New Patch; the Good, the Bad and the Ugly - a top 200 perspective
Hey everyone,
First post here. I recently participated in the SevenCatsBrawl (came 5-8th place) and am top 200 MMR. It doesn't matter per se, and there's no vanity in me sharing that, but it does maybe explain my perspective on some of the upcoming changes to Gwent. I'll start with the Ugly and the Bad, because although I am a huge fan of Gwent, and find the game superior to its immediate competitors, the interesting part for everyone - devs most of all - is criticism at this stage of the game (Closed Beta).
The Ugly
The Bad
The Good
Thanks for reading!
Hey everyone,
First post here. I recently participated in the SevenCatsBrawl (came 5-8th place) and am top 200 MMR. It doesn't matter per se, and there's no vanity in me sharing that, but it does maybe explain my perspective on some of the upcoming changes to Gwent. I'll start with the Ugly and the Bad, because although I am a huge fan of Gwent, and find the game superior to its immediate competitors, the interesting part for everyone - devs most of all - is criticism at this stage of the game (Closed Beta).
The Ugly
- Inability to Snipe Gold Cards Limits Diversity. I don't think I am exaggerating when I state that as of the next patch, Dimetirium Bomb and Dimetirium Shackles will be mandatory in every single deck. D-Bomb was already a staple in most decks, and if it wasn't, it was a guaranteed sideboard slot in tournament play. The upcoming patch will make D-bomb absolutely mandatory, and Shackles will likely feature prominently in most decklists as well.
Why is this a problem? Aside from limiting diversity and turning several gold cards into pure tech choices (Iorveth, Triss, Roche are now essentially tech cards for tournaments vs. Cow Tossers, Siege Experts etc.), it also has far more severe implications to game-rhythm and puts an even greater premium on card advantage (CA). - Game Rhythm becomes less Important. Most players rarely talk about rhythm, confusing it with tempo. To quickly elaborate: Game rhythm revolves around reading and predicting the ebb and flow of the match, independent of whether or not you can dictate tempo. Against some factions, rhythm plays an enormous role; think of Henselt and his hero ability - disrupting his rows and passing at the right moment throughout the 3 rounds can and will limit the impact of his hero power. You care less about tempo and more about disrupting his rhythm.
With the new patch, the importance of rhythm (and, to a lesser extent, tempo) is lessened at the expense of setting up your win conditions (more on that below) and card advantage for the last round. Furthermore, the winner of round 1 will have a massive advantage, making dependency on opening hand even more crucial (see below).
With the new patch, rhythm throughout the 3 rounds becomes less impactful because in many, if not all, match-ups, the last round and the last card will become all-important. Playing against Skellige? You have to save D-bomb for Hjalmar + Madman Lugos in case the opponent plays Kambi. Against any match-up running Villentretenmerth, you have to keep D-bomb to avoid the total annihilation. Against Scoia, Ele'yas will likely become a thing since Isengrim is more sticky, meaning you have to develop CA in order to D-bomb/Aeromancy Ele'yas as the last card. You get the idea. D-cards were already powerful. Now they're absolutely mandatory to have as the last card, which leads to... - Card Advantage (CA) will become even more Essential. Due to the above-stated, the importance of playing the last card (which was already super important but not necessarily game-deciding every time) becomes even higher. This, in turn, makes all spies and other CA cards (Ocvist, Ciri, Ciaran, Decoy for Spies etc.) even more valuable and essential, as the last played card's importance just went up. This, in turn, changes the dynamic of the game dramatically due to round 1...
- The Game Just Got More Random. Due to the above-stated, the importance of Round 1 has increased. The winner of Round 1 can now unload spies, Ciri, other CA cards in round 2, setting up the all-important Card Advantage for Round 3. This was already the case in the current patch, but although the last card was always highly important, it was not all-important. Soon, due to the inability to directly snipe Gold Cards (such as Ciri or Villentrettenmerth) and that sniping now requires 2 cards (one to demote, one to snipe or lock), it means that the opening hand in Round 1 will become more important as well since the rhythm of the game just became less fluid and organic, and more locked into "fight for r1 -> build CA round 2 -> capitalize r3).
This, coupled with point 2, is in my opinion a great loss. The organic and fluid rhythm was one of Gwent's greatest appeals. - Locking Ability is Mandatory. Locking was already a very powerful tech choice for tournaments. Cleaver was a staple sideboard card in many decks. Locking was too specialized for ladder, I think, despite never being a dead draw. However, with the upcoming patch, Locking will now become as mandatory as D-bomb and D-shackles. Having the demotion but lacking the snipe will be too costly, meaning Cleaver, now at 7 strength, will likely become an equally mandatory staple in every deck. I don't think I am exaggerating when I say that the vast majority of decks sans Nilfgaard (due to the new, very powerful Auckes and Assassination cards), will run D-bomb, 1-2 D-shackles, and Cleaver.
I like that there is now a more direct counter to Morkvarg, but shifting Locking from being a tech choice to becoming a mandatory counter is equally problematic. Which leads to the last point... - Special Cards just got less.... Special. With two silver slots likely to be dedicated to countering Gold Cards (Cleaver + D-Bomb) and at least 1 D-shackles likely being at the core of most decklists, special cards just got a lot less special. Their amount will naturally be constricted due to the above-stated key cards creating spatial constraints.
The Bad
- Several Cards Unadressed. Odrin is still drunk and useless. Dandelion is not worth his silver slot considering the strength of the new Kaedweni Siege Expert. Fransesca is still a sub-par hero. Foltest is still a sub-par hero, despite Radovid nerf. Crach an Craite is still a sub-par hero overlapping with Harald the Cripple archetype of self-wounding, which Harald does better. Emhyr is still incredibly niche, and with the added importance of D-cards, his win conditions (Vanhemar, Spotters) are more vulnerable. Vicovaro Medic unchanged, making Uldaryk look bad more often than not, and remaining extremely punishing to any ressurection decks.
Suggestions: I like Emhyr's ability though - he just needs the backbone support since NG is new - and maybe less dependency on Mangonels for value. For Fransesca, I would propose making her new draws become of the same type as the card she chose to redraw. Redrawing a special card yields a new special card, redrawing a unit gives a new unit from the deck. More focus, less RNG. For Crach an Craite I would propose aligning him more with the Pirate theme (although with the changes to Wild Boar of the Sea, that archetype seems buried for now, unfortunately). - Win Conditions will become more of a thing. With the inability to snipe cards like Isengrim, Kambi, Madman Lugos, Triss: Butterfly Spell (does the effect reverse when removed, like before? If not, disregard), win conditions became even more viable. That this is a bad thing is subjective. I ran a win condition Ele'yas deck in the SevenCatsBrawl due to the efficiency with which I could adapt tech into it and "break" the metagame since everybody expected me to run Swim Dwarves, but the above-stated cards are but a few of golds which encourage one-dimensional "meme decks"/gimmick decks revolving around setting up a specific win condition - at the expense of interactions. To me, that is not a desirable turn of events. I like that win conditions can work and can be viable (as they are now), but I dislike them becoming stronger. It reeks too much of Hearthstone.
- Tempo options are diminished. Witchers are now a waste of 3 silver slots at 16 strength; Temerian Foot Soldier is 12 power for 3 bronze. Bran can discard Morkvarg + 2 An Craite Raiders for a 16 point tempo. Scoia can Elven Merc -> special card or King of Beggars -> Elven Merc -> Special card. NR can do the Priscilla Tequila. Monsters have several tempo options (WHR, Woodland Beast + Foglets, Crones). I would rather have seen Witchers becoming 7, 5, 5 and Crones 7, 7, 6. Witchers would be vulnerable to Epidemic and similar cards, Crones to Gigni/Scorch.
- Weather will likely become a thing. DISCLAIMER: I HAVE NO PROBLEM WITH WEATHER PERSONALLY. At the MMR I play at, I never meet weather. One in 30 matches maybe. When I do, it is pretty much a free win. However, for a lot of new players I can understand both from forum and IRL friends that Weather is prevalent at lower ranks, and a supreme source of frustration. I am in favour of the incremental weather changes. Make it less binary, make Aeromancy less of an insane last-card swing, lessen the ridiculous importance of Card Advantage and the Last Card vs. decks running weather.
- Several hard-countering archetypes remain. Right now, and presumably after patch, the Spy archetype of Nilfgaard (with John Calveit) is still an automatic loss almost by default due to consumption of spies. This is less problematic in tournaments, but on ladder it can be frustrating to a fault.
The Good
- Interface and UI Improvements! Card history, the UI, all helps newer players ease into the game, and provides veterans with nice QoL changes. Indisputably great changes.
- Things get shaken up. Despite my above stated misgivings, I cannot wait to see which new decks and archetypes emerge after the patch. I am not particularly optimistic for the patch in general, but I am very hopeful and enthusiastic about the game in general. If CDPR continues to communicate and listen to feedback whenever appropriate and useful (which is the minority of the time - stop all the "I am lvl 8 and I think..." nerf threads, okay? ), the future looks bright.
- The Game in General. Artwork is beautiful, game's atmosphere is amazing compared to competitors, the mechanics are interesting, the metagame is intricate, tournament play is wonderful due to the lack of win conditions, diversity in tech etc... Don't change it too radically.
Thanks for reading!
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