GUIDE: Balance Council - How to cast nuanced votes

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Easha

Forum regular
Greetings Gwenches and Gwentlemen.
It has been a while since my last forum guides, but in the light of recent events I decide to write another one about the new Balance Council.

With the Balance Council around the corner and discussions already underway, this article aims to broaden the view on how to vote.
Notably this is not telling you which card to vote for, as this is a highly individual choice and the final say remains with each player after all is said and done. This article should be treated as thought-provoking with a few points to consider before casting one's vote to make a more nuanced and sophisticated decision. This way, GWENT, the game we like to play will continue to thrive (not Thrive; mind you dear Monster players) and evolve.


Perfect balance is an utopia

With that being written, just like an evolving card will never reach its final form without Devotion, GWENT will never reach a fully balanced state despite all of its players' devotion.

GWENT is an inherently unfair game.

The coin flip at the start, the luck of the draw, random damage pings landing on armour instead of taking out the engine behind a Defender you hoped to hit. Archetypes struggling versus a particular counter... Full balance will never be achieved. The goal of Gwentfinity should not be to make all cards equally powerful and try to achieve a perfect equilibrium - but to give all cards enough potential to have a chance of winning and thus be considered when building a new deck.


Balancing approaches: numbers versus feelings

When talking balance in card games, players can roughly be divided into two camps:

The first group advocates for a balance of cards by numbers.
Play rates of cards, win rates of deck lists, inclusion rates – all of those statistics are evaluated across several ranks and game modes. If strictly adhering to this approach, any deck list that sees much play across the game might be a candidate for a nerf, even if it might just be a flavour of the month list that sees play because it is easier to complete the current cycle quests with.
Cards that have perfectly average win rates might still get hit by nerfs just because they see much play, as they are the only answer of a faction to a certain other meta deck.

Another example would be Nilfgaard as an entire faction, which usually has inflated play rates because the player base seemingly just likes to play the Black-Clads – even if its win rate was mostly in line with other factions across GWENT's history.
It is all a matter of how much weight is given to each statistic to ultimately make a balanced choice.


The second group balances based on how they feel about a card.
It might be part of a whacky combo that works once in a dozen matches but feels incredibly awful to lose against – so it should be nerfed despite its abysmal win rate. Mill decks tend to be part of that category. Easily countered, and you see them coming from miles away, but it does not feel exactly great if the mill player high roles and removes all your gold cards before you could draw them.

And yet, the people enjoying this kind of playstyle also have a right to snatch a win with it. Both players' perceptions of fun need to be accounted for – the one who executes their whacky game plan and the one who has to take that bullet. A deck that is unfun to play against might get a balancing pass if its play rate is low enough, so nobody has to endure that match too often and said deck's players are still allowed to enjoy their fun once in a while.
A deck list that is seemingly easy to play even after a hard day at work might be target of nerf suggestions just because it is perceived as farming wins without any skill – even if the deck is actually not that simple when you take a closer look.

People might even want to buff a card just because they like its artwork, so they can include it in almost every deck they play. Or nerf a card with an effect determined by luck, because they only remember when their opponent high-rolled and ignore all the matches where it failed them. Bribery is a prime example of this case. Players advocated for this card to be nerfed for months, yet CDPR never gave in and the card remained like it was introduced. Nowadays, the card does not even see much play as there are more consistent options that do not rely on luck.

Which of these approaches is better for GWENT?
That is probably asking the wrong question. Both approaches have their merits and flaws. Just like with many other aspects outside of games, it would help a lot if both parties tried to understand why the other one thinks like it does. Naturally mixed approaches exist. Try to keep both aspects in mind when discussing balance changes and deny neither group – balance by numbers or feelings – its right to exist.

Balancing the extremes

While it will be rather easy to identify which cards could use a nerf simply because you will encounter them fairly often in ranked mode, the cards on the other end of the spectrum will be more difficult to assess. Some of them might see so little play that players might have forgotten they even existed. Just as a reminder, Dragon's Dream is a thing. You are welcome.

When choosing which cards to buff, there are different ways to approach the matter:

Buff cards that are almost playable
This would increase the pool of playable cards quickly and make the game feel rather fresh in a comparably short amount of time. This might be especially appealing since the transition to Gwentfinity might lead to an exodus of players who do not believe the Balance Council will have an actual impact, and quick changes might coerce them to stay. Might. Throwing the towel after merely one vote cycle seems premature. Getting lots of cards playable at the same time would also have a significant impact on the meta and might even feel like a fresh expansion as several decks will be experimented with until eventually a new meta emerges.

This approach has a high risk of forgetting cards that would need several buffs to become viable. Balance discussion might focus on the decks that got the short end of the stick in the wild period described above. With the new changes in place, suddenly other cards that are almost playable emerge, and the next vote will likely be spent to make those playable. There is a significant risk getting entangled into that middle-ground of almost playable cards, shifting points and Provisions around among them without ultimately expanding the pool of cards that are actually being voted on.


Buff cards that do not see play at all
This might not have an immediate impact, as some of those cards will need several cycles of votes to become even a consideration. This way, people might lose faith in whether it is actually worth it to cast votes on these cards because even when the votes go through, nothing in regard to the actual meta really changed.
However, unlike with the approach above, there is little risk of cards being entirely forgotten, especially since at the start of Gwentfinity we sadly have a lot of cards that have not seen play in ages, if at all. If you have ever forgotten a card existed, or look at a card and think 'There is no way I would run this in my deck.' it is likely a good candidate to be buffed.
Moreover, buffing such entirely forgotten cards might lead to other cards that are not entirely forgotten being pushed in the first ones' wake, leading to new synergies and a bigger effect than the initial buff might have suggested.


I highly recommend going with the second approach.
While you are in for the long run, it is easier to identify and buff the worst of the worst cards. There is more controversial debate around the cards on edge of being playable. By buffing the truly abysmal cards, it is more likely the suggested buffs will go through and will not be reverted later on as they turned out to be too good, effectively wasting two vote cycles. If you only buff the middlegrounds, you are risking a yo-yo-effect where you get caught up in endless debates about what is in need of a buff instead of going for the simple low-hanging fruit of obvious buff votes.

At the point of our first votes, we also have much more cards in need of a buff than cards that need to be toned down, so even looking at the quantity of cards buffing the worst card should be a priority. Once all that needed to be nerfed is on an acceptable level, you free up the nerf votes for using them in the area of almost playable cards. Meanwhile, buff votes are in much higher demand by the sheer number of cards that could use them, so risking them being negated in the yo-yo-effect won't be beneficial.


"Benchmark" cards – a broader view on balance

Anyone eligible to vote likely has heard of the four Provision bronze card value debate at some point. How many points should a four Provision bronze card play for to be considered good?
Directly after Homecoming cards played for roughly their Provision value in points, later on a commonly accepted value for a decent bronze card was six points. Lately, this gravitated more towards seven, albeit usually not without a more or less elaborate condition. Card value evolved over the game's lifetime; however, there are a few cards in GWENT's history that used to serve as a benchmark of how many points a card should play for in a vacuum.

In GWENT's Beta, this card used to be Geralt of Rivia.
He had no effect whatsoever and was merely a big body. Back then, in August 2017, this used to be 13 power – and as time went by and the game evolved, this was raised to 15 power about half a year later. If you browsed through the gold cards that did not rely on a target back then, every one of them played for roughly that value – or if it played for more, it had an appropriately complex condition attached to it.


Ever since its introduction, in today's GWENT such a benchmark card is Heatwave.
At its core, it is a very basic, yet important effect: destroy literally anything you can use it on, with Artefacts being a more notable option given how little counterplay they have. While it used to be at 13 Provisions, it was buffed to 12 half a year later and further to 10 after another six months.

And it should firmly remain there for the time being, even if we can now vote on it.
Heatwave is actually very carefully priced. The decision whether to use it on cards with higher Provisions ("trading up" in Provisions) or lower ones ("trading down" respectively) is a decision that highly depends on the cost of the targets Heatwave denies if played in relation to them. Consecutively, changing Heatwave's Provision cost will have an impact on that choice and thus influences dozens of cards around it, with results that will be very hard to guess after such a huge shift by a single change.
After plenty of balance cycles Heatwave might warrant an adjustment, as all the cards around it changed first and the benchmark of the entire game shifted – like it did in the past and will likely do in the future. Just do not take the second step before the first one and move the balance plot pole Heatwave currently symbolises without considering the consequences this will inevitably have.


Never aim to make cards or entire decks unplayable

Every card and archetype has a right to exist.
Some like mill might be highly controversial, but even if you do not like them, is it not a reason to nerf them into what would equal being unplayable for the people that like this strategy. That goes for key cards tying the archetype together, but also for its single pieces. You might invalidate the existence of a dozen cards by nerfing a few of them that would see play in the same deck. It is okay to make a card like Traheaern var Vdyffir unappealing to run as a random card in any Nilfgaard deck, just hoping to hit an opponent's win condition with his effect. However, it is not okay to make him deliberately too weak even for his own archetype, especially since mill is not exactly a competitive deck list at the point of writing this.


One vote, several changes? – a checklist

Balance does not happen in a vacuum; context matters. Whenever you cast your votes on a card, look beyond the card itself and try to imagine what consequences the change has should it go through.

Does the change even have the desired impact?
You might be thinking the obvious answer is: Yes, if it goes through, something will change. It is, in fact, not that simple.
For example, it makes no sense whatsoever to change the power of King Chrum as its own effect sets it to a fixed value at the start of each match. Yes, Mandrake exists, but you hopefully know what I am getting at: there is no point in power changes if a card sets its own power according to a certain condition.

It is also rather ineffective to vote for the power change of an Evolving card when the issue you want to address lies mainly with its second form which is not affected by your vote. While it objectively does have an effect if you are forced to play the card in its first stage, the actual impact might not really exist given that it is usually never played like this unless forced to.

I will only mention this briefly and for the sake of completeness, but increasing the power of a Disloyal unit is a nerf, not a buff.
Just like increasing the Provisions of a leader ability constitutes a buff, not a nerf.


The Golden-Nekker-Gap
Buffing a card's Provision cost from 10 to 9 automatically enables it to be used in Golden Nekker/Ciri Nova decks. Given both of them are Neutrals, every faction card buff needs to be checked to see if it accidentally enables a new strong Nekker list. It might be wise to keep some key cards of an archetype above 9 Provisions to not shoehorn it into being only viable with Golden Nekker. It is hard to guess how much a change will give rise to a new Nekker list and mistakes will be made, but at least keep the thought at the back of your head.
Luckily, Ciri Nova and Golden Nekker themselves can now have their Provisions changed without voiding their effects.


Does the card appear on other cards?
If so, do keep in mind that those cards will likely be buffed or nerfed accordingly.
When you vote for power changes to Cleaver's Muscle, you will influence Cleaver and Novigradian Justice as well, while a Provision change would only have an impact on Muscle itself. Many Scenarios spawn bronze cards on Deploy, some leader abilities have cards as part of their effects.


One power might equal more than one point
Resilience, Predator, Duel and Clash as keywords. Cards that play copies of themselves, like Kaedweni Revanant. Cards that you replay in serveral rounds like Crowmother. There are numerous instances where a one-point change in power translates into more points on the board.
Do not forget about cards where decks revolve around playing numerous copies of the same card; a one-power buff to Blue Stripes Commando can easily equal a dozen points for the Northern Realms deck that focuses on them.


Are there similar cards in the same faction or neutrals?
If several very similar cards exist, players will only consider the best one. It would make no sense for Surrender and Lacerate to cost the same, as the former provides extra benefits while the latter only might have some synergies because of its Organic tag. If you just need row punish as a tech card, the choice would almost always be Surrender.

Nilfgaard has several options to increase a deck's consistency: Blightmaker, Dead Man's Tongue, Jan Calveit, Hunting Pack, also neutral cards like Oneiromancy. If one of those options is strictly superior in terms of cost or efficiency, the others will rarely see the light of day.

Try to make different options appealing for different decks instead of one solution for all of them.


Spread your votes

While people might be able to agree on which of the current meta decks should be toned down, their opinions on how to do that might differ greatly. A deck consists of lots of little gearwheels, packages, and combo pieces and it is difficult to identify which of those is the actual offender that makes the deck stronger than its competitors. Meanwhile, a different deck you want to give some love has a nice bronze package, and you decided to buff all of them because said deck does not see any play and you feel like it needs a lot of help.

If all your votes are targeting the same faction, archetype, or package, there is a significant risk of overshooting your goal. A former meta deck might be nerfed to the ground, so nobody touches it anymore. Meanwhile the formerly weak deck suddenly terrorises the Ranked mode as all the buffs amount to a lot of extra points for that deck that other decks cannot match anymore.


Stay engaged

As trivial as it may seem:

Vote.

Use your votes and even if you did not manage to reach the requirements of 25 wins or Pro Rank this season you can still participate in the discussion of the Balance Council, for example on the official GWENT Discord server.
A lively community and its engagement with each other will help to keep the game just as lively and the meta fresh enough to enjoy the game even without content updates. I encourage you to discuss your thoughts on balance with your fellow Gwenches and Gwentlemen. However, I do suggest you focus less on the cards that everyone picked, and more on the reason why they chose to do so. Do not blindly follow the recommendation of some other players, but make up your own mind and form your opinion. A discussion is about lying down your thoughts supported by reasonable arguments – not about winning it. Ultimately some card will get the majority of votes and thus see changes .
There is no need to be discouraged if cards you voted for do not appear in the list of changes. Keep voting, maybe reassess your choice and think about why nobody agreed with you choices. Regardless of the results, your vote and your part in the discussion matters.



This concludes this article. Thank you for reading, may it be of help with your Balance Council votes. Do by any means feel free to discuss your monthly votes in this thread.
Also thank you to teddybee_r (B o r k h +1) providing a website I can link to for any card effect and art requirements in my articles.

Changelog

January 22nd 2024
 
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i hope people keeps engaged and vote to balance those awful cards the devs never wanted to fix.
 
At this point the only players able to vote on the Balance Council will be NGs..... this game is stupid and there is nothing you can do to fix the level of absurdity is NG after all the releases that give them more and more stuff.....

They get a card to play 2 bronze cards and the monster have a more costly card that summons monster and causes them devastation, this is absolutely stupid, to be honest.
 

Easha

Forum regular
If you just want to complain about NG without much substance, try this thread.
That aside, we could nerf up to 60 cards per patch and if anything NG is at a reasonably high risk of getting overnerfed. Just a quick example: I saw people suggesting Imperial Marine should go up to 6P, when it is really mainly Calveit that enables them to get easy two points per turn. Kindly put the faction hate aside and try to make reasonable adjustments. I recommended to spread your votes across factions for this very reason.
And in contrast to your words there are things you can do to fix this: vote for what you want fixed. If you give up in the first place and consider the game "stupid", what is the point in complaing about no changes when you have the tool to make changes, but ignore to use them?
 
Though not very eloquent, he's right in essence. NG is the most popular faction by far (which, by the way, proves that most of the people don't really care about fairness or fun), therefore rather than being at "high risk of getting overnerfed," the entire "council" and the changes it results in are actually at a reasonably high risk of being NG-centric, and so the game becoming actually worse because of the "tool to make changes" is a very real possibility.
 
If you just want to complain about NG without much substance, try this thread.
That aside, we could nerf up to 60 cards per patch and if anything NG is at a reasonably high risk of getting overnerfed. Just a quick example: I saw people suggesting Imperial Marine should go up to 6P, when it is really mainly Calveit that enables them to get easy two points per turn. Kindly put the faction hate aside and try to make reasonable adjustments. I recommended to spread your votes across factions for this very reason.
And in contrast to your words there are things you can do to fix this: vote for what you want fixed. If you give up in the first place and consider the game "stupid", what is the point in complaing about no changes when you have the tool to make changes, but ignore to use them?
Sorry, but I totally disagree.

The NG player population is more than 70% of the players, and they are on top of the rank 2. How is possible that in order you vote you must reach rank 2 to pro? What kind of joke is this.... So players that don't like playing NG need to play them in order to reach the ranks and get the chance to VOTE to nerf them?

Checking the discord some of the votes of people are senseless. Examples

Succubus -1 Power (Really... to the more lackluster faction that is impossible to fix even releasing a unit with 20 power and resilience)

Drummond Queenguard +1 Power (Of of the most annoying decks ever released to go back live again?)

Nauzicaa Sergent -1 power (The problem is not solved with -1 power is the SPAMING!!. How is possible that a single faction with such an amount of utility cards is able to play 6 of these dang stupid horses without any possible counter?)

Sove -1 power (Really....)

Yaga -1 Provision (This unit is as rigid as steel..... one of the most inflexible and stiff units on the game, while for that provision you get BATTLE STATIONS! WTF is happening in this game).

So this is the solution of the Balance Council? Really?
Gwent meets its end because the designers just don't care anymore about content.... and looks like Gwenfinity will not avoid the unavoidable.
 
Sorry, but I totally disagree.

The NG player population is more than 70% of the players, and they are on top of the rank 2. How is possible that in order you vote you must reach rank 2 to pro? What kind of joke is this.... So players that don't like playing NG need to play them in order to reach the ranks and get the chance to VOTE to nerf them?

Checking the discord some of the votes of people are senseless.
I just want to correct some mis-information.

Balance council does not require RANK 2, it requires PRESTIGE 2. There is a huge difference.

You don’t need to play any particular faction to be eligible to vote (although I personally believe it would be good for players to at least try playing decks/cards before complaining about them).

Finally, I’m sure there will be crazy votes. Part of the reason for starting balance council now while there is direct support is so developers can tweak the system if certain aspects don’t work reasonably.
 
This doesn't make any sense or Im missing something

What is exactly Prestige 2?

The balance council platform states "In order to vote you must be at least prestige 1, and have either won 25 ranked games in the current season or reached rank 0"

25 ranked games? really? NG vs NGs?

If you run 10 games between ranks 0 to 2, there are 9 / 10 of the matches are NG!!! For god sake. I was an initial pre-release playtester of this game and for me, this is making the problem EVEN worse....
 
Yes, the number of NG opponents on the ladder is, as usual, completely ridiculous, but I mean, you can win 25 games...

And though I could fault the devs for many things, it's hard to fault them for having an "active participation" requirement for the Council that affects future metas. You know there'll be bozos spamming accounts and votes otherwise. Prestige 1 and 25 wins is reasonable, IMO.
 
Yes, the number of NG opponents on the ladder is, as usual, completely ridiculous, but I mean, you can win 25 games...

And though I could fault the devs for many things, it's hard to fault them for having an "active participation" requirement for the Council that affects future metas. You know there'll be bozos spamming accounts and votes otherwise. Prestige 1 and 25 wins is reasonable, IMO.
Of course, I can win, with some sort of middle-tier tailor-made deck that has 40% win rate....
What worries me is the OTHER group of players that get frustrated, just quit or avoid playing until the next balance patch and are unable to vote.
 
Of course, I can win, with some sort of middle-tier tailor-made deck that has 40% win rate....
What worries me is the OTHER group of players that get frustrated, just quit or avoid playing until the next balance patch and are unable to vote.
Yeah, unfortunately there isn't really a solution that I can see. On the one hand, giving the voting rights to people who don't play on ladder due to the state of the game may seem like a decent way of dealing with NG-dominated ladder, but on the other hand is the abovementioned spam abuse potential, and something tells me where there is abuse potential, those same NG players will not be far behind :D I guess they could maybe say Prestige 1 and 25 "matches" instead of "wins"?
 
Yeah, unfortunately there isn't really a solution that I can see. On the one hand, giving the voting rights to people who don't play on ladder due to the state of the game may seem like a decent way of dealing with NG-dominated ladder, but on the other hand is the abovementioned spam abuse potential, and something tells me where there is abuse potential, those same NG players will not be far behind :D I guess they could maybe say Prestige 1 and 25 "matches" instead of "wins"?
This paraddox is easy to solve, statistics already have a solution for this issue.
Give weight to player's vote. The solution is simple, any player may vote, but the weight of the vote depends on his rank on the ladder.
 
Sorry, but I totally disagree.

The NG player population is more than 70% of the players, and they are on top of the rank 2. How is possible that in order you vote you must reach rank 2 to pro? What kind of joke is this.... So players that don't like playing NG need to play them in order to reach the ranks and get the chance to VOTE to nerf them?

Checking the discord some of the votes of people are senseless. Examples

Succubus -1 Power (Really... to the more lackluster faction that is impossible to fix even releasing a unit with 20 power and resilience)

Drummond Queenguard +1 Power (Of of the most annoying decks ever released to go back live again?)

Nauzicaa Sergent -1 power (The problem is not solved with -1 power is the SPAMING!!. How is possible that a single faction with such an amount of utility cards is able to play 6 of these dang stupid horses without any possible counter?)

Sove -1 power (Really....)

Yaga -1 Provision (This unit is as rigid as steel..... one of the most inflexible and stiff units on the game, while for that provision you get BATTLE STATIONS! WTF is happening in this game).

So this is the solution of the Balance Council? Really?
Gwent meets its end because the designers just don't care anymore about content.... and looks like Gwenfinity will not avoid the unavoidable.
you are thinking in scenarios that have not happened yet as if they were reallity. if something life has thought me is that the people that is more vocal to complain on something are the ones that put the less effort on trying to change it. So if you heard many plans on discord, those are just castles in the clouds as of now.
 
you are thinking in scenarios that have not happened yet as if they were reallity. if something life has thought me is that the people that is more vocal to complain on something are the ones that put the less effort on trying to change it. So if you heard many plans on discord, those are just castles in the clouds as of now.
This is what people are voting for right now..... I ask 6 friend players that only play NG and they just place Nerf to units that are not on NG! if you play NG consistently you don't want to see your absurd cards get Nerf..... They don't want to see their cards get nerf... (8 provision card that steal a card to your deck..... a card that give 3 status icons and boost each round....). This is facts, not imaginary things.

NG needs to be corrected in order to let the game flourish in different playstyles, right now you play against some kind of weird Sove deck or all the range of abusive NG decks.

Discord is a cloud of communication where is impossible to find useful information... and here you find this wall of text with excessive information.

I have faith in Gwenfinity but right now is only paving the road to get this game completely death.
 
what is the point in complaing about no changes when you have the tool to make changes, but ignore to use them?

eerrr, we all don't have a tool to make changes... some of the players have such tool. Only players Prestige 1 (players that likely played daily for months) can propose changes. The rest can only complain and watch from the outside.
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This is facts, not imaginary things.

As long as the casting of votes is open, this is not a fact. I'm sorry, but we are in the realm of assuming things that have not happened yet. The votes close in two days, we will see what the results are after that. Hopefully the devs open the votes to a wider universe of players, because right now it is too closed (I wonder what percentage of the total population of players are Prestige 1).

Again, it will become a fact after the survey closes, not before. Maybe I will be wrong and the worst case scenario, where all factions but NG get some sort of nerf, happens, but we will know only next week.
 
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eerrr, we all don't have a tool to make changes... some of the players have such tool. Only players Prestige 1 (players that likely played daily for months) can propose changes. The rest can only complain and watch from the outside.
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As long as the casting of votes is open, this is not a fact. I'm sorry, but we are in the realm of assuming things that have not happened yet. The votes close in two days, we will see what the results are after that. Hopefully the devs open the votes to a wider universe of players, because right now it is too closed (I wonder what percentage of the total population of players are Prestige 1).

Again, it will become a fact after the survey closes, not before. Maybe I will be wrong and the worst case scenario, where all factions but NG get some sort of nerf, happens, but we will know only next week.
I think you're confused about Prestige 1. That's the very time you level beyond 60, not the 10th or whatever. It starts from 1 and goes up.
 
Balance Council – Philosophies Toward the Long-Term Sustainability of Gwent: Part I, Short-Term and Long-Term Thinking.

Obviously, the idea behind the Balance Council is to sustain Gwent as a vibrant game for as long as possible using the enthusiasm of the player base. Ideally, it keeps the game fresh and sufficiently balanced to have meaningful play. To do this, it must maintain both a short-term goal of switching up the meta with long-term goals of providing on-going variety and strategic playability. It must do this without a cohesive, centralized vision.

I believe that to achieve this goal, it is absolutely essential to have a balance of short-term thinking and long-term thinking reflected in monthly balance changes.

If all votes are oriented toward simply “fixing” the current meta, a large pool of under-utilized cards will never be touched – even if those cards are potentially interesting. Only cards that might affect the current meta (either by nerfing meta decks or buffing near-meta decks) will receive attention. Moreover, without any real coordination, some decks will be over-nerfed and others will be over-buffed. At best, we will see a revolving carousel from a pool of 10 or 15 currently top decks. At worse, we will see a back-and-forth yo-yo as deck-defining cards get repeatedly nerfed and re-buffed.

On the other hand, if all votes strive for some long-term balance between all cards and/or decks, we could go months without any observable changes to the game as most votes go towards buffing cards that remain unused or nerfing cards that might be badly imbalanced but are still little used because their supporting decks are weak.

Unfortunately, I believe there are two inherent problems with maintaining a balance between long-term and short-term voting.
  • Because it provides immediate gratification, a majority of players will gravitate toward short-term thinking.
  • Because there are far more possible non-meta affecting vote targets than meta affecting vote targets, in the absence of some form of coordination, the long-term (non-meta affecting) votes will be diluted across so many targets that they will always be outvoted by the short-term (meta-affecting) voters even if there are just as many of the former.
I think the lack of balance between short-term and long term balance is clearly illustrated by the first balance council in which every single nerf was to cards in meta or near meta decks and the majority of buffs went to the same decks. A few decks were clearly over-nerfed. No buffs went to cards like Maerolorn, Angry Mob, Immortal Cavalry, Sirssa, Yustianna an Craite, Excommunication, or Black Blood – all cards that are almost never seen and rarely even considered – cards almost indisputedly in need of buffs. Looking objectively, nearly all of the changes – even those I hated – can reasonably be justified based upon their impact on meta or near meta decks. But I still hated the general direction of the patch.

I strongly believe that for Balance Council to be effective, the disparity between long-term and short-term thinking must be addressed. Either players must recognize the issues and change voting pattern, or CDPR must build in mechanisms to support changes over a wider card base. The former can happen if either players change their perspectives (unlikely) or if long-term thinking players can coordinate and concentrate their votes. Likely to be more effective are actions by CDPR to bolster long-range thinking. I would suggest a simple provision like guaranteeing a minimum number of changes to cards with relatively low play rates while limiting the number of changes to cards with high play rates. It might also help to have some restrictions on changes to any given faction (e.g. requiring between 1 and 5 changes to each faction).

As with all things, change is important. Moderation is important. I hope Balance Council can safely find its way to a suitable middle ground between addressing immediate and potential future metas.
 
Balance Council – Philosophies Toward the Long-Term Sustainability of Gwent: Part II, Effective Voting for Immediate Change

The most exciting moments in Gwent have always been the first few days after a balance patch – when a large portion of the player base is experimenting with new decks. If balance council is to be sufficient to maintain that atmosphere of excitement, at least some changes must sufficiently disrupt the current meta (either by making dominant decks significantly less dominant, or by making viable (but lower ranked) decks suddenly enticing. The big challenge for Balance Council in doing this is the very restricted way in which it can make changes. Generally, the basic feel of cards cannot be changed – card abilities are forever fixed. All that voters can control is the card effectiveness by slight changes to power or cost. That is why long-term thinking is also important – Gwent has a huge number of cards to keep the game fresh as along a unused cards can be buffed to a point of usability. But regular changes in the meta are critical.

Changing the meta requires changing the most powerful and widely used decks – thus short-term focused changes must center around decks, not individual cards. But from that perspective alone, one might think specific choices regarding cards to change are irrelevant: after all nerfing Braathens or nerfing Artaud by one provision will have exactly the same effect on an assimilate deck – the deck will have to find a provision to cut. But this is not entirely true.

Some provision changes will mainly affect other cards in the deck – I cannot imagine an elf deck cutting Vernossiel if his provisions go up, he is just too essential; they will probably swap some card they generally mulligan anyway for a weaker but cheaper choice. But other changes directly the specific card hit. For instance, nerfing Alirenn could prompt a player to replace her with Toruviel. My point is that deck builders will respond differently to different nerfs or buffs – even if the net effect on the deck is the same. For maximal impact, select changes based on how you believe deck builders will react to them – don’t auto-target a defining card of the targeted deck. But also, don’t ignore the long-term consequences of a decision. If you truly believe Vernossiel is OP but Alirenn is fine, don’t nerf Alirenn just to better shake up an elf deck you want to weaken, because this will not serve Gwent well in the long term.

Also, be aware that some changes have much more impact than others. For instance, nerfing a bronze card’s provisions generally nerfs a deck by 2 (because it typically would have two copies of that bronze) while nerfing a gold card’s provisions only impacts a deck by 1. Some changes echo across other cards. Provision changes can affect a card’s interaction with numerous other cards either by changing their eligibility to be affected by, or by changing the effect of the other card. I found 49 cards with the key word “provision” in the deck builder. The vast majority of these are impacted by the provisions of other cards. Changes to a card’s power also affect every card that summons, spawns, or creates it. And it impacts cards like Geralt of Rivia that have abilities based on other card’s power. Choose changes that are sufficient to accomplish your purpose without overkill – else you will either totally destroy a deck by over-nerfing, or you will create an OP monstrosity by over-buffing.

Finally, while discussing changing the meta, my earlier statement that Balance Council cannot change the feel of any card is not entirely true. Suppose voters were to repeatedly increase the power of Mage Infiltrator (a disloyal card that damages adjacent units by three and moves to the opposite row on a deathblow). At its current one-power, Infiltrator’s primary value is removal (its three points damage to adjacent units). If it had 10-power, Infiltrator’s primary purpose would be pointslam (the deathblow effect). Perhaps more common is a card like slave infantry (which transforms a friendly card into a base copy of itself). At its present five-power, the card will not shape a deck, at eight-power, it conceivably could. There are a small handful of cards like this that truly change character when either provision or power changes and changing these cards could give the same meta deck a different feel.

Invoking immediate change in the meta is an important function of Balance Council. I hope this article helps players recognize some of the possible nuances in selecting these changes.
 
Balance Council – Philosophies Toward the Long-Term Sustainability of Gwent: Part III, Visions for Future Playability

Gwent is potentially a wonderful rich, strategic game. It is also unquestionably frustrating. Balance Council gives players input to change elements we dislike – at least in limited ways. This article is to discuss how we can use that power to have long-term, positive effects on the game.

Game Vision:

When making changes for the long-term health of Gwent, I think it is important to first have a coherent end goal – without this, changes will likely just switch the game from one undesirable state to another. Somewhat surprisingly, I think it is likely that most players (at least those who care about the game’s future) share one or more of the following goals:
  • Maintaining good balance. Without balance, the game is not fun.
  • Creating a game that is generally decided by player agency. Winning should depend upon the wisdom of plays made, not upon coin-flip, match-up, card-draw, faction/archetype, or luck with random effects.
  • Creating a game with maximal variety. Interesting and creative tactics/strategies require unique, unpredictable game situations (and cards that can react to those situations). Keeping a game feeling fresh in the absence on new cards requires seeing a wide variety of different existing cards.
  • Creating a game that remains exciting. No one wants to spend 15 minutes playing a predicted sequence of cards or reaching a result that was predictable after 2 minutes.
The big issue (and challenge for Balance Council) will generally be that players differ widely on their perceptions of what will meet these goals and on the priority each should receive. It is also conceivable that some players may have different or additional goals: some benign because they are consistent with the above (I want to be able to play a viable Dragon deck), some much more sinister (Everyone likes ST; it should be the strongest faction). At the risk of having overlooked another important goal, I will assume most players find the four objectives listed above to be important: I want to look at some of the nuances of each.

Balance:

Balance is the most obvious Council objective, and suggests obvious targets for nerfs as well as consideration for buffs.

My major comment in this section is that balance means different things to different people – and can be judged by different criteria.

Balance can be analyzed at the deck level: between top decks for each faction, between top decks for each leader/archetype, or between all “well-constructed” decks. On the deck level, it can be judged based upon average performance (which allows bad matchups to be offset by good matchups) or on having equal probability of winning and losing on every matchup. It can be measured on win rates, on play rates, or on “feel” or “experience”. It can be judged at top levels of play, at average levels of play, or as an average across all levels.

Balance can also be measured at the card level – again with different expectations. Some might consider cards in isolation while others view them in the context where they are likely to be played. (E.g., should a special doing 5 points of damage be valued differently in an archetype that has little control than it is in an archetype with lots of control?) Some might judge cards by a perceived play-rate, some by a perceived effectiveness, some might judge them based on some point calculation (which could be average points or it could be some calculation based upon floor and ceiling value). Some might only compare very similar cards; some might only compare cards at the same provision level; some might try to fit them relative to some point/provision curve which could be the existing curve or it could be some form of idealized curve. Some people make allowances for cards that are “difficult” to play; others consider that irrelevant.

My purpose here is not to advocate for some particular standard – merely to comment that “balance” is more difficult than it might at first appear. However, given that “balance” will be a driving force in most buff/nerf decisions, I don’t want to completely gloss over the topic of judging balance.

Most players will very naturally (and I would argue appropriately) begin with impressions of cards based upon their experiences with the card based upon either playing it or playing against it (or possibly never seeing it in cases where a card badly needs a buff). And ultimately, these impressions are important because they reflect what will or won’t make the game enjoyable for the player involved. But it is also important to recognize that individual experiences are often limited by many factors – including the level of one’s competition, the decks one plays, and the strength of one’s play. I have often felt certain cards were absurdly OP until I actually tried to build a deck and play them – only doing this allowed me to fully observe the card’s limitations. Before over-reacting on an emotional response to a card, please consider (and test!) an objective rationale for that reaction.

Player Agency:

The term “player agency” is often used interchangeably with the term, “binary”, but there is a subtle distinction. A binary card is one whose value is highly dependent upon random factors: including coin flip, draws, available removal, etc. These binary cards (unless so weak that no one plays them) always reduce player agency. But cards don’t have to be binary to significantly reduce player agency – anything potentially decisive that has no meaningful response in typical decks also reduces player agency. A strong card about which an opponent can do nothing still denies player agency. But be careful with this argument.

Not all clever responses are tactical (directly address the card in question). For example, Gord is highly uninteractive – he buffs whether in deck or in hand every time a friendly special card is played; opposing plays have no impact on this. But Gord can be rendered far less effective if an opponent can force his play in round 2 (before all specials have been played) or if he can be addressed by some form of tall-punish (making last say worth fighting for). Gord admits plenty of player agency, but that agency is strategic rather than tactical.

It is also important to note that complexity of cards is NOT equivalent to intellectual challenge (strategic richness) playing them. Traveling Priestess requires a rather strenuous condition (repeatedly moving back to deck) to gain effectiveness. But this is neither an intellectually difficult nor a strategically rich condition to apply. All that is necessary is to load the deck with cards that shuffle cards from hand back into the deck. And because the whole process is uninteractive (short of milling a Priestess, literally nothing stops it), it requires no tactical brilliance to execute. Ciri (the plain version which returns Ciri to hand if you lose the round) requires no set up, but, because of the threat of card advantage, can force some very deep thinking. For instance, if it cannot be controlled, it forces an opponent to consider the potential cost of winning a round when doing so might otherwise be desirable. It forces its owner to carefully choose the right moment to make an opponent’s decision awkward. I consider Ciri to be one of the most strategically interesting cards in the game, while Priestesses are amongst the least interesting.

On should also recognize that significant loss of player agency is not due to individual cards but due to larger structures. In particular, the significant difference in points between low-end bronze cards and high-end gold cards is so significant that drawing one extra gold card more than offsets what most qualitative differences in play can overcome – even if all cards are balanced for their provision level. Overcoming some of these structural issues would be a very slow process – even at 30 changes per month all focused on doing so.

Finally, it is important to realize that not all randomness is either binary or bad. Part of intelligent play is making decisions that minimize risk; sometimes it is recognizing when risk is necessary. Sometimes risk is an essential element of game balance – for example, the benefits of multiple instances of thinning in a single deck are offset by increased risk of bricking. Most importantly, different draw order forces every match to be played differently (increasing creative thinking and variety). My biggest complaint about most “consistency” cards is not their power, but their ability to allow players not to adapt to unique draw orders.

Variety:

In my ideal vision for Gwent, every card would be powered in such a way that it could be reasonably used in multiple decks. Not every card would necessarily synergize equally in every deck, but every card would have the possibility of synergizing in multiple different decks. In that world, one could conceivably have pure Dwarf decks fundamentally different from (but equivalent to) Dwarf-Elf decks, different from Dwarf-Dryad decks, different from Dwarf-Relict decks, etc., with almost infinitely many synergizing combinations. Of course, current card abilities preclude this vision (many Dwarves, for example, only work with other Dwarves). And if the power of different cards is not closely matched, one runs the risk that one card is so good that it becomes a staple in every deck, thereby reducing rather than increasing variety. But even with that idealist vision impossible, it is clear that variety is necessary – both to accommodate different tastes and to keep the game fresh.

I think it is also given that, whatever your vision of ideal variety might be, it is important to buff as many cards to usable states as possible. Some might argue that even for long-term quality of the game, we need to focus on decks, not cards. I disagree both because my ideal vision is based on balanced cards (of course, still considering that balance in the context of how the cards will be used), and because I value the creativity of players putting individual “spins” on decks – even if many players don’t do so. But I think most of these comments apply to both visions.

My first point is that in maximizing variety, not all cards/decks are equal. Some cards (e.g., Artis) have unique and distinctive feels sufficient to define a deck archetype. Some cards (e.g., Elder Bear) are sufficiently bland that no archetype would ever be based upon them. If Elder Bear were buffed to 20-power for 4 provisions, it would be sufficiently OP that practically every deck would use it – but no one would actually describe a deck as an “Elder Bear” deck. While making all mundane cards like Dol Blathana Bomber, Field Medic, Angry Mob, Kerick Cutthroat, Kerrick Marine, Vrihedd Saboteur, Dryad Enchantress, Terror Crew Plunderer, Fence, and literally hundreds of others closer to a usable point per provision curve might be a nice dream, I would suggest that focusing first on cards around which one might create a unique deck will better increase variety.—even if those archetypes might require multiple buffs to compete.

Despite the above suggestion, realize that often the problem with a certain archetype is not its flagship card – it is weak support. For example, Droug is a very decent 13 provision card. But I think players correctly realized in the first Balance Council Patch that no Draug deck will be relevant unless Kaedweni Revenants are strong enough that spawning one is threatening.

Also realize that optimizing variety and maximizing player agency can be conflicting goals. Part of quality play is predicting possible opponent actions and neutralizing them before they occur. If decks are not at least somewhat predictable, it becomes much harder to play around potential threats.

And if a certain variety deck is truly inimical to quality play, I am perfectly happy to see it absolutely dead – even if this reduces variety. For example, I believe Vypper decks have no place in Gwent. If an unwanted Vypper can immediately be transformed, Heatwaved, consumed, or otherwise destroyed, Vypper decks have essentially no point potential and just lose. On the other hand, if Vyppers survive to be copied 6 or 7 times, there is little chance for an opposing player. No balancing of cards will ever eliminate the binary nature of that deck.

But extreme care must be used with this philosophy. In particular, one must be certain:
  • That the deck’s issues can’t be fixed by nerfing rather than killing cards. I am quite upset about the way the first Balance Council killed Reaver Hunters by reducing power to the point where the card is unable to spawn. Yes, I am happy to never again face a row of damage engines wiping out every card I play. But I believe that problem could have been much better handled by increasing the provision cost of duplicating Hunters to the point that 10 duplicates in a match could never be afforded, than by effectively eliminating a potentially interesting (and unique) mechanic.
  • That the deck is objectively bad for the game, and not merely something not to my taste or disruptive to my preferred style of play. I hear frequent complaints about the mill archetype. I actually like the archetype as it deters both extreme deck polarization and extreme thinning (both of which I see as reducing strategy – the former by making missed cards more binary and the latter by eliminating the need to mitigate risk of not drawing cards). I also find it quite strategically interesting – although there are no tactical counters to most mill cards, there are several, long-range, strategic answers such as going for a 2-0 so your deck cannot be fully milled, or going for a quick round 1 pass so your opponent cannot fully mill you without going down multiple cards. My point is that I don’t believe mill is bad for the game – even if a lot of players dislike it. It is important to respect that tastes differ.
Excitement:

Finding the game exciting is critical to many players – but what constitutes excitement can be controversial. Certain aspects of the game such as the possibility of “big point-swing plays” keep matches in suspense far longer than would otherwise happen may help some find it exciting, but usually contribute strongly toward either imbalance or binary play. But there are at least some contributors to “excitement” that I think can be universally agreed upon.

Excitement is enhanced by the feeling that either player can win a match. The deeper into the match that this feeling persists, the more exciting the match feels.

Cards that are original and unexpected are more exciting than cards that are predictable or blasé.

Insightful interactive plays are more interesting than routine, “solitaire” plays.

To make the game more exciting, I thus suggest making changes to increase the pool of playable cards, encourage the use of cards with unique (and striking) abilities, and promoting cards that lead to more interactive play.

And while talking about interactive play, let me comment that good, interactive play requires moderate elements of control. If a player has no control, play may as well be solitaire; there is no way to interact. If players have too much control, interaction is valueless – there is nothing of value to interact with. Some metas definitely have too much control/removal – but usually this is in response to too many cards with too much power or engine value.

Conclusion

Ultimately, Balance Council gives players to shape Gwent into the game they want. This could be a very slow process, but a very significant one. Evolving Gwent into a game that people continue to want to play will be critical to Gwent’s survival. And, should developers ever to decide to relaunch a new Gwent (I am crossing my fingers), what happens in Balance Council will give them significant insight into player likes and dislikes.

But positive evolution of the game requires looking long-term, not just making knee-jerk reactions to its current state. And long-term change is most efficient when it serves a purpose directed by a cohesive, guiding vision. Initiating a discussion of that vision is the purpose for this article.
 
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