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GWENT: THE WITCHER CARD GAME HOTFIX IS NOW LIVE!

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  • #31
    Originally posted by frbfree View Post
    Did you need to nerf Sage? Probably not
    Personally think sage + tremors were the main offenders. Tremors with carryover didn't seem to make much sense. And it was too easy to pull too many without the Banish mechanic on sage.

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    • #32
      So, more NR armor. Trololo is better than most gold cards but remains as is. NG nto touched in the slightest either. And in-game patch notes are wrong.

      Comment


      • #33
        Originally posted by partci View Post
        Why not fix the Drowner 4 DMG or the 7 body? It's ridiculous.
        seriously? they are the only bronze of any value in a frost deck. at best a 13 pt play. most times 11, and only if conditions met.

        whereas pirate captains and spotters (which barely much set up for them) can get insane values. if v-officers (who got over-nerfed) are an issue, i don't get why spotters and captains are not looked into. spotters can get an easy +13 buff, +22 with some set up with bonuses from the weather clear soldiers. while it takes some set up, no limits to how high pirate captains can get with constant in and out of graveyward of skirmishers or a previously buffed up greatsword.

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        • #34
          Was Iris really such a big play? I tried a deck with her, it didn't work out too well. She was still very niche and required tons of setup.

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          • #35
            Iris is very strong with gold being targetable and so many control cards. This is still 25 points boost. But you can have like 10+ units with all the new cards quite easily and get crazy value out. As it stands, 25 - 6, iris gives you max of 19.

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            • #36
              Originally posted by arubino99 View Post
              Was Iris really such a big play? I tried a deck with her, it didn't work out too well. She was still very niche and required tons of setup.
              I like this change for iris. Before she used to boost all ur side of the board by 2 or 3 ( cant remember exactly) .
              The problem here was having a big board so you can get advantage from it. Now it boosts 5 units by 5 which will give you insane value with a much easier setup.

              As for the rest of the patch, you can now be prepared for a ladder consisted of 70% harald axmen deck as we didint have enough of them already !

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              • #37
                Originally posted by Cardzilla View Post

                seriously? they are the only bronze of any value in a frost deck. at best a 13 pt play. most times 11...
                For a BRONZE card without any set up. Tremendous.

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                • #38
                  Trololo still trolololing us......

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                  • #39
                    So Scoia'tael was hit hard with nerf hammer while Northern Realms reigns overpowered, I think we all know which side creator of this hotfix choose in Witcher 1

                    Comment


                    • #40



                      Originally posted by frbfree View Post
                      First. And most importantly, the devs made a mistake by GROSSLY overreacting to Swim's Spell'tael Deck. Did you probably need to nerf the Farseer? Yeah, but I predicted that when the card was published. Did you have to nerf Tremors? Maybe. There was a large disdain for carryover being overtly neutral, and I understand. I don't really mind this. Did you need to nerf Sage? Probably not. Swim's deck was pretty solid, but it didn't need 3 separate cards to get nerfed. That's borderline obscene.

                      Secondly, Axemen needed a buff? Really? I know they got nerfed with the patch, but they didn't require a buff as far as I could see. You don't really need to buff a card 1 Str when you can resurrect it 5 times.

                      Finally, Kambi still has no synergy. It's not a worthwhile play for Morkvarg, it still kills Hjalmar, and QG are usually banished or stolen by the time Kambi is a smart play. It needed to be reworked, but it needed to be reworked better than this.
                      1. Yes, sage needed a nerf since all ppl were abusing of Alzur's thunder, which gives u insane control as a lot of strong cards are ment to be destroyed with this spell. You can still run 3 thunders in your deck and do the same as before with a good coordination of mercs-sage rather than one merc and sage spam!
                      2. Yes, axemen needed a buff since they only buff now with dmg in opposite row
                      3. Since gold immunity patch i think kambi is useless so i agree, it needs to be reworked in order to see more action in any SK leader like Saskia

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                      • #41
                        Not a great patch. Feels like they adjusted the stuff based on day one, but meta developed already.
                        Mulligan elves is a bit overpowered perhaps, but that stemmolford's tremors deck is only good for laughs.
                        Realy felt the game was quite balanced. Of course, not every archetype is usefull, but most factions were playable.

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                        • #42
                          then you create a whole deck to work with some cards, but the whole deck depends on cards, and only as cards that get total remains are they changed, but what if the deck itself has lost competitiveness because of the cards that took nerf, the whole deck should receive the full value of the cards, very unfair it.

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                          • #43
                            Originally posted by Ouderkirkj View Post
                            Pretty sure Renew broke in this update. Dijkstra pulled Renew and it gave me Shani and I never had her once in the game.
                            Now Renew can resurrect your opponent's Gold cards too, so I guess that was the case.

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                            • #44
                              I dont know how the interaction with ST and MHS didnt get addressed. ST's ability to pull your whole side to one row and half it is just insane. They took that tool from SK, why? maybe it was to strong? Either that card or ST ability to move so many of their oppents cards should be adjusted.

                              Comment


                              • #45
                                Originally posted by myc24 View Post
                                I dont know how the interaction with ST and MHS didnt get addressed. ST's ability to pull your whole side to one row and half it is just insane. They took that tool from SK, why? maybe it was to strong? Either that card or ST ability to move so many of their oppents cards should be adjusted.
                                This exact interaction was present pre-patch as well. Hailstorm wasn't changed, and neither were any of the movement cards. Why didn't you complain then?
                                The interaction is fine.

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