Things Needs To Be Change IMO

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Things Needs To Be Change IMO

Faction NR

1] Passive ability +2 to gold
As other factions except ST [ iorveth ] don't have gold card damage [ more then 4 with Triss Neutral ] so cards like ciri / regis / villentretenmerth / yenn d conj. works nicely with NR but not against NR & specially with Radovid as 8 damage to any card is so powerful ability which kills all powerful legendary cards with ease. On that NR having Roche which is again removing 5 from gold so NR is having total of 13 gold strength removal cards. Even Iorveth can't kill any NR gold :/
Neutral cards should work same for all faction & should not give benefit to one faction only. ciri / regis / villentretenmerth / yenn d conj. these cards are so powerful & may be more gold cards going to come in future.
This passive ability is only good with Radovid ability change to something else. Few suggestions for passive ability... [not sure though how it's going to work with margarita & Ban ard].
i] Add +2 to all gold units when opp. passes
ii] Add +1 to total strength for every gold unit on board [ Good with henselt ability limited to 3 or x number ]
iii] Remove -1 from opp. total strength for every gold on NR side. [ same with henselt nerf. ]

2] Foltest Ability
I am not saying it's op but sometimes It's complicated so as a suggestion clear sky ability is really good which going to clear all NR side weather so that may be we going to see NR weather decks too :)

3] Hensalt Ability
Converting whole row into gold is too much imo & it should be change to - Choose 3 units & convert them into gold

4] Radovid Ability
As I said in 1st point it's op & that's why currently it's very common so for radovid ability suggestions are..
i] select gold units & set base strength to 1 so that card is not going to remove but useful against Lugo / Kayran / Letho / Dijkstra / Tibor & of course with other cards too with Roche or Triss
ii] Lock gold unit ability for 3 turns. Good against many golds if use at proper time.
iii] Torture all opp. side units. Going to remove 1 strength from all opp. side units for 3 turns.
iv] Randomly distribute all opp. cards on all row & remove 1 strength from all. [ quite situational but useful with weather or scorch may be ]
v] Make any non-gold unit puppet. Puppet unit going to destroy itself when opp. passes :)

I personally like ii] lock ability as it goes perfectly with Radovid art.
Faction Skellige

1] Passive ability
Not a great ability to have where other faction have graveyard banish / steal units which indirectly befits them :/ Other faction abilities are working nicely only with those factions so suggestions are..
i] Exchange NG ability with SK as imo current NG ability is good for SK & SK ability is good for NG.
ii] Resurrect any bronze non-parmadeath unit at the start of 2nd/3rd round.
iii] Copy one bronze unit in hand.

1] Crach Ability
Very weak ability which only works with specific deck. Leader abilities should work with any strategy like other faction leader so suggestion are..
i] Spawn weather on two selected rows any side. Means weather on only two rows from 6. [ useful for wild bore card or even to damage opp. ]
ii] Add 5 to any card counter. Means cards with counters will increase their counter by 5 [ situational ]
iii] Select 3 cards & move them to selected row. [ going to work for any side opp. or own ]

2] King Bran Ability
Again very weak ability & SK have enough discard cards available so leader should have something different & useful with any [every] strategy & not only for 1 specific strategy so suggestion are..
i] Select 3 units & make them weather immune.
ii] Give shield to all units on selected row
iii] Select one non-gold unit & add resilience / weather immunity & Shield

Pirate captain - Pirates are immune then why not pirate captain? change his ability to..
When pirate captain is on field with pirates.. 1 pirate going to remove 1 strength [ 3 pirate 3 strength ] from opp random non-gold unit & going to add it to random non-gold unit of our side. Keep pirate discard ability as it is as above strategy only going to work when pirate captain is available on field.

Long ships - lower base strength to 6 & going to gain 1 green strength in rain like ancient foglet in fog.
Faction Monster

1] Passive ability
Its ok to keep last card but card should get back to it's base strength & should not keep any buff.

Either Dagon or Caranthir & Woodland ability should work on monster side only. Weather on both side is really powerful with the change of first light & dbomb.

Nekkers should only return if they got killed or consumed & not at the end of each round.

Vran counter should be increase to 3 or even to 4 & fix row is really good as with 2 Vran on different row it's hard to kill them or stop them.

Griffin should work only on bronze cards. Stealing silver is powerful for bronze card which adding 6 strength too.

Increase Succubus counter at least to 3 as gold cards requires 2 rounds to counter.
This are all suggestions to help developers so I am hoping for healthy discussion if any one wants to. I am just trying to help that's it....Thanks.
 
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King Bran
Discard 2 cards & add steal / banish protectin

MO - griffin / caretaker / katakan / ghoul
NG - bronze caretaker
ST - sk medics are low at strength so fireball ambush can really stop resurrection even at round 3 where sk medics are 3 strength
NR - Deathmold & As most of nr players is with Radovid control villentretenmerth is real pain for high strength cards so against nr.. sk need more resurrection

So sk definitely need some graveyard protection.
MO - Passive ability very hard to counter or almost impossible
NG - No counter for passive or card reveling
ST - No counter for passive ability or for ambush cards
NR - Killing gold cards is very hard or requires 2 or more cards

SK - There are only 5 medics so even though passive adds +1 to all non-gold cards you can only resurrect 6 with decoy [ if I am not missing any other card ] & that also if you draw all medics & have decoy.

Now if sk player decided to give 1st round to opp. to save their units from stealing then opp. getting easy card advantage which is again loss for sk OR if sk wins the 1st round then it's very easy for opp. to steal / banish high strength card from sk graveyard :/

So as I said early almost every other faction have easy common solutions for sk which makes them weak so sk really needs some changes in passive ability too. like..

Add +2 base strength to 1 card & add steal / banish protection OR
As I suggest in main post.. Resurrect any bronze non-parmadeath unit at the start of 2nd/3rd round.
 
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Terrified Nekkers - I killed 4 with Igni & guess what they are immortal

 
I will post more horrible game screenshots here me as a SK vs Other Factions. I lost one where NR Yenn. Conj. sets all my wither & other bronze unit value to same strength & that hungry villentretenmerth gladly eats my all bronze while I am thinking why I choose Skellige :/
 
KasumiGoto;n7841280 said:
I disagree with Bran being weak, he works really well in queensguard decks.

He is weak coz almost all other factions having steal / banish cards. What if monster / ng steal QG just after discard? or whatever the discarded card is. As I said whole SK strategies are depends on few cards & once those cards out SK becomes handicap. Like..

queensguard strategy - qg is main
self wounding - axeman is main
discard - pirate captain or warlongships are main

King Bran - queensguard
Herald - self wounding
Crach - Warcry

This badly it's predictable so opp. is only targeting those units & it's not possible to resurrect all cards in all rounds with few medics & that's why King Bran or Crach is weak compare to other leader where other leader abilities works fin with any strategy so it helps not to predict strategies of those factions. Like Many monsters using Dagon for consume deck or Eredin for weather deck / Radovod is nice to damage any gold in any strategy same goes with other leaders.

As well there are many units available for discard like lastwish / ermion / svanrige / djenge / donar etc.

Herald ability is situational too even though it's powerful.
 
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I find it difficult to agree with you. But opinions :). So it's fine.

Besides...Bran is good now... it can be for example a useful tool too manage your deck. Don't want to risk drawing certain cards against a certain opponent? Discard them with Bran. You don't even need to play Queensguard with Bran, to get use from this leader. Cerys should be 10 strength though.
 
devivre;n7841880 said:
I find it difficult to agree with you. But opinions :). So it's fine.

Besides...Bran is good now... it can be for example a useful tool too manage your deck. Don't want to risk drawing certain cards against a certain opponent? Discard them with Bran. You don't even need to play Queensguard with Bran, to get use from this leader. Cerys should be 10 strength though.

I hope you guys reading my post carefully. Ya I know my English is not superfine but still.. :)

I am not saying Bran is weak or not useful but I am saying that most of the time we are discarding useful units & what if after discarding opp. steal the unit or banish? then whole strategy is getting affected by that.
Just check how many cards monsters having to deal with graveyard.... Caretaker / Griffin / Katakan / Ghoul & other faction too have steal/banish units.

Another thing is discard needs a medic to resurrect & only sig. & restoration resurrects silver cards & there are total 3 rounds & that's why king bran is mostly useful with queensgard only. As discarding other units means you need all medics & still it's not possible to compete in all three rounds as after ng patch except NR all factions can score pretty high strength with few cards.

And that's what my point is SK leaders are specific for one strategy only like if you want to use Bran you have to decide what units you going to discard at the time of deck creation only & if something goes wrong then discarding other units makes no sense & indirectly leads you to loss.

Plus it requires more then one card as Bran not putting any strength on board so 1st you have to discard then you have to resurrect so many times you are giving card advantage to opp.
 
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TH3WITCH3R;n7842180 said:
I hope you guys reading my post carefully. Ya I know my English is not superfine but still.. :)

I am not saying Bran is weak or not useful but I am saying that most of the time we are discarding useful units & what if after discarding opp. steal the unit or banish? then whole strategy is getting affected by that.
Just check how many cards monsters having to deal with graveyard.... Caretaker / Griffin / Katakan / Ghoul & other faction to have steal/banish units.

I don't consider that a Bran problem any more. It was a lot more problematic when he could only discard two cards.

If you need ways to protect your graveyard against that sort of thing... maybe let Quen work on the graveyard units as well. I wouldn't mind that - probably would add more value to Quen.

There'll always be some sort of risk... often that makes games more interesting. But I think a lot of Skellige decks struggle that much with graveyard robbing because they lack flexibility which IMO is often a deck building problem.
 
devivre;n7842400 said:
I don't consider that a Bran problem any more. It was a lot more problematic when he could only discard two cards.

If you need ways to protect your graveyard against that sort of thing... maybe let Quen work on the graveyard units as well. I wouldn't mind that - probably would add more value to Quen.

Seriously? so you are suggesting to add one more card :/

devivre;n7842400 said:
There'll always be some sort of risk... often that makes games more interesting. But I think a lot of Skellige decks struggle that much with graveyard robbing because they lack flexibility which IMO is often a deck building problem.

I am just saying leader powers should work any time & with any strategy like other faction leaders. May be except Francesca as if you got good cards then she is quite useless too but other leader abilities are works great with any strategies. Yes may be they are supporting some strategies but defiantly not dependable on particular cards.
 
TH3WITCH3R;n7830920 said:
2] Foltest Ability
I am not saying it's op but sometimes It's complicated so as a suggestion clear sky ability is really good which going to clear all NR side weather so that may be we going to see NR weather decks too :)

3] Hensalt Ability
Converting whole row into gold is too much imo & it should be change to - Choose 3 units & convert them into gold

4] Radovid Ability
As I said in 1st point it's op & that's why currently it's very common so for radovid ability suggestions are..
i] select gold units & set base strength to 1 so that card is not going to remove but useful against Lugo / Kayran / Letho / Dijkstra / Tibor & of course with other cards too with Roche or Triss
ii] Lock gold unit ability for 3 turns. Good against many golds if use at proper time.
iii] Torture all opp. side units. Going to remove 1 strength from all opp. side units for 3 turns.
iv] Randomly distribute all opp. cards on all row & remove 1 strength from all. [ quite situational but useful with weather or scorch may be ]
v] Make any non-gold unit puppet. Puppet unit going to destroy itself when opp. passes :)

.

No. My gosh no. NR Leaders are shite as is and you now want to nerfed them more.
Okay so I think your opinion on foltest may be okay but radovid is all NR has going for it. Seriously. Henselt is already useless imo as to build up enough forces on one row it wouldn't be worth it and you want to limit him to just 3. Really. That would suck especially against a single weather card, instead of my row being protected from a BRONZE card only three are. No.
Radovid is only immensely effective against yen con. Other than that it's like alzurs thunder but he is the only real way to counter some decks like stopping a resilient dwarf or a consuming monster. As I play him most I can honestly tell you people play around it and more often than not he is that last card of the game to just chip the opponents points. So to then nerf him would make NR unplayable, no good leaders and no great units to make up for it.
 
devivre;n7842400 said:
There'll always be some sort of risk... often that makes games more interesting. But I think a lot of Skellige decks struggle that much with graveyard robbing because they lack flexibility which IMO is often a deck building problem.

He use decoy to steal another :/ Just think if he is going to that after I am going to buff those QG with Draig :/
As It's totally not possible to reach opp. high strength with remaining medics or even if you do then it's a card disadvantage for you.

So i will prefer protection from graveyard stealing with Bran rather than +1 base strength any time. Of course it's going to be a one time protection.



 
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Yes I am using this deck so that NG / Monster players can steal my cards so go ahead.. don't feel shy :/ :\ :x

In 1st round he steal with griffin in 2nd with Caretaker clap clap clap

1st round Griffin 6 + Qg 3 so total 9 strength bronze
In 2nd Caretaker 6 + Qg 7 total + ressurect 1st ronf Qg 3 so total 16 strength


 
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Please it's my kind req. to developers to add Graveyard protection with Bran for 1 time only OR

Change Draig Bon–Dhu ability & make him add 3 strength to 2 cards in deck as it's ok if opp. steal base strength units but if he steal buffed units then it makes no sense to use 4/5 cards to make whole strategy & then opp. going to steal that card with 1 unit.

Bran is totally useless against NG with Cahir as somehow if you manage to balance card count & if Cahir activates Bran then still his ability is totally useless as why you want to discard cards at end when no other cards is in your hand?

I mean 1st stealing & then this :(
 
I really like few changes coming with new patch as now every faction is going to enjoy those legendary 800 scraps gold units equally but I don't like that cdpr just make triss / iorveth / roche to damage non-gold units as damaging units is very straight forward ability which suits to bronze unit only imo, So if you ask me unit abilities should go like this...

Bronze - Straight Forward abilities like damage / buff etc..

Silver / Epic - Little more complicate like lock / shield / more then 1 unit damage, buff etc.

Gold / Legendary - More Complicated then silver like More then 3 units / Base strength gain / Permanent Lock, Resilient, Shield, Weather, Banish / Make unit fleeting, rentless / Par turn or on 1/2 counter abilities like current keira metz etc.

So here are few suggestion again...


Neutral

1] Quen - I have no idea why Quen is special card where Igni / aard are as a unit so Make Geralt Quen as a 4 strength gold card too with ability to give adjacent units or 2 left / right units shield.

2] Triss - Add Permanent shield effect to any non-gold unit. [ For all rounds if resurrected. I remember in wither 2 Triss cast some spell to protect herself, roche & geralt from elf ambush so the idea comes from that scene only :) ]

3] Yennefer The Conjurer - Bad change imo no one going to use this card now so my suggestion is.. Make her 4 strength card &
i] Give 2 damage to any card played by opp. [ Including gold so when she is on board 2 or less strength cards like dikstra / shani are not going to work. ] OR
ii] Give 2 damage to any non-gold unit played by opp. [ She is epic so may be non-gold is good too ] OR
iii] Damage strongest opp. unit for 2 damage & adjacent units for 1 damage. OR
iv ] My personal fav. - select 2 adjacent units & destroy them & add their strength to card in middle. [ going to work on any side any row. Very useful.. you can use it with scroch / igni / shirru to make one opp. unit strong to destroy or you can use it on your side to give more strength to weather immune units or units having shield etc.. ]


ST

1] Iorveth - Gold ambush card
i] going to reveal after any elf card will played & give 6 damage to opp. strongest non-gold unit. OR
ii] going to reveal after surrounded by units left / right. I mean when it's going to be a middle card & give1 damage to 6 times to random enemy non-gold units.


NR

1] Radovid - Lock any non-gold unit permanently & remove 5 strength from it [ so that it's impossible to unlock that card which looks good ability as a leader ability. Permanent locked units going to be grayed out with same chain art ]

2] Roche - Make him 6 strength card
i] Add 3 strength to adjacent blue stripe commandos. OR
ii] Add 2 base strength to blue stripe commandos where ever they are.

3] John Natalis - It's good if he add or remove base strength otherwise I don't think any one going to use this card.

4] Keira Metz - Change is good but still it looks very situational & risky too. Have to see it in action 1st.

5] Philippa Eilhart - Again she looks very situational but still have to check it 1st but still my suggestion is..
Make her 5 strength card -
i] going to move randomly on opp. side any row / position & going to remove 1 strength from adjacent non-gold units. [ I mean she is blind powerful sorceresses after all ]


SK

1] Wild Boar of the Sea - Again very simple ability or very situational to round up opp. strong cards to igni or scorch. My Suggestion.. Make it 5 strength & weather immune card &
i] Give weather immunity to adjacent units. OR
ii] Spawn three 2 strength boat units [ simple boat which we used to travel in witcher ].
iii ] My personal fav. - Damage opp. siege row non-gold units par turn for 1 strength if leader ability is not used.


Again these are just a suggestions to help. Healthy conversation is always welcome :)
 
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