Because who wins round 1 doesn't matter as much as who wins round 2. That is self-evident.
Wonderboy8700;n10146062 said:Your analysis of the issue is valid but I disagree with your solutions. First, the answer to fixing the coin flip should be either an extra mulligan or a change in Dynamics whereby the third round is started by the person who did not start the first round, (in other words if you start the first round you don't have to start the last round regardless of who wins the second round.) As for the silver spy cards the better solution is to make them gold. That fixes all the abuses, and while they are still quite valuable, there are so many awesome gold cards unique to each faction and synergy that having one is a sacrifice.
Rayataluqab;n10292792 said:Spy abuse is the worst thing about this game and CDPR seem incapable of finding a solution.
Wouldn't the game just be better without spies or at least some change to their interaction so they are'nt so easily countered.
In the current meta a spy is 13 points whilst the average bronze is 11 points - that is just silly design.
Running spies has become almost mandatory now just to prevent card advantage.
What i propose:
- Straighten spies so that they have the same value as the average silver. i.e around 15-16 strength
- Make Spies Immune or give them the equivalent of gold immunity so that cant just be spammed and killed.
- Remove the card drawing ability of spies and give them another ability. Maybe some form of carry over so if you discard them they will appear on your board at the start of the next round?
- Prevent summoning circle from spawning spies.
- Remove them entirely - not ideal but it would remove spy abuse.
Until the card advantage/coin flip issue cant be fixed, spies are just adding to the problem.
iamthedave;n10297652 said:You can definitely run without spies. They're a dangerous play in round 3; 13 points can easily give away victory, and you need to dedicate a card to negating those 13 points or getting rid of them somehow, thus essentially negating the 'advantage' you got from playing them in the first place. So if someone wins round 1 and you spy turn 2, and they decide to just play it out, it's entirely possible to lose as a result, or go into round 3 on equal cards. If you play your spy turn 1 you'll likely force a pass (or their own spy), but it's extremely rare for that to result in actual card advantage. Not to mention if you don't run a spy you can run another silver that gives you game-winning power, while the opponent is donating even more power to your cause.
I don't see spies as the problem other people do. The problem was only and specifically that runestones and create turn Gwent into Create-a-Spy: the game. Now at worst there's summoning circle and decoy shenanigans afoot. Spies are still a skill play, and losing them would hurt the game, not help it.
ThuleD;n10299702 said:You underestimate the impact of spies on the game.
First - without spies, your deck becomes susceptible to anyone running spies - the only deck which currently has the luxury of taking that risk is Consume, and only because that deck has such explosive wincon, so CA doesn't matter as much for it, and even then there are sutiation where you will regret it - like being double spied through Circle.
Second - 13 points is a miniscule number. Most decks in the current meta use bronzes which are 12 points. So in the worst case scenario the spy is -1 point or so, and most of the time it will end up as positive points even in round 3. Not to mention that things like Dun Banner, Venendal Elite and Menno allow you to bypass the negative points alltogether, and in some cases having an extra turn is more valuable than losing points. And as more interesting cards are printed, there will be less and less ways to avoid broken interactions with spies - they will continue limiting the design space for CDPR.
Third - the power of abusing the coin with the spy doesn't lie purely in getting CA. The point is - you leave your opponent no good option - they have to either go 2 down or risk losing the round on equal cards. And if you do the abuse right, you ensure that you can take the round in 1 card after you play the spy. Randomly having such great control over the game is terrible - it unbalances the game and introduces unnecessary and very impactful randomness.
Finally - spies are the best silver cards in the game. Unless your silver slots are super tight (like is the case with consume), you run the spy. There is no better option. It is the only way to give yourself a degree of protection against the coinflip abuse. It is the only way to fight back against other spies. Without spies you are vulnerable to other spies, as simple as that. And it is probably the biggest problem with spies - their only counterplay are other spies.
iamthedave;n10299912 said:I don't underestimate the impact of spies on the game. That's why I don't want them gone. Point by point:
1. And anyone running spies is susceptible to being 2-0ed for giving someone 13 points for free. If they tech specifically because they want to summoning circle a second one, as many decks do right now, that's even worse, because they're teching for a situation that isn't going to happen. Silvers are very powerful; if you've dedicated a slot to a spy that I've dedicated to a card that helps me win, that can come back to bite you.
2. It's possible that the spies should get a base power increase to match the power increase with bronzes. I maintain that spies are still a skill play that are not guaranteed card advantage. Wardancer and Morkvarg/Olgierd are just as reliable for CA and get it in roughly the same circumstances and as often, in my opinion. That's based on my game experiences, and running plenty of decks that don't use spies, and I have been up in the low 4k MMRs with decks not using spies. I'm not arguing, however, that spies aren't powerful, only that I don't consider them a 'problem'. To expand on this point - as I think it's the most important one - do you think spies are a bigger issue now than they used to be? I don't remember there being an outcry about them until this last patch let people play SpamSpy(tm), and I can't help but wonder if this ongoing issue isn't people still burned from that (admittedly soul wrenching) experience. I think making spies immune or giving them gold immunity might be an interesting approach, so if you give your opponent those 13 points you're not getting them back no matter what.
3. How is this random? Unless I'm mistaken it allows a player to take control of the round. Isn't that the absolute opposite of randomness?
4. That's strongly debatable. They're unique and have a unique effect, I'm not sure that makes them better than, say, Sigrdrifa or Hattori, he of the 20+ point swings, or several other power silvers. I'd point out that in the upcoming Gwent Open, while most decks are running their spy, Freddybabes' Northern Realms isn't. Of course, almost every other deck is running their spy, so I'm not arguing they aren't good.
The counterplay is going for a 2-0. The problem with the argument you're proposing runs like this: You are saying 'If you do not draw your spy and I do, you cannot ever win because spies are too powerful'. But this is completely untrue. Alternately, you're suggesting that someone who gets a spy played against them is almost always going to lose unless they can play theirs back, but this is again untrue. Spies CAN give you a massive advantage, yes. But I do not see that as a problem with the game and I definitely don't see it as 'abuse'. That's mechanics. The problem is not spies, it's the coinflip itself and turn order being such an important part of the game. Hasn't it been shown that overall Gwent win percentage is horrendously lopsided depending on who goes first or second (don't remember which)?
If I can win a game where you draw your spy and I do not, is the spy really a problem? Especially if this comes up frequently?
Why do you think spies should be removed? What actual benefit would the game get from removing spies from it, given they're one of the only ways to play against turn order advantage?
iamthedave;n10337872 said:It's funny, because I don't remember Summoning Circle Spy being the go-to thing until recently.
BornBoring;n10337912 said:It's funny, because I do. I think spy spam "synergy" with Igni increased its popularity even more.