6 Months Without Gold Immunity: My Conclusion
About 6 months ago CDPR removed gold immunity, one of the core concepts of gwent since the Witcher 3 days, from the game (For people, who started playing gwent later: Gold cards could only be affected by very few cards like dimeritium shackles). I think this should be enough time to evaluate if this change was helpful or not.
Positive:
CDPR aimed to make the game more interactive by removing gold immunity. There existed some tactics, which would focus on having a relatively short round 3 and then to play all golds in this round. This means you basically couldn't interact with your opponents board. Esspecially having damaging cards in your hand was very painful in this scenario, because they had no target (or you had to target your own units). I do think it really made the game a bit more interactive than it was before. Because gold units were stronger back then, drawing your golds was also more important than it is now. So the change probably decreased the influence of draw-RNG. Another problem of gold immunity was, that games were very binary at times. Do you have d-shackles to stop cards like Triss: Butterfly or will this card alone completely destroy you? There are now way more options to counter such cards (too many).
Negative:
The tactic of playing all your gold cards late wasn't very interactive, but it was a valid tactic to win and generally having unique tactics to win the game is a good thing. It enabled interesting card designs like old Schirru, which was a 10 strength unit, which allowed you to transform a card in your hand into scorch (optional, so you could bluff). Because scorch and big bodys don't synergize well, he had to be changed and is now basically scorch on a stick (not very interesting). Cards like Letho could also be used defensively do protect your own units (but taking the risk of d-shackles/d-bomb and then scorch). Generally gold cards with strong deploy ability are now the best gold cards and cards with ongoing effects struggle ever since. The general lack of ongoing effects is partly the result of removing gold immunity.
My opinion:
I think gold immunity added another tactical aspect to the game, enabled different strategies and allowed more interesting card designs and more cards with ongoing effects. Cery:Fearless is a good example of a very interesting card, which is completely unviable, because it's too easy to remove her. I do think though that there weren't enough options to deal with gold cards. Back during closed beta there some gold cards and Radovid, who could target golds, but they changed this for stupid reasons.
So if golds were immune again, what other changes would be necessary?:
It's all about finding the sweet spot between too much options to deal with golds and too few. I think next to d-shackles some golds should be able to target other golds and maybe some silvers. For example manticore venom could be changed to damage any unit (including golds) by 8. Silver locks would probably be too powerful if they can lock golds, but if they were able to demote them, they would add more interactivity.
Cards like Seltkirk could be changed to "Demote and duel an enemy". Because all gold cards are legendary anyway, you could then change cards like decoy or shani to affect only non legendary cards to avoid "demote-abuse".
Final words: In my opinion CDPR hurt the game more than once by just removing mechanics instead of tweaking them.
Your opinion (please read the text before):
About 6 months ago CDPR removed gold immunity, one of the core concepts of gwent since the Witcher 3 days, from the game (For people, who started playing gwent later: Gold cards could only be affected by very few cards like dimeritium shackles). I think this should be enough time to evaluate if this change was helpful or not.
Positive:
CDPR aimed to make the game more interactive by removing gold immunity. There existed some tactics, which would focus on having a relatively short round 3 and then to play all golds in this round. This means you basically couldn't interact with your opponents board. Esspecially having damaging cards in your hand was very painful in this scenario, because they had no target (or you had to target your own units). I do think it really made the game a bit more interactive than it was before. Because gold units were stronger back then, drawing your golds was also more important than it is now. So the change probably decreased the influence of draw-RNG. Another problem of gold immunity was, that games were very binary at times. Do you have d-shackles to stop cards like Triss: Butterfly or will this card alone completely destroy you? There are now way more options to counter such cards (too many).
Negative:
The tactic of playing all your gold cards late wasn't very interactive, but it was a valid tactic to win and generally having unique tactics to win the game is a good thing. It enabled interesting card designs like old Schirru, which was a 10 strength unit, which allowed you to transform a card in your hand into scorch (optional, so you could bluff). Because scorch and big bodys don't synergize well, he had to be changed and is now basically scorch on a stick (not very interesting). Cards like Letho could also be used defensively do protect your own units (but taking the risk of d-shackles/d-bomb and then scorch). Generally gold cards with strong deploy ability are now the best gold cards and cards with ongoing effects struggle ever since. The general lack of ongoing effects is partly the result of removing gold immunity.
My opinion:
I think gold immunity added another tactical aspect to the game, enabled different strategies and allowed more interesting card designs and more cards with ongoing effects. Cery:Fearless is a good example of a very interesting card, which is completely unviable, because it's too easy to remove her. I do think though that there weren't enough options to deal with gold cards. Back during closed beta there some gold cards and Radovid, who could target golds, but they changed this for stupid reasons.
So if golds were immune again, what other changes would be necessary?:
It's all about finding the sweet spot between too much options to deal with golds and too few. I think next to d-shackles some golds should be able to target other golds and maybe some silvers. For example manticore venom could be changed to damage any unit (including golds) by 8. Silver locks would probably be too powerful if they can lock golds, but if they were able to demote them, they would add more interactivity.
Cards like Seltkirk could be changed to "Demote and duel an enemy". Because all gold cards are legendary anyway, you could then change cards like decoy or shani to affect only non legendary cards to avoid "demote-abuse".
Final words: In my opinion CDPR hurt the game more than once by just removing mechanics instead of tweaking them.
Your opinion (please read the text before):