[HC]: Removal rework?
So, I'm sorry for the couple of threads, but since they are remaking Gwent, I feel that this is a great time to theory-craft and try to suggest solutions for Gwent's problems and deficiencies.
So my next target is... removal. This is something that rarely has been balanced in Gwent, and that triggers many people. I have had conflicting positions on this in the past, but after thinking about it for a few days, this is my understanding.
The difference between Gwent and other CCGs is that in other CCGs, units are means to an end. While in Gwent, units are the end.In other games, you win by attacking the opponent, and having units allows you to do that. But in Gwent, only having the units on board is enough to win!
And I believe that this makes removal in Gwent so much more powerful than in other games. Not only you are removing an enemy engine, but you are getting ahead in fulfilling your win condition.
Now, I obviously consider it very important to interact with what the opponent is doing, but considering the reason above, I propose some directives for removal:
1) Locks are better than removal. Why are engines useless now (without 3+ resurrection units in the deck)? Because if I play a 8 point engine, and you Viper it; not only you countered my game plan, but you leave 5 points ahead. And again: being 5 points ahead matters in Gwent in a way that is way more direct and relevant than, for example, a 2/2 Chupacabra on board. With locks, you lose the engine, but at least you keep the unit's power.
Also important: locks allow for faction neutral counter-play.Why is the only viable engine deck right now in SK? Because if winning the game for you requires having your engine online, and a lot of decks run 3+ removal units, then it is completely essential that you are able to resurrect your units, which SK is better at. If they move most removal into locks, then SK can continue being the resurrect faction, while all factions can try to counter "removal" by playing their own locks.
My suggestion: "Prison Guard (neutral bronze unit) 9 points: toggle the lock of a bronze unit." (And other cards like this.)
2) Removal should be point neutral (at least within rarity). Again, Viper Witcher is the best example. Losing your engine, which often your entire game-plan relies on (think of cursed NR), is already very bad. Now imagine losing your engine and being 5 points behind. That is literally game-losing. And this is why most engine decks are not viable by design. (SK has the advantage that not only it can resurrect its engines, but a Captain + Corsair is 4 points + engine, which means you are not that behind the 5 point removal.)
So what I propose is: Thunder cast by hand is alright, since it is 0-for-0 trade. (And as I said in my other thread, I believe it should be cast only by hand for other reasons as well.) But units that act as removal should be removed; certainly the bronze ones, but even for silver they should take a look at.
3) Removal should only move down in rarity. Some of the most interesting and fun cards in the game, like Odrin and Butterfly, are completely unplayable outside of memes right now, because the opponent can easily trade up a bronze for a silver or even a gold (besides often going up in points, see (2)). (If you think about it, the only really playable gold or silver engine right now is Wild boar, who is only playable because it has an incredible 5 armor, and most people don't run locks.) I think this shouldn't be allowed. At least bronzes, they should never remove silver and gold engines, unless going down on points. That is why my suggestion above locks only bronze units.
Now, something like Dimetrium Shackles is alright: you can lock a silver or gold, but you are losing a lot of points in the process. So it is not that feel bad to try to play gold engines. But Alzur's Thunder is not: it should affect only bronzes. Viper Witchers should be removed entirely, because of (2), but were they not removed, they should also only work on bronzes. They should playtest and consider carefully if silver locks should work on golds or not, but other removal cards like Duel should not ("Duel a non-gold unit").
By the way, with these changes we already almost have a return of gold immunity that many people were asking for.
PS: Note that I'm talking here about removal, not damage. Damaging an unit by up to 5 is alright, more than 5 (and especially 7+) already counts as removal.
I would also like to remind people that while we have been playing with removal for so long that it might feel like a core part of the game, there was originally no removal in Gwent. (Except scorch-like effects.) Reworking it now doesn't go against the idea of "homecoming", quite the opposite.
So, I'm sorry for the couple of threads, but since they are remaking Gwent, I feel that this is a great time to theory-craft and try to suggest solutions for Gwent's problems and deficiencies.
So my next target is... removal. This is something that rarely has been balanced in Gwent, and that triggers many people. I have had conflicting positions on this in the past, but after thinking about it for a few days, this is my understanding.
The difference between Gwent and other CCGs is that in other CCGs, units are means to an end. While in Gwent, units are the end.In other games, you win by attacking the opponent, and having units allows you to do that. But in Gwent, only having the units on board is enough to win!
And I believe that this makes removal in Gwent so much more powerful than in other games. Not only you are removing an enemy engine, but you are getting ahead in fulfilling your win condition.
Now, I obviously consider it very important to interact with what the opponent is doing, but considering the reason above, I propose some directives for removal:
1) Locks are better than removal. Why are engines useless now (without 3+ resurrection units in the deck)? Because if I play a 8 point engine, and you Viper it; not only you countered my game plan, but you leave 5 points ahead. And again: being 5 points ahead matters in Gwent in a way that is way more direct and relevant than, for example, a 2/2 Chupacabra on board. With locks, you lose the engine, but at least you keep the unit's power.
Also important: locks allow for faction neutral counter-play.Why is the only viable engine deck right now in SK? Because if winning the game for you requires having your engine online, and a lot of decks run 3+ removal units, then it is completely essential that you are able to resurrect your units, which SK is better at. If they move most removal into locks, then SK can continue being the resurrect faction, while all factions can try to counter "removal" by playing their own locks.
My suggestion: "Prison Guard (neutral bronze unit) 9 points: toggle the lock of a bronze unit." (And other cards like this.)
2) Removal should be point neutral (at least within rarity). Again, Viper Witcher is the best example. Losing your engine, which often your entire game-plan relies on (think of cursed NR), is already very bad. Now imagine losing your engine and being 5 points behind. That is literally game-losing. And this is why most engine decks are not viable by design. (SK has the advantage that not only it can resurrect its engines, but a Captain + Corsair is 4 points + engine, which means you are not that behind the 5 point removal.)
So what I propose is: Thunder cast by hand is alright, since it is 0-for-0 trade. (And as I said in my other thread, I believe it should be cast only by hand for other reasons as well.) But units that act as removal should be removed; certainly the bronze ones, but even for silver they should take a look at.
3) Removal should only move down in rarity. Some of the most interesting and fun cards in the game, like Odrin and Butterfly, are completely unplayable outside of memes right now, because the opponent can easily trade up a bronze for a silver or even a gold (besides often going up in points, see (2)). (If you think about it, the only really playable gold or silver engine right now is Wild boar, who is only playable because it has an incredible 5 armor, and most people don't run locks.) I think this shouldn't be allowed. At least bronzes, they should never remove silver and gold engines, unless going down on points. That is why my suggestion above locks only bronze units.
Now, something like Dimetrium Shackles is alright: you can lock a silver or gold, but you are losing a lot of points in the process. So it is not that feel bad to try to play gold engines. But Alzur's Thunder is not: it should affect only bronzes. Viper Witchers should be removed entirely, because of (2), but were they not removed, they should also only work on bronzes. They should playtest and consider carefully if silver locks should work on golds or not, but other removal cards like Duel should not ("Duel a non-gold unit").
By the way, with these changes we already almost have a return of gold immunity that many people were asking for.
PS: Note that I'm talking here about removal, not damage. Damaging an unit by up to 5 is alright, more than 5 (and especially 7+) already counts as removal.
I would also like to remind people that while we have been playing with removal for so long that it might feel like a core part of the game, there was originally no removal in Gwent. (Except scorch-like effects.) Reworking it now doesn't go against the idea of "homecoming", quite the opposite.