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Now’s your chance to participate in the Dune: Awakening Closed Beta!
Follow us, like this post, and retweet to be entered in for the drawing. Winners will be chosen and contacted next week. Make sure your DMs are open so we can contact you!
Complete the Beta Player Survey as well as see more information on our forum post here: https://t.co/Z4Hs1Y2pr4
Bless the Maker and good luck.
The two-shard system ensures that content for both small and large groups doesn’t have to compromise or impact each other negatively. This approach grants @FPCStudio and @Ghostcrawler freedom to develop unique experiences for fans of all group sizes.
I believe that the introduction of Red and Blue shards in @FPCStudio's game 'Ghost' is a very important decision. This approach promises immense flexibility in content creation, adeptly catering to both smaller (6-10 players) and larger group sizes (20+ players).
Conversely, many MMORPG enthusiasts are drawn to large-scale features like massive siege wars, challenging raids for 40+ players, and guild versus guild battles. The Red shards are capable of facilitating such grand-scale activities.
randomly encountering other players and often using VOIP to see if they want to work together/show you the base they have built etc. PLAYERS are the infinite source of content/fun in MMOs. I am excited that some of the current/new games being built realize this.
This was a really fun thread to read! I think the movement more and more towards "themepark" MMOs after the success of WoW has slowly stolen the essence of what originally made the genre great.
The games that now have this "feel" the most are survival games. Of course, they are much smaller in scale, but they have the aspects of working together with others to gather, build a base & upgrade things, go on adventures to collect resources from far away (different biome),
This. This is what grows TFT and make the community even stronger. There is a lot to be said for allowing some lower masters players to attend and try for the miracle run/just be involved. I think the way this event has been planned/handled has been extremely good.
Seeing this a bunch of places so just wanted to add some perspective…
Riot shouldn’t be optimizing for the highest possible ranked player for every spot. That’s not what this event is about. Giving masters players the chance to sign up (and do well since format is high variance), is a great thing for the game/esport as a whole.
Why give hundreds of people something to aspire to when you can give tens of thousands that thing?
Congrats to @TeamLiquid on making Worlds! Super happy for them, I know how much it means to so many people within the organization. And for me personally, watching Worlds is so much more fun when I can cheer on TL #LETSGOLIQUID
Lee Sin = You get 1 free shop refresh each round
Aurelion Sol = When you buy XP, gain 2 extra
This removes the augment tailoring and would be a much easier lever to balance while still letting players choose a legend to fit a playstyle they like.
My thoughts on how they could change Legends in TFT to be easier to balance/less polarizing.
1. Only be allowed to pick ONE tailored augment per game. For example, if you are playing Draven and choose spoils of war as your first augment, the 2nd and 3rd augments would show
This would help reduce the burden on balancing the fact that someone can currently know the exact 3 augments they are getting.
Option 2.
Just make Legends have a passive effect. For example, Draven = 20% chance to drop gold on kill
Tahm Kench = Your maximum interest is 7