alliance War button now properly takes players to the Alliance War pack page of the Store.
  • The Alliance War pack page is now the first page that appears when the user clicks Packs from the main Store page.
  • The Featured Items tile on the Main Menu now displays and links to Alliance War items.
  • Fixed an issue in the Daily Login Reward screen that was removing the reward icons for days already claimed.
The Elder Scrolls®: Legends™ - christian.vanhoose
The Masters Series is the highest level of competition in The Elder Scrolls: Legends and we’re incredibly excited to bring it back to QuakeCon 2019! Eight of the best Legends players in the world will convene July 26, 2019 to battle for their share of a $50,000 prize pool broken down as follows:
  • 1st Place: $20,000
  • 2nd Place: $10,000
  • 3rd-4th Place: $6,000
  • 5th-8th Place: $2,000
The best part? All of our qualifiers are free to enter and open to everyone so if you play your cards right, we could see you on the big stage!



Journey to the Masters
As with last year, we’ll have four single-elimination qualifiers which will take place on the following dates:
  • May 11 - 12
  • May 18 -19
  • May 25 - 26
  • June 1 - 2
Play will commence at 12pm EDT on Saturday and end right before the round-of-eight. The final eight players will return at 12pm EDT on Sunday to play out their matches in a live broadcast on twitch.tv/TESLegends. These events will each have a $1,000 prize pool split among the top eight and the first-place finisher will receive a direct invite, flight and accommodations for our Masters Series finals at QuakeCon 2019! However, as last year’s competitors are sure to remember, that’s not all that’s up for grabs…

Masters Points will also be awarded to the top 32 finishers based on their placements! After the four open qualifiers, the top two players with the highest Masters Points totals who haven’t already qualified will also receive direct invites to the Masters Series finals!

Qualifier Prize Pool Breakdown:
  • 1st Place: $400, Invite + Travel to the Masters Series at QuakeCon
  • 2nd Place: $200, 10 Masters Points
  • 3rd-4th Place: $100, 7 Masters Points
  • 5th-8th Place: $50, 5 Masters Points
  • 9th-16th Place: 2 Masters Points
  • 17th-32nd Place: 1 Masters Point
That brings us up to six qualified players. Who will the last two be? That will be determined by our new Last Chance Qualifier, a single-elimination event held on June 16 that will feature the 3rd-10th highest Masters Points earners! The top two players from the LCQ will also be punching their tickets to QuakeCon, so performing well over the course of the season is very important.

All qualifiers, the LCQ and the finals itself will be played using a best-of-five Last Class Standing format. Details on how this format works, as well as the full rulesheet and sign-ups for the qualifiers, can all be found on the Battlefy tournament page. Sign-ups are now open and will remain open until the tournament check-in time, which is an hour before each qualifier starts. Dust off your best decks, start preparing and we might see you this Summer at QuakeCon!

Additionally, we’re partnering with Team Rankstar for the qualifiers! They’ll be running the live-streamed broadcast on Twitch for the four open qualifiers as well as the Last Chance Qualifier, and we’re thrilled to work with their talented team to bring you all the action live. To stay up-to-date on the Masters Series, follow @TESLegends and @TeamRankstar on Twitter and be sure to follow the official Legends Twitch channel.
The Elder Scrolls®: Legends™ - christian.vanhoose
The time for waiting is over!

Alliance War, The Elder Scrolls: Legends‘ latest expansion, is now available!
Tumultuous times have come to the land of Tamriel. Five powerful factions have done away with their treaties and broken out into a full-scale conflict for the future of the continent. When the dust finally settles, however, only one can sit atop the Ruby Throne...will it be you?


ALLIANCE WAR FEATURES
  • Over 100+ new cards to collect in Legends‘ latest pack-based expansion!
  • Five new triple-attribute factions:
The Aldmeri Dominion (Intelligence/Willpower/Agility)
The Empire of Cyrodil (Willpower/Agility/Endurance)
The Ebonheart Pact (Agility/Endurance/Strength)
The Daggerfall Covenant (Endurance/Strength/Intelligence)
The Guildsworn (Strength/Intelligence/Willpower)
  • New mechanics:
Empower – Boost the power of your cards each time you damage an opponent!
Mobilize – Play an item with Mobilize in an empty lane and summon a Recruit to wield it!
Veteran – Creatures with Veteran become stronger once they get their first taste of battle!
Expertise – Obtain useful effects if you’ve played an action, item or support card that turn!
  • All-new playmat, visual effects and music tracks – now live in the game!
THE ELDER SCROLLS: LEGENDS 2019 ROADMAP
That’s not all! 2019 is going to be a big year for Legends. Alliance War will be joined by three more full pack-based expansions along with PvP Events, new card backs, esports events and so much more before the year has concluded. You can see the details in our illustrated 2019 Roadmap below:



As you can see, we’ve got a lot of work ahead of us! Be sure to follow The Elder Scrolls: Legends on Twitter, Facebook and Twitch for the latest and greatest in store for the game. Until then, may you find glory fighting alongside your chosen factions in the Alliance War!
The Elder Scrolls®: Legends™ - christian.vanhoose
The latest version of The Elder Scrolls: Legends is live! This release brings with it our highly anticipated Alliance War expansion with over 100 new cards!

Alliance War is Here!

The Alliances are at war and the Ruby Throne sits empty. It’s time to battle for the Empire in our latest card pack expansion featuring:
  • 104 new collectible cards
  • Four new gameplay mechanics
  • Five new three-attribute combinations: Ebonheart Pact, Daggerfall Covenant, Aldmeri Dominion, The Guildsworn, and The Empire of Cyrodiil
  • A brand new playmat
  • Four new musical tracks written specifically for The Elder Scrolls: Legends
  • A new Main Menu background featuring the Ruby Throne
  • 17 new titles
  • 22 new quests
  • Six new card backs
New Mechanics
  • Empower: When your opponent takes damage, actions with Empower increase in effect for the turn.
  • Expertise: At the end of your turn, if you played an action, item, or support, creatures with Expertise get a bonus effect.
  • Mobilize: You can play an item with Mobilize to an empty lane. When you do, summon a 1/1 Recruit and equip the item to it.
  • Veteran: After a creature with Veteran first attacks and survives, get a bonus effect.
Arena Updates

The Alliance War comes to Arena! The class selection choices will always include at least one three-attribute Alliance, cards from Alliance War and Isle of Madness appear at a much higher frequency, and we have updated the list of cards that are curated out of Arena. More details on the Arena updates are available here.

Animation, Visual and Audio Effects
  • We have refactored the way cards, that create or summon two or more of the same card, animate to the board, highly increasing their speed and fluidity. The following cards have been adjusted to take advantage of this new code:
o A Land Divided
o Bone Colossus
o Dwarven Colossus
o Galyn the Shelterer
o Giant Chicken
o Imperial Reinforcements
o Nest of Vipers
o Prized Chicken
o Prophet of Bones
o Spider Daedra
o Therana
o Ungolim the Listener
  • Mentor’s Ring, Queen Berenziah, and Lion Guard Strategist now deliver multiple duplicate keywords at the same time.
  • Bruma Armorer now delivers its buff to multiple cards at the same time.
  • Supreme Atromancer and Soul Split animations now trigger faster.
  • The transition animation of dragging a card from hand to playmat has been greatly improved, removing the large card pop seen especially on mobile clients.
  • The mulligan-to-hand animation has been smoothed out.
  • Packs no longer clip into the table surface if dragged and released at the bottom of the screen.
  • Thieves Guild Fence no longer plays a buff VFX when a card is drawn.
  • The Murkwater Scourge Premium card art FX has been fixed.
  • Fixed the premium FX for Twin Lamps Consul.
  • Fixed a shader issue that was hiding part of Edict of Azura’s VFX.
  • Fixed an issue that caused an errant flash FX to play when certain cards equipped items in game.
  • All musical playlists have been re-ordered to ensure the correct tracks play in the correct locations.
  • Aldora the Daring, Mistveil Warden, Ratway Prospector, Relic Hunter, Ruin Archaeologist, Ruthless Freebooter, and Scroll Seeker now all properly play their unique Treasure Hunt success VO.
  • Moonmoth Castellan no longer plays both of its summon VO lines when summoned by another card, triggering its Plot effect.
  • Cornerclub Gambler and Ash Berserker’s ability activation SFXs now properly play every time they are activated.
  • Fixed an issue that was causing the pack opening hover SFX to continually play when not hovering over a card, even in other menus.
  • Embassy Guard’s card VO has now been restored.
  • Sails-Through-Storms and Ruthless Freebooter now have their correct Italian VO instead of Spanish, while the game is set to Italian.
  • The last batch of cards with cutoff localized VO has been fixed.
Gameplay
  • Jarl Balgruuf now summons a Kvatch Soldier instead of a Colovian Trooper.
  • Wrath of Sithis no longer affects the cost of cards in deck.
  • Vigilant Ancestor’s permanent shackle has been switched over to an aura effect. This means Dres Renegade will remove the shackle while on the board but the shackle will return when Dres Renegade leaves.
  • Items stolen by Arenthia Swindler now count as being Equipped for purposes of effects like Gardener of Swords.
  • Black Marsh Warden now summons a neutral Recruit.
  • Cards drawn off a Prophecy rune break will now be properly buffed by Gates of Madness.
  • Pilfer and Slay effects given to creatures through items no longer persist after the creatures "disappear" and then "return", from cards like A Night to Remember.
  • Manic Mutation can no longer be played on creatures with every keyword.
  • Blood Pact Messenger will now properly draw two cards if it traded with and killed a creature while Skooma Underboss is in play.
  • Fixed an issue that was allowing Gardener’s Harvest to transform itself into the item it already was at the end of the turn.
  • Gardener's Harvest will now properly transform at the end of the turn if it was obtained by Flesh Sculpture transforming the player's hand.
  • Balmora Puppeteer will now receive +1/+1 if a card summoning her is also the same card that would activate her Plot ability that turn.
  • Casting Arrest on a creature shackled by Prison Ship will no longer remove the shackle.
  • Reducing a card's cost with the Surplus Lane will now increment quests that require the player to reduce the cost of cards.
  • Swims-at-Night will no longer get buffed when the player plays a 0-cost card with an increased cost to unsummon the creature causing the cost to be increased.
  • High King Emeric's damage effect will now function properly and take into consideration all friendly wards in play after he is created via transformation.
  • Items that give cover will no longer increment quests that require cover, if the creature being given the item was already in cover.
  • The Mechanical Heart will now instantly trigger if summoned while the player is at or below 0 health, due to Vivec preventing death.
  • Berserker of the Pale will now properly buff Doomfang Ally and Servant of Dagoth when their own summon effects buff themselves and put them in range of Berserker of the Pale's effect.
  • Fixed an issue that was allowing Two-Moons Contemplation to trigger before Blighted Werebat or Stormcloak Camp could deal their damage.
General
  • The Android mobile client now contains all game data within the initial app download. After the 1.5 GB app is downloaded and opened, it will appear to download a full set of 1100+ bundles, but this is just the process of cleaning up the bundles that are no longer needed on the user's device. This will affect all Android users, allowing new players to download the entire game in the background instead of requiring the app to remain open for the duration.
  • Permanent shackle VFX no longer cover the cost counters of Haskill or Seducer Darkfire.
  • Keywords re-applied after being removed/stolen are now immediately granted both visually and mechanically.
  • The Guard keyword on Skinned Hound is now bolded and consistent with Guard on other cards.
  • The Slay and Pilfer icons no longer persist on creatures that were given Crusader's Assault while Skooma Underboss and Master of Thieves are in play.
  • Stendarr's Hammer will now display buffs in its card description.
  • Actions that have had their cost reduced by Morag Tong Nightblade's slay ability now receive an appropriate tooltip when hovering over the card.
UI
  • The entire UI has been re-colored and stylized, in preparation for a larger UX overhaul coming in the future.
  • Fixed an issue that was causing chat messages on mobile to overlap each other, becoming impossible to read.
  • It is now possible to view your discard pile when minimizing the “Choose a card” prompt associated with Merchant’s Camel, Shadowmarking, and Mudcrab Merchant.
  • Abomination creatures no longer lose their name or text description when destroyed and sent to the discard pile.
  • The Match History now displays attribute icons in the correct order for every match.
  • Card rewards no longer display as a white box or texture map on the Daily Rewards preview window.
  • Murkwater Scourge's art is now properly positioned in Deck view.
  • The collision boxes for all 8 emotes have been enlarged, removing all dead space between each choice.
  • The "All Items Owned" text no longer extends beyond the border in any language.
  • The loading screen tip box now shows tips the moment the screen is visible.
  • The “Kicked by Player” message prompt now has an OK button.
  • The alternate art for Lightning Bolt is now correctly labeled as “Grand Melee – December 2017” in the Collection.
  • The alternate art for Morkul Gatekeeper is now correctly labeled as “Grand Melee – May 2018” in the Collection.
  • Fixed an issue that was temporarily displaying the player’s card back as the default one at the beginning of every match.
  • The “New” icon for newly obtained cards is now more visible with a different color treatment.
  • Bangkorai Butcher's card text now contains the word "Orc" in Portuguese.
  • Soul Tear no longer lists all levels of the shout in the card text in Polish and Portuguese.
Rewards
  • Versus Arena will now award Alliance War packs as a base reward. Additional packs earned no longer have a chance to be Skyrim packs.
  • Three-win victory rewards updated to grant cards from Alliance War instead of Morrowind.
The Elder Scrolls®: Legends™ - christian.vanhoose
We’re thrilled to announce that our Twitch Drop program is expanding!

For the past several months, players have been able to link their Twitch and Bethesda accounts to receive in-game loot while watching their favorite Legends streamers, but only on the weekends. Starting now, Twitch Drops will once again be available continuously every single day!

We believe that creators making exciting content for Legends should be able to grow an audience with us and you. For this reason, only channels airing LIVE Elder Scrolls content will be eligible for Drops. It is our intent to continue welcoming new streamers to Legends as well as encouraging those who’ve been making amazing content for years to keep doing what they’re amazing at.

As a viewer, you can expect the same Drops you might have received on the weekend, but now during any day of the week! You could earn in-game Gold, Soul Gems, card packs and more just by watching streams on Twitch with a linked Bethesda.net account.

So what are you waiting for? Head over to Twitch now and see who’s live!
The Elder Scrolls®: Legends™ - christian.vanhoose
The battle for the Ruby Throne begins in Alliance War – an all-new expansion for The Elder Scrolls: Legends! Featuring over 100 new cards, Alliance War is a pack-based expansion set in a time of great conflict – one that could forever change the continent of Tamriel!



Fight alongside five different factions vying for power across the Empire, each represented by a new three-attribute combination and their own unique mechanic. Will you ally with the Aldmeri Dominion, who empower their abilities through relentless attacks? Or perhaps the Daggerfall Covenant, capable of mobilizing heavily armed recruits at a moment’s notice? The decision is yours…



In addition to new cards, new factions and new mechanics, Alliance War will also enhance The Elder Scrolls: Legends with new visual effects, music tracks and a gorgeous playmat!

Preorder Alliance War for The Elder Scrolls: Legends starting today for $49.99 and you’ll receive 50 card packs and a Legendary card from the expansion plus the exclusive ‘Warmonger’ title and a premium card back – all made available when the expansion goes live.



Thankfully, you won’t have to wait long to try your hand at the Throne – Alliance War releases worldwide April 15!
The Elder Scrolls®: Legends™ - christian.vanhoose
As we near the end of the March Ranked season, it’s time to unveil the reward card for the month. This time, we’re going with the Agility attribute and returning to a popular archetype: Goblins.

Introducing Murkwater Scourge!



Goblins have been a popular “tribal” deck for a long time, (speaking of tribal decks, last month’s reward card, Training Grounds, might be worth considering including in yours!) and Murkwater Scourge adds an interesting element to their theme.

Goblins are all about sudden bursts of speed and stats, using cards like Murkwater Savage, which quickly escalate in power and Murkwater Skirmisher, which can buff a whole board of Goblins at once. Scourge, by itself, has relatively weaker stats for its cost but comes with an effect that almost always guarantees two Curses in your hand to weaken or even pick off your opponents’ creatures!

Murkwater Scourge’s magicka cost of four also leads perfectly into a turn five combo with Leaflurker, wounding a creature and setting it up for an instant kill. The Curse-Leaflurker combo already sees play, so this card is worth considering for its utility even outside of Goblin decks.

Regardless of how you intend to use Murkwater Scourge, you’ll have to earn your copies first! Finishing the Ranked season at rank nine or higher will earn you one copy, rank five will earn you two, and rank one will get you the whole playset! As a reminder, we’ve also recently started awarding a premium playset to players who finish the season in the top 1,000 Legend ranks, so if you’re able to finish among the best in the world, you’ll be Cursing opponents in style.
The Elder Scrolls®: Legends™ - christian.vanhoose
The latest version of The Elder Scrolls: Legends is live! This patch includes balance changes and the new and improved Edict of Azura VFX!

Balance Changes
In our continued efforts to make playing The Elder Scrolls: Legends as fun as possible, we are making balance changes to Siege Catapult, Indoril Mastermind and Sword of the Inferno. The next time you log in to Legends (within the next three weeks), we will credit your account with Soul Gems for each copy of an affected card you own (up to three). An explanation behind the changes is available here.
  • Siege Catapult: Now 4/4
  • Indoril Mastermind’s Summon effect is now: “Summon: Draw a card.”
  • Creatures destroying themselves will no longer trigger their Slay effects.
Animation, Visual and Audio Effects
  • Edict of Azura now has a new VFX for its summon ability.
  • Mighty Conjuring’s premium card FX has been fixed.
  • Creatures that have their stats lowered will no longer display the lowered number before the debuff VFX animates to the target card.
  • The VFX position for The Red Year has been properly aligned when the card is used by the opponent.
  • Mudcrab Anklesnapper’s VFX no longer pops during the beginning of the animation.
  • Equipping an animated Legion Shield will no longer prematurely show a partial guard border around the card before it applies its effect to the target card on the playmat.
  • Cards summoned or drawn into hand by a creature with guard no longer display the guard aura VFX when summoned or drawn.
  • “Kill the Messenger” support will no longer trigger a card’s destroying VFX animation when they pilfer the opponent.
  • When Drive Mad is played on a card, both cards will no longer display any text during the VFX animation.
  • The Core Classics alternate art card now properly play their VO lines.
  • The post-match dialogue of The Other Half, from The Shivering Isles, Episode 1 of Isle of Madness is no longer missing Talym’s VO for the second half of his Sheogorath comment.
  • Fixed an issue that would cause the hover-over SFX for packs to disappear at times.
  • Treasury Guards and Elite Treasury Guards have new VO.
  • Green Pact Ambusher has been given a cheeky new summon VO.
  • Multiple cards with cutoff localized VO have been fixed. More fixes coming in Patch 2.9.
Gameplay
  • Bedeviling Scamp will no longer become invincible when Sentinel Battlemace applies its ward.
  • When an opponent has Bolvyn Venim in their deck and rallies with no creatures in hand, triggering Bolvyn Venim's ability, it will now draw face up into their hand for both players to see.
  • The wielder’s state will now be considered when targeting effects like Quicksilver Crossbow and Sword of the Inferno. This means that enemy cliff creatures and dragons will no longer be able to target Grandmaster Delphine and Saint Jiub with these effects. Friendly cliff creatures and dragons will still be able to target them.
  • In the Isle Of Madness scenario Darkened Grove, cards in hand will no longer have their Magicka costs changed when receiving buffs.
  • Added the Atronach type to Fetcherfly Golem.
  • Fixed an issue where Manic Jack did not properly receive a +1/+1 buff when gaining a keyword while being drawn.
  • The opponent's card discarded by Cornerclub Gambler is now properly shown to the player on-screen.
  • While the discard pile is open, summoning Skeletal Dragon will now show the buffs on the creatures it affects without having to close and re-open the discard pile.
UI
  • We are happy to report that the missing Friends List bug has been resolved! All players suffering from this issue should have their Friends List restored. This fix was performed by Bethesda.net and does not require patch 2.8.
  • An on/off toggle for displaying subtitles has been added to the options menu.
  • Class/House names have been added to the tooltip when hovering over the attribute icons per player in-match.
  • Fixed a bug that would sometimes add the Dementia Lane icon to a lane that gained the Mania icon from playing a card such as Ulfric’s Uprising to trigger the summon abilities of both Thadon, Duke of Mania and Syl, Duchess of Dementia.
  • Card backs now properly display in the correct order during filtering.
  • Naryu Virian’s Slay aura now puts a hanger on the buffed card.
  • All Atronachs will now display Atronach as an additional creature type.
  • Training Grounds now displays the Ongoing banner.
  • Rewards
  • The Reward Calendar will now display the green checkmark on the current day’s reward after the user clicks the Claim button.
The Elder Scrolls®: Legends™ - christian.vanhoose
As we’ve watched the metagame develop post-Isle of Madness, we’ve seen several decks rise above the rest. To assist in keeping the meta balanced moving forward, we’ve identified a couple powerful cards, as well as one ability, that we’re changing the functionality of as part of our upcoming Patch 2.8 later this week.

When the patch goes live and these changes are implemented, we’ll be using the same refund policy we introduced in our last set of balance changes for the three cards shown below. These changes were made to simplify the process and ensure players didn’t have to get rid of affected cards to get a refund if they don’t want to.

Under the new refund policy, you will get to keep your card and the next time you log in to Legends (within three weeks), we will simply credit your account with the difference in Soul Gems between its Soul Summon cost and its Soul Trap value, based on how many copies of each card you own (up to three).

For example, if you own two copies of an Epic card that got nerfed, we will give your account 600 Soul Gems (since the difference between creating an epic card and Soul Trapping it is 300 Gems each). After this, you can either Soul Trap the card (which should give you the original 800 Gems back in case you Summoned them to begin with), or you can keep the card in addition to the 600 Gems you just got. This will be the case regardless of how you acquired the cards, so you don’t have to keep track of what you summoned, opened in packs and so on.

Siege Catapult

  • Stats changed from 5/5 to 4/4.
Aggressive Endurance decks have been very strong for a while and Siege Catapult is a big reason why. As a 5/5 that comes down as early as turn 1, Siege Catapult makes sure that, once a player loses control of a lane, they can never get it back. The introduction of Skinned Hound has also made it so that, even if the Catapult itself isn't "on,” its big body will still be useful.

By making Siege Catapult a 4/4, we're hoping that there will be more counterplay to a quick Catapult and that players will feel less compelled to warp their curves to turn it on as soon as possible.

Indoril Mastermind

  • Effect changed to “Summon: Draw a card.”
Endurance control decks are eclipsing other control builds and are generally more consistent than we'd like them to be. Our data showed that, of all the cards regularly played in control decks, Indoril Mastermind's was the one that correlated the strongest with winning the game. By removing its filtering effect, we're hoping to bring Endurance control decks to a similar power level as the other combinations; they will still have access to powerful effects but not necessarily whenever they want them.

This change might seem minimal, but enough copies of Indoril Mastermind get played in long games (especially since it's such a common Odirniran Necromancer target) that we believe it will make a real difference.

Slay Abilities

  • A creature destroying itself no longer triggers Slay abilities.
Right now, if you equip Sword of the Inferno to a creature like Archein Venomtongue, you will get two instances of the Slay trigger - one for the creature you're killing and one for Archein Venomtongue itself. Creatures triggering Slay abilities from destroying themselves was never an intended interaction and is quite unintuitive. Since we believe that goes against both good flavor and good game play, we are fixing Slay to trigger only when destroying another creature.

Note that because this change directly impacts the popular combination of Sword of the Inferno with Slay creatures, we will be refunding Soul Gems for Sword of the Inferno along with Siege Catapult and Indoril Mastermind.
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