CDPR, just make these 5 changes and all your problems will be solved...
...or your money back, guaranteed
I know CDPR developers are quite good at what they do, and I am a random internet guy, but I might just be Takashi Tokita (you can't know for sure). So please try these 5 changes (5 simple changes!) in internal testing, and you will see that all the problems with the game will be solved. I will ask for no compensation.
Instead of making several threads to discuss each suggestion, I put them all together because they are meant to work together.
1. Coin-flip solution: Yield! If you go first, you get a Yield card/token. It states: Draw a card and lose the round. Banish self at the end of first round.
So imagine you are the sad lad that goes first. You play greatswords, your opponent Brouver + Barclays + Cleaver. Now you are 16 points behind. You look around your hand, and you only have longships, greatswords, wild boars... nothing really 19 points or more. Today, you would press ESC and try your APM reaching for the concede button. But not anymore! Just yield the round and go to the next 1 card up.
OK, so now I don't have to bite my nails every time I get blue coin. But it doesn't make both sides that even, and it doesn't solve spy abuse. Let's continue...
2. Removing dry-pass. I already created a topic only for this a couple of weeks ago, but dry-passing goes against everything the game is about. It gives a huge benefit (1 CA) for a way too little effort (pressing space), and it creates hundreds of different issues, the deepest of them being, of course, carry-over. (Which is the second most broken mechanic in the game.)
So now, who wins 1 card down has to work for the CA back! Suddenly surrendering the first round is not so bad as it used to be. Maybe people won't even mind going first anymore.
Anyway, speaking of the second most broken mechanic in the game...
3. CA spies. If there is one thing this year of beta taught us, is that CA is the single strongest thing in this game. It is so strong it is even hard to translate it into points: and that is why unconditional CA can't exist in Gwent. I was always a defender of CA spies, because they are part of what defines Gwent, and I still don't want to completely remove them, as more and more people are asking for. But they need to become conditional. I think the best design for them is something like: "13 points spy. If you are ahead on points or tied (this could be a keyword), draw a card. (NOTE: I mean tier or ahead on points after the spy is played.) If you are behind, draw a unit, boost it by 10 and play it. (This effect might vary by faction, and it is obviously not the important part of the card.)"
4. The game has a tough dichotomy: either you make cards all too even in power, and then CA becomes oppressive. (Imagine if all cards varied from 12 bronzes to 16 point golds. Then even with perfect draw against worst draw, if you had less than 4 cards and 1 CA less, you were doomed.) But if you let some combos and synergies hit really high power, then everyone leaves them to play last, to lower the chance of counterplay. (How many times do you see people playing Nova before last play?) And Gwent is unique in this aspect, because it is the only card game that has a last play.
Therefore, CDPR needs to introduce a new mechanic: (say) backup n. Backup n means that the deploy effect triggers only if you have n or more cards in hand. To see it in work, let's "redesign" Ciri Nova.
Ciri: Nova:
1 strength. Backup 2: Strengthen to 25 if your starting deck etc.
That means that now you can only play Ciri: Nova if you have at least 2 other cards in hand. No more Ciri nova being the last play like we are used to see every other game in the ladder, and read people raging about it every other thread on Reddit. No more last say defining who wins the game! (And so, no need to "nerf" it to 22.) All cards/combos that provide huge swings (and the game needs more of them!) should have backup. Let's try that again:
Kambi
1 strength. Spying. Backup 3: Create a 15 strength Hemdall on the other side of the board.
Now Kambi is playable again! With a cow, you can go even after using Kambi. You can use it to clear the board, which is a possibility all card games offer, and Gwent really could use it. And now we don't have to worry about degenerate CA auto-win plays.
5. Well, actually there are only four main proposals. But now that coin-flip, carry-over, and finishers are fixed, CDPR could unwind a lot of the band-aids they put in the game to deal with those. No need to keep Ciri unplayable anymore, no need to really hinder resilient units, or to gut almost every single combo in this game. Bring back Kambi! (As above.) Bring back Hag! Make Adrenaline potion viable again! All these interesting cards that made the game fun and were removed because of the underlying problems in the game design, they can come back to the game. And much more!
...or your money back, guaranteed
I know CDPR developers are quite good at what they do, and I am a random internet guy, but I might just be Takashi Tokita (you can't know for sure). So please try these 5 changes (5 simple changes!) in internal testing, and you will see that all the problems with the game will be solved. I will ask for no compensation.
Instead of making several threads to discuss each suggestion, I put them all together because they are meant to work together.
1. Coin-flip solution: Yield! If you go first, you get a Yield card/token. It states: Draw a card and lose the round. Banish self at the end of first round.
So imagine you are the sad lad that goes first. You play greatswords, your opponent Brouver + Barclays + Cleaver. Now you are 16 points behind. You look around your hand, and you only have longships, greatswords, wild boars... nothing really 19 points or more. Today, you would press ESC and try your APM reaching for the concede button. But not anymore! Just yield the round and go to the next 1 card up.
OK, so now I don't have to bite my nails every time I get blue coin. But it doesn't make both sides that even, and it doesn't solve spy abuse. Let's continue...
2. Removing dry-pass. I already created a topic only for this a couple of weeks ago, but dry-passing goes against everything the game is about. It gives a huge benefit (1 CA) for a way too little effort (pressing space), and it creates hundreds of different issues, the deepest of them being, of course, carry-over. (Which is the second most broken mechanic in the game.)
So now, who wins 1 card down has to work for the CA back! Suddenly surrendering the first round is not so bad as it used to be. Maybe people won't even mind going first anymore.
Anyway, speaking of the second most broken mechanic in the game...
3. CA spies. If there is one thing this year of beta taught us, is that CA is the single strongest thing in this game. It is so strong it is even hard to translate it into points: and that is why unconditional CA can't exist in Gwent. I was always a defender of CA spies, because they are part of what defines Gwent, and I still don't want to completely remove them, as more and more people are asking for. But they need to become conditional. I think the best design for them is something like: "13 points spy. If you are ahead on points or tied (this could be a keyword), draw a card. (NOTE: I mean tier or ahead on points after the spy is played.) If you are behind, draw a unit, boost it by 10 and play it. (This effect might vary by faction, and it is obviously not the important part of the card.)"
4. The game has a tough dichotomy: either you make cards all too even in power, and then CA becomes oppressive. (Imagine if all cards varied from 12 bronzes to 16 point golds. Then even with perfect draw against worst draw, if you had less than 4 cards and 1 CA less, you were doomed.) But if you let some combos and synergies hit really high power, then everyone leaves them to play last, to lower the chance of counterplay. (How many times do you see people playing Nova before last play?) And Gwent is unique in this aspect, because it is the only card game that has a last play.
Therefore, CDPR needs to introduce a new mechanic: (say) backup n. Backup n means that the deploy effect triggers only if you have n or more cards in hand. To see it in work, let's "redesign" Ciri Nova.
Ciri: Nova:
1 strength. Backup 2: Strengthen to 25 if your starting deck etc.
That means that now you can only play Ciri: Nova if you have at least 2 other cards in hand. No more Ciri nova being the last play like we are used to see every other game in the ladder, and read people raging about it every other thread on Reddit. No more last say defining who wins the game! (And so, no need to "nerf" it to 22.) All cards/combos that provide huge swings (and the game needs more of them!) should have backup. Let's try that again:
Kambi
1 strength. Spying. Backup 3: Create a 15 strength Hemdall on the other side of the board.
Now Kambi is playable again! With a cow, you can go even after using Kambi. You can use it to clear the board, which is a possibility all card games offer, and Gwent really could use it. And now we don't have to worry about degenerate CA auto-win plays.
5. Well, actually there are only four main proposals. But now that coin-flip, carry-over, and finishers are fixed, CDPR could unwind a lot of the band-aids they put in the game to deal with those. No need to keep Ciri unplayable anymore, no need to really hinder resilient units, or to gut almost every single combo in this game. Bring back Kambi! (As above.) Bring back Hag! Make Adrenaline potion viable again! All these interesting cards that made the game fun and were removed because of the underlying problems in the game design, they can come back to the game. And much more!
Last edited: