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Dominika

Season of the Draconid Qualifiers

Dominika

CD PROJEKT RED
#1
Sep 1, 2020


Season 2 of GWENT Masters is drawing to an end! This month, top GWENT players will have their final chance to claim a spot in the last Open tournament of this season: Open #4!

First Qualifier will take place on September 19-20th, and the Second Qualifier on September 26-27th.

Players eligible to participate in the First Qualifier (TOP 16) of the Season of the Draconid:
  1. demarcation
  2. ch.ase
  3. saber97
  4. 苏墨
  5. graveshgravesh
  6. 高尾山
  7. akela114
  8. kolemoen
  9. wlastelin
  10. magpie131
  11. innominesatanas
  12. redrame
  13. wangid1
  14. kams134
  15. pajabol
  16. lowiqplayer

Players eligible to participate in the Second Qualifier (TOP 64) of the Season of the Draconid – with the exception of two winners of the First Qualifier:
  1. demarcation
  2. ch.ase
  3. saber97
  4. 苏墨
  5. graveshgravesh
  6. 高尾山
  7. akela114
  8. kolemoen
  9. wlastelin
  10. magpie131
  11. innominesatanas
  12. redrame
  13. wangid1
  14. kams134
  15. pajabol
  16. lowiqplayer
  17. mya-mon369ex
  18. bart933
  19. tailbot
  20. lerio2
  21. 幻影流年
  22. lneverhood
  23. spyroza
  24. 蓝天风暴
  25. 五花膘
  26. fanofgwent
  27. qnerr
  28. green-knight
  29. _daruma
  30. adzikov
  31. kwild
  32. john丶sally
  33. sindikkat
  34. villeks
  35. nik_r
  36. 北境丶莽夫北
  37. ericzjn
  38. foreveryolo322
  39. snow_socrates
  40. sh1ro1
  41. rewka
  42. energiix
  43. ferdinator87
  44. spellingbee
  45. infernz
  46. shupe_mage
  47. kronosex
  48. themoses.
  49. cmel
  50. kalink
  51. andi99
  52. cintrianlion
  53. crozyr
  54. beardybog
  55. 한쿡은조흔나라
  56. theshaggynuts
  57. acalajucha
  58. bushr
  59. king-t_3012
  60. realmargin
  61. mrsweetpiggy
  62. radu.andrada
  63. prof.joe
  64. ern16
 
T

Tournament Platform Feedback & Bug Megathread

ThorSerpent

CD PROJEKT RED
#30
Sep 1, 2020
KenLBlack said:
After such a great launch for last weeks Qualifiers, it's disappointing to see that the very next Qualifier (this weekend's 64-player one) is NOT on the tournament site with ANY message even pointing the interested observer to another site where one can find the decks/brackets. Rather disappointing since this is, after all, an official CDPR tournament. I realize this is still in Beta, but why have one qualifier up one weekend and then not have it the very next week?. If there was an explanation somewhere, I sure didn't see it anywhere on the CDPR site.
Click to expand...
The decision to host 64-player tournament on Challonge was due to the pro players' concerns over the stability of the platform and some of the Swiss-specific bugs reported earlier. We plan to use TP exclusively for all the official events going forward, but we also trying to make it right by participants.
In terms of communication, your feedback is noted. One advise I can give is to follow https://twitter.com/ClaymoreGWENT for qualifiers-related announcements.

Enrasilver said:
I'm part of an archived tournament and ever since then I havent been able to participate in ANY tournaments, I can register for them but once its time to start the tourney, and the "activate brackets" button is pushed, my name is shown as a drop with the reason being "other game"! I'd really like to play in some tourneys, any idea how to delete the archived tourney?
Click to expand...
Can you please give more info:
1) what is your GOG nickname? Is it Enrasilver?
2) do you have a link to the archived tournament that is preventing you from joining other tourneys?

kac012 said:
Witam
Zorganizowałem turniej (28.08.2020)

Tournament format: single elimination
Games format: best of 3
3 decks and 1 ban
checked-in players: 13
31 players joined

Wszystko przebiegało tak jak powinno do momentu ostatniej rundy (4)
Wtedy mecz o trzecie miejsce nieprawidłowo się uruchamiał.
Co minutę wyskakiwała informacja, że mecz się zakończył wynikiem 0-0, tymczasem nawet nie zadziałał system do banowania lidera.

Podejrzewam, że stało się tak z powodu błędnego ułożenia drabinki:
Co mam na myśli- w pierwszej rundzie tak rozlosowano uczestników, że odbyły się tylko 3 mecze(myślałem, że będzie 6).
Część graczy oczekujących na następny etap opuściło turniej, co spowodowało, że drabinka straciła kilka ścieżek, przez co mecz finałowy (runda 4) nie wyświetlał się (ale się odbył). Natomiast tak jak opisywałem mecz o trzecie miejsce ,,zepsuł się".

Pozdrawiam !
View attachment 11057291

Hello
I organized a tournament

Tournament format: single elimination
Games format: best of 3
3 decks and 1 ban
checked-in players: 13
31 players joined

Everything was as it should have been until the last round (4)
Then the match for third place did not start correctly.
Every minute there was information that the match ended with the result 0-0, while the system for banning the leader did not work.

I suspect it was because the ladder was positioned incorrectly:
What I mean - in the first round the participants were drawn so much that there were only 3 matches (I thought there would be 6).
Some of the players waiting for the next stage left the tournament, which caused the bracket to lose several paths, so that the final match (round 4) was not showing (but it was played). However, as I described the match for third place, it "broke".

Best regards !
Click to expand...
Can you please provide a link to this tournament for a closer look?

also one more update: PSA for the tournament organizers: with the release of 7.2 update, it's now possible to select new leader abilities on the tournament platform. However, for the decks/abilities submitted previously, icons won't update automatically as players need to resubmit their choices.
 
RyanSchou

Introducing: Bridge of the Yaruga Board

RyanSchou

CD PROJEKT RED
#1
Sep 1, 2020


Return to the famous bridge on the Yaruga, where Queen Meve of Lyria and Rivia heroically battled against Nilfgaardian forces, and where Geralt became known as one “of Rivia”. Remastered from its original debut in Thronebreaker, this magnificent game board can now be yours in GWENT to wage all new battles on!

Make sure to win your battles on the bridge to obtain the exclusive Yaruga Avatar, title and Cardback as a reward for your victories!

Get the board now in Shupe's Shop!
 
Last edited: Sep 1, 2020
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Reactions: sfruzz and devivre
RyanSchou

Season of the Dryad is here!

RyanSchou

CD PROJEKT RED
#1
Sep 1, 2020


The new season of the Dryad has arrived and with it the latest Update 7.2!

This includes a big overhaul of the leader abilities in the game and the regular balance changes to existing cards.

This season will last until October 1st, 10:00 a.m. CEST.
Seasonal mode: Seesaw
On the end of the player's turn:

Damage player's odd power units by 1

Boost player's even power units by 1
Patch Notes:
  • When returning to Play Menu after a match the last played game mode will remain selected.
  • Progression of contracts related to removed abilities will transfer to newly introduced contracts.
  • Bugs related to progressing in contracts connected to Journey 1 and Journey 2 (i.e. not every Ciri's outfit was counting)
  • Fixed the issue with acceptance of Pro Rank Regulations in game settings.
  • Fixed issue with sometimes missing description of abilities when creating new deck.
Neutrals:
  • White Frost card renamed to Blizzard.
  • Ciri ability changed to: Deploy: Damage 3 enemy units by 1. Whenever you lose a Round, return this unit to your hand.
Developer Comment: Ciri will now let the player choose which units to target. This part of the ability is still meant to give Ciri additional value only when board state allows it and picking where those pings go will make that more reliable against Armor and similar effects.
  • Ethereal provision changed from 9 to 8. Ability changed to: Doomed. Deploy: Gain Zeal. Order: Transform unit to the right into base copy of self.
Developer Comment: Ethereal's ability is now triggered by Order and it can get Zeal if it is played from hand. Limiting the ability in this way will make it possible to play around at all, since all Ethereals being active at all times required just one trigger to stop any interaction with the opponent unless they have a very specific counter. Since it's a pretty steep drop in power, the Provision cost was lowered.
  • Oneiromancy provision changed from 12 to 13.
  • Watchman power changed from 4 to 5.Highwaymen power changed from 3 to 4.
  • Iron Falcon Knife Juggler power changed from 1 to 2.
Developer Comment: All of the leader abilities that allowed you to pick a specific card and play it as an extra in a turn have been rotated out. As the pool of cards have been growing with every expansion, so did the number of cards you could play with those abilities, leading to them dominating the game with sheer power and versatility. Every faction have been compensated with brand new Leader ability for this loss.

Monsters:
  • Carapace leader ability changed to: Order: Boost an allied unit by 3 and give it Veil. Charge: 3. Provision Bonus changed from 16 to 15.
Developer Comment: As Shield can be a source of extra points, since stopping any random damage effect is extra points, the number of charges was increased to roughly match this power lost. Veil is a little harder to get value out of than Shield, but should do a better job at protecting the Boost provided by the ability.
  • Force of Nature leader ability changed to: Order: Spawn and play Woodland Spirit. Provision Bonus changed from 16 to 15.
  • New Token - Woodland Spirit: Power 9, Doomed. Category: Relict, Token
Developer Comment: Now instead of putting all the extra power on one card, making it doubly vulnerable to removal, Force of Nature will spawn and play Woodland Spirit. While this token does not have any abilities on their own, it will trigger Thrives and start at 9 Power.
  • Rotated out Death's Shadow leader ability from the game.
  • New leader ability - White Frost: Order: Move an enemy unit to the other row and Spawn Frost on its row for 2 turns. Charge: 2. Provision Bonus - 15.
Developer Comment: This brand new ability lets the player establish first Frost on the board, or shuffle opponent's units around to take a better advantage of existing Frosts, while adding to their duration. It should work well with existing Wild Hunt cards or be a tech choice for other decks that lack ways to control their opponents, as it makes quick work of card abilities locked to specific rows.
  • Auberon King, Invader and Conqueror power changed from 6 to 5. Provision changed from 11 to 12.
  • Alpha Werewolf power changed from 5 to 6.
  • Arachas Behemoth power changed from 2 to 3.
  • Caranthir Ar-Feiniel provision changed from 8 to 9.
  • Wild Hunt Rider power changed from 3 to 4.
  • Foglet power changed from 3 to 4.
Skellige:
  • Rotated out Sacrificial Vanguard leader ability from the game.
Developer Comment: Sacrificial Vanguard did not play additional cards in a turn, but Discard as a mechanic strictly builds carryover so making any abilities that work with it or attaching any extra value to it ends up putting power in 2 rounds, which is why we prefer it being a thinning tool instead of something players would build their decks around, which is why the ability is rotating out of the game.
  • Rotated out Second Wind leader ability from the game.
  • New leader ability - Battle Trance: Order: Spawn and play Mardroeme. Whenever you play an Alchemy card, Heal a random allied unit by 1. Provision Bonus - 16.
Developer Comment: In addition to playing a decent Alchemy card as an Order, Battle trance will also heal a random ally by 1 when an Alchemy is played, making picking Alchemies over cards that shrug off being damaged a viable way to build a deck.
  • New leader ability - Rage of the Sea: Order: Spawn Rain on enemy row for 1 turn and Deafening Siren on the opposite row. Charge: 3. Provision Bonus - 14.
Developer Comment: Rage of the Sea is a rather straightforward way to put wounds on enemies, using Rain to do so, while also spawning Beast tokens on player's side of the board in the form of Sirens, ensuring that all the effects that do require Beasts on board have targets.
  • Ursine Ritual Tooltip Update: Order: Damage an allied unit by 1. Charge: 5 Once all Charges are used up, Spawn a Bear Abomination on a random allied row.
  • Holger Blackhand ability changed to: Deploy: Damage a unit by 2. Whenever you play a Ship, boost it by 1. Whenever you play a Pirate, damage a random enemy unit by 1.
Developer Comment: Holger Blackhand has received a 2 Damage Deploy to bump up the points you can expect from playing him, without making him very hard to remove from the board.
  • Brokvar Hunter ability changed to: Zeal. Order: Damage a unit by 1. Cooldown: 2. Whenever you play a Beast, reduce Cooldown by 1.
Developer Comment: Brokvar Hunter will now react to Beasts being played instead, because he is a hunter and hunters hunt Beasts.
  • An Craite Greatsword power changed from 4 to 10. Ability changed to: Deploy: Damage self by 5. Whenever an enemy units takes damage, Heal self by 1.
Developer Comment: Greatsword has lost his ability to Boost indefinitely and will be healing back the Damage he inflicts on himself as part of the Deploy. This re-imagination of his ability sets a clear point ceiling for the card, while also creating new synergies with self wounding archetypes or cards that bypass Deploy abilities like Sigrdrifa's Rite.
  • An Craite Raider ability Bloodthirst fixed to work when Played or Summoned.
  • Harald an Craite, Warmonger and The Cripple provision changed from 11 to 12.
  • An Craite Marauder power changed from 2 to 3.
  • Tyrggvi Tuirseach provision changed from 11 to 10.
  • Crow Messenger power changed from 3 to 4.
  • Blood Eagle provision changed from 11 to 12.
  • Birna Bran power changed from 5 to 6.
  • Tuirseach Skirmisher power changed from 3 to 4.
Northern Realms:
  • Mobilization leader ability changed to: Order: Spawn a base copy of a bronze allied Soldier on its row and boost it by 3.
Developer Comment: Mobilization remains similar in it's effect, but it no longer plays the card you target, or requires you to keep a copy in your deck, making it more versatile and easier to use. To make sure it stays close to its current power level, it is limited to Bronze Soldiers only, which still leaves players with a sizeable pool of targets and makes Cintrian Royal Guard dream a possibility.
  • Pincer Maneuver leader ability changed to: Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back to the deck. If the drawn card was a unit, boost it by 5. Provision Bonus changed from 12 to 15.
Developer Comment: Pincer Maneuver retains a similar effect without the "play a card" component. Extra consistency for card combos and 5 point boost for the drawn card should keep it very impactful in the round it is played in.
  • Rotated out Vicious Slash leader ability from the game.
Developer Comment: Vicious Slash did not play additional cards in a turn, but because it hardly fits with what Northern Realms as a faction wants to accomplish and does not have any existing synergies, it will also be rotating out.
  • New leader ability - Shieldwall: Order: Boost an allied unit by 2 and give it Shield. Charge: 3. Provision Bonus - 14.
Developer Comment: For a while we thought that the previous version of Carapace would find a better home in Northern Realms, as protecting their engines and existing Shield synergies would make it feel right at home. Shield Wall is exactly this, with a little better distribution of charges, it should make it quite tricky to deal with players engines, or make a reliable setup for King Roegner.
  • Siege Master power changed from 3 to 4. Ability changed to: Order: Boost an allied unit by 2. Resupply: Boost adjacent Siege Engines by 1.
Developer Comment: Siege Master's Deploy ability was changed to Order so he can now be played before the Siege Engines, making it easier to take advantage of his Resupply. His power was raised to make that play a little safer.
  • Rivian Pikeman power changed from 3 to 4. Ability changed to: Order: Damage an enemy unit by 2. Resupply: Boost self by 1.
Developer Comment: Similar to Siege Master, Rivian Pikeman's Deploy became order and he got extra Power as a compensation. Northern Realms have a couple of synergies with Orders which should make him easier of a consideration for some decks.
  • Field Medic power changed from 1 to 2.
  • Dun Banner provision changed from 5 to 4.
  • Blue Stripes Commando provision changed from 6 to 5.
Scoia'tael:
  • Mechanic Update - Harmony: Boost self by 1 or the specified amount whenever you play a Scoia'tael unit whose primary category is unique among all of your other units.
Developer Comment: Harmony is going back to working as it did before the change, it will trigger regardless of the row the unique tag is played in. Our change to it made it a little bit more awkward to use than we wanted and with main ways of abusing the mechanic are gone, so it seems fair to restore it to the original state.
  • Call of Harmony leader ability changed to: Order: Spawn and play Dana Meadbh.
  • New Token - Dana Meadbh: Power 6, Doomed. Category: Relict, Token. Harmony
Developer Comment: Call of Harmony will spawn and play Dana Meadbh, that in addition to having Harmony herself, has a unique Relict tag which will always trigger all the Harmony cards already on the board.
  • Rotated out Mystic Echo leader ability from the game.
  • New leader ability - Nature's Gift: Symbiosis. Order: Give an allied unit Vitality (3). Charge: 2. Provision Bonus - 15.
Developer Comment: Nature's Gift makes it so every Nature special played spawns at least 1 Wandering Treant, thanks to it's Symbiosis. Straight Boost with charges could be hoarded to be a last play in a mostly spell based deck, which is why Vitality seems like a better fit for it, in addition to matching the theme better and having some existing synergies.
  • Guerilla Tactics provision bonus changed from 15 to 16.
  • Zoltan's Company ability changed to: Spawn 3 Rowdy Dwarves on an allied row. If you control Zoltan, give 1 Armor to all Dwarves on that row.
Developer Comment: If you control any of the 3 Zoltan cards that exist, Zoltan's company will make every Dwarf on the chosen row hardier. While this does not rise the power of the card much, it just makes sense for it to react to Zoltan in some way.
  • Vrihedd Brigade ability changed to: Deploy: Damage an enemy unit by 2. Whenever moved damage a random enemy unit by 2.
Developer Comment: Vrihedd Brigade's Deploy and passive abilities were split so the player can now choose where the first ping goes, but the passive remains random. It should make playing the card out of hand feel better overall.
  • Duen Canell Guardian power changed from 3 to 4. Ability changed to: Veil. Symbiosis. Order: Damage an enemy unit by 2.
  • Mahakam Volunteers power changed from 3 to 4. Ability changed to: Deploy: If you control a Dwarf, Summon all copies of this unit from your deck to this row.
Developer Comment: Mahakam Volunteers can now be played on any row and will trigger as long as there is a Dwarf on board, giving the player a better choice on which row they want to have more Dwarves in.
  • Eithne Young Queen, Mother and Wrath of the Brokilon provision changed from 11 to 12.
  • Dol Blathanna Sentry now has 1 Armor.
  • Dwarven Chariot power changed from 3 to 4.
  • Dol Blathanna Bomber power changed from 1 to 2.
  • Dwarven Skirmisher boost changed from 1 to 2.
  • Brokilon Sentinel provision changed from 5 to 4.
Nilfgaard:
  • Tactical Decision leader ability changed to: Order: Spawn and play Morvran Voorhis.
  • New Token - Morvran Voorhis: Power 6, Doomed. Category: Human, Soldier, Token. Deploy: Draw up to 3 cards, then put same number of cards on the top of your deck.
Developer Comment: Morvran is back and playing him will let you draw up to 3 cards from the top of the deck, then place the same amount back in the order you choose. Listing all the things one could do with this ability would take a while, so let's just say that you should make sure you have space in your hand first to take full advantage of it.
  • Rotated out Strategic Withdrawal leader ability from the game.
  • New leader ability - Imprisonment: Order: Lock an enemy unit and damage it by 3. Charge: 2.
Developer Comment: To the dungeon with them! Imprisonment is a simple and effective way to control what your opponent does on the board. On the surface it might look that the ability is only 6 points, but value of the status is hard to predict, and Nilfgaard has multiple ways to benefit from applying and maintaining Locks, which should make it a great addition to some decks.
  • Imperial Formation leader ability Charges reduced from 4 to 3. Provision Bonus changed from 15 to 16.
Developer Comment: Imperial Formation has lost a charge and gained 1 Provision bonus in return. That change should make it a little bit less explosive when combined with some of the Soldiers while keeping most of its power intact.
  • Impera Brigade power changed from 3 to 4. Ability changed to: Deploy: If you control a Soldier, Summon all copies of this unit from your deck to this row.
Developer Comment: Let's be honest, Playing this card on Melee row, that was also highlighted when you were holding it, was not really a condition, so now Impera Brigade will require any Soldier to be on board anywhere before triggering, but provide more points if they do.
  • Nauzicaa Brigade ability changed to: Deploy: Damage an enemy unit by 1. If the enemy unit is boosted, damage it by 3 instead.
Developer Comment: Nauzicaa Brigade now has a contingency plan for when none of the enemies are buffed. This change should make it a little safer to include in the deck, as it now can finish off severely wounded units.
  • Imposter provision Bonus changed from 14 to 15.
  • Braathens power changed from 4 to 3.
  • Vivienne de Tabris provision changed from 10 to 9.
  • Vincent Van Moorlehem power changed from 5 to 3. Provision changed from 11 to 10.
Developer Comment: Vincent's stats were adjusted to closer match raw removal power he provides. He has slowly started becoming infamous, as his trigger condition turned out easier to fulfil than it was when the card was introduced and most people that encounter him probably saw this change coming.
  • Usurper Officer, General and Emperor provision changed from 11 to 12.
  • Battle Preparation boost increased by 1.
  • Ffion van Gaernel power changed from 2 to 1.
Developer Comment: Because of Ffion playing Battle Preparation as part of his Deploy, the card ended up having a bit lower power on it's own than you'd expect from a Bronze. We have adjusted the Tactic to be more competitive and Ffion lost one point to stay at the level he is now.
  • Ard Feainn Light Cavalry power changed from 2 to 3.
  • Hunting Pack power changed from 3 to 4.
  • Added Siege Engine category to following cards: Hefty Helge, Rot Tosser, Fire Scorpion, Mangonel
Syndicate:
  • Rotated out Wild Card leader ability from the game.
  • New leader ability - Pirate's Cove: Order: Spawn a Sea Jackal on an allied row, then gain 4 Coins. Provision Bonus - 15.
Developer Comment: If you have ever been caught in a situation where you have all the coins with nothing to spend them on, here comes the Pirate's Cove to fix it, providing a spender and a handful of change on demand.
  • Sacred Flame ability changed to: Deploy: Spawn a Firesworn Zealot on both sides of this card. Order: Boost all allied Firesworn units by 1.
Developer Comment: As Sacred Flame is an Artifact and thus it takes a space on the row it used to boost, now it will boost all the Firesworn allies instead, raising the potential points you can get from its Order by a lot.
  • Ewald Borsodi power changed from 4 to 5. Provision changed from 8 to 7. Ability changed to: Deploy: Damage an enemy unit by 2. If Horst Borsodi is in your graveyard, damage an enemy unit by 4 instead.
Developer Comment: Ewald's ability stays Damage, but he will now deal a set amount of it, which will change depending on the status of his brother.
  • Horst Borsodi provision changed from 8 to 7. Ability changed to: Deploy: Gain 3 Coins. If Ewald Borsodi is in your graveyard, gain 6 Coins instead.
Developer Comment: Horst will now provide you with coins and his Profits will change depending on the status of his brother.
  • Whoreson's Freak Show power changed from 5 to 4. Provision Changed from 6 to 8. Added 1 Armor. Ability changed to: Profit 2. Fee 2 (Melee): Damage an enemy unit by 2.
Developer Comment: Post it's ability adjustment, Whoreson's Freak Show seldom sees play outside of Arena, where it breaks the game. For this reason, the old ability was retired and it will now do exactly what Ewald Borsodi did, leaving the brothers to be rebalanced separately with emphasis on their bond.
  • Jacques Miraculous Child, De Aldersberg and Grand Master provision changed from 11 to 12.
  • The Sausage Maker provision changed from 10 to 9.
  • Casino Bouncers Fee changed from 2 to 1.
  • Sewer Raider power changed from 3 to 4.
  • Cleric of the Flaming Rose now has a Cleric category.
Developer Comment: Game is now once again playable.
 
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Dominika

Open #3 is coming this weekend!

Dominika

CD PROJEKT RED
#1
Aug 24, 2020


This Saturday and Sunday, August 29-30th, we’re coming back with the third tournament of GWENT Masters Season 2! It will be held online and streamed live on our official Twitch and YouTube channels, starting at 4 PM CEST on both days.

As usual, we’ll see 8 of the top GWENT players compete for a spot in the Grand Finale of Season 2 – the World Masters tournament, and a share of the 10 000 USD base prize pool. Here’s the line-up:



Additionally, all players will receive an equal share of the community-funded prize pool, to which you can still contribute by purchasing the unique Frozen Bundle and Ice Pack! Both of them will be available only until Wednesday noon (August 26th, 12 PM CEST):



See you on the weekend!
 
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T

Tournament Platform Feedback & Bug Megathread

ThorSerpent

CD PROJEKT RED
#22
Aug 17, 2020
BobrDobrr said:
Hi! First of all I want to express my gratitude for the tournament platform. To me, as an organizer and player, this web-site simplified tournament activities a lot. But with all the good things in it there are also defects. Something simply does not exist, something does not work as it should:
1. Incorrectly working filter. When choosing a filter "by time", you cannot return to the "Any" tab without refreshing the page, when you click on this item in the menu, there is simply no reaction. The same is with the registration filter.
2. Lack of sorting. Now the nearest tournaments are displayed at the bottom of the page, which is very inconvenient. You need to sort by time so that the nearest tournaments are the first.
3. Replays. Now replay only works in case of a draw, as far as I understand. In the event that a player lost connection, flew out of the game, or simply took the wrong deck, replays are not available. Solving the problem of replay will greatly simplify the work for the organizers and the game for the players. I don't know how it works now, but you can track the round in which the player surrendered (in the case of the wrong deck, the person surrenders almost immediately in the first round) and track the disconnect, and this can be shown in the information about the pair of playing players or separately from the organizers.
4. Tournament site moderator. If now there is no moderator for the site, then you need to hire one. This site is quite an important part of the gwent, and it needs to be cleaned of test tournaments on the main page or anything else inappropriate. It would also be nice if the moderators saw tournaments with a large number of players and sent meteorite powder to the participants themselves (now you just need to write about meteorite powder yourself). This would encourage more players to take part in tournaments.
5. Spectator-mod on the phone. When testing the site and spectator-mod, a bug was found when the decks of the participants did not open from the smartphone during the game. Also, the opponent's cards are poorly visible (screen 1, the setting with moving the camera when the enemy moves does not affect this in any way), this point is not critical, because few people will use this mode from the phone, but I thought it should be mentioned.
6. Custom tournaments. My team and I are planning to organize a team tournament. Unfortunately, the tournament platform does not provide such an opportunity. Many people would be grateful if such a setting appeared in the tournament mode in the future. Also, some people will want to make tournaments on the same ability, for example, but the site does not allow loading decks with the same abilities. This is not critical, but perhaps you will adopt it.
7. Bug with manual distribution of players. The bug manifests itself only if you do not fill the grid with participants one by one, but, for example, start from the second pair or further, then the page becomes empty (the background of the site remains screen 2), only the page refresh helps.
8. The start of the round. The most inconvenient of all is that you cannot start the next round before all the pairs from the previous one have not finished (as in the Swiss system). As a result, this greatly lengthens tournaments with a large number of participants. I think this is a very serious bug or flaw that should be resolved as soon as possible.
View attachment 11055968View attachment 11055971
Click to expand...
Thanks a lot for this feedback.

Some comments to your points:
3. No plans to address replays outside of handling draws - it's a very abuse-prone area, so losing connection for whatever reason should remain tech loss.
6. Not quite sure what you mean by "custom tournaments" - only limited number of tournament formats is supported. We had to select the most popular and most relevant (for GWENT) formats. I'm afraid we can't commit to provide the absolute flexibility on this front.
8. Start of the round issue. We have 2 options available to players - automatic or manual start. Specifically for Swiss it's impossible to start the new round before all pairs are finished. Do you mean that elimination brackets should be played as soon as both players in the pair are defined? While it's technically possible, I'm afraid it's not so easy from the tournament management perspective - in the current system,, admins are supposed to control the flow of the tournament and make sure that players are well aware of when the next round is scheduled.
 
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Tournament Platform Feedback & Bug Megathread

ThorSerpent

CD PROJEKT RED
#13
Aug 14, 2020
pawloex said:
Hi, I have a small problem with my tournament. Even though I edited result of a match it doesn't put correct player into the next round. How am I suppose to solve such issues?

Gwent esports

tournaments.playgwent.com tournaments.playgwent.com
Click to expand...
I'm afraid you can't fix it by yourself, but we'll work on the fix asap

Jemoni said:
Some main screen interface feedback for things that I think could be better:
  1. Tournaments should probably be organized by the one that starts nearest in terms of time instead of farthest. It'd make more sense for users to see what are the closest tournaments coming to check out or to sign up for instead of which ones are furthest away. Alternatively, add a filter option to sort in ascending/descending order.
  2. I feel like finished tournaments should be hidden by default as to not "clutter" up the main page, again - if anyone wants to check those out they can always filter by them or look for specific ones.
  3. Perhaps add a "Featured Tournaments" at the top of the screen or something? I don't know how difficult it would be to maintain, but it'd be neat to see a section of select "high-profile" tournaments to sign up for or to check out.
  4. Probably could use a report function of some sort in case someone creates a tournament with an inappropriate name and/or description, just for safety reasons.
I think that's about all I got for now off the top of my head. Thanks for working on the platform, can't wait to see what other changes or additions it gets over time :)
Click to expand...
Awesome feedback, thanks!
1) I agree, we'll look into rearranging current logic.
2) Yep, it also makes sense.
3) We have this feature already:)
4) While we don't have a designated report system for things like that - you can report problematic submission using standard methods - i.e. support tickets, or reaching out to us here or on socials.

KissAndRun said:
Hi, first look feedback.

User settings:
In user settings after clicking ‘save’ there is no confirmation (popup) that saving happened.

Organization setting and organization creation:
In organization details, there is no place to put website url.
One communication option should be marked as “During tournament use this one”.
Description setting in the organization doesn’t let add clickable links.
The description doesn’t save new lines.
I wasn’t able to save organization avatar, no error popup.

Tournament creation:
In the tournament description, there is no way to set a custom image. With generic one, it is hard to separate professional tournaments from player-based.
Not sure why user needs to still choose “Decks deadline date” and “Decks format open” when earlier you choose “Leaders” only.

In swiss setting “Amount of loses” it is not explained what does this option do.😉
In tournament creation when adding streamers and admins, their avatars don’t show up, so the user is not sure if he is adding the correct person.

It would be nice if there would be some iframe element to add live info about the tournament on other websites (title, image, number of players signed in already).

During tournament:
In problem reporting should be info that “screenshot” is usually required to proceed with the problem report.


Website general:
Main tournament page doesn’t seem to have any pagination and will have infinity length.
Click to expand...
Thanks for your feedback, many good points there!

stormkicker345 said:
I'm organizing a tournament which limits ppl to using stockpile leader only. I also need to check if they can meet the criteria or not so I turned on the "pick and ban" option. Unfortunately that option has a minimum of 2 decks and 1 ban which is not suitable for the tournament I'm trying to create because the participants only need 1 specific deck in order to join. If you just reduce the minimum to 1 and 0 respectively I can easily arrange tournaments such as these in the future.
Click to expand...
Hm, I must admit we didn't design this with such exotic type of tournaments in mind. I'll see what we can do about that.

Miketocome said:
Hello!

First of all, congratulations for this amazing tool. This is a huge milestone for tournament creators. I have a few questions regarding some of your features.

1. How do ties work for the tournament development? I don't see any specifications about what happens in case of a tie in a game. Is there any chance to set rules about ties or will be rematch only?

2. I'm trying to create a Round Robin league that will be played during two months (2 rounds per week, giving the flexibility to play whenever the players can) but I want to allow changing decks for each round. Is there a chance to make a feature that enables players to send new decks for each round instead of having the same ones until the end? (I unverified the decks after rounds, but this didn't allow them to send new ones).

Also, I see that I can enable all rounds at once, but players can't play rounds in any order, they have to play the first round before the second, it would be perfect to let them start the pick and ban phase without following the order as they gonna play against everyone eventually.

PD: I set the W/D/L points to 3 1 0 but the wins gave them only 2 points and the losses 0.

Thank you for your time!
Click to expand...
Hello! Please see my answers below:
1) As of now, resolution of ties is connected to the type of the bracket - in Swiss ties never replayed, in Eliminations - always replayed. Adding more flexibility to these settings is in our backlog.
2) Don't want to say it's impossible, but it sounds rather complicated. Perfectly understand your specifics needs here, but can't promise we can make it happen anytime soon.
3) can you please link your tournament with W/D/L points bug here?
 
T

Tournament Platform Feedback & Bug Megathread

ThorSerpent

CD PROJEKT RED
#7
Aug 13, 2020
Handreader said:
Hi! Awesome work right here, but there is a single question, how do i edit a bracket as admin in crusial situations like disconects? As i understand i could change match result, but platform moves forward the guy who got win anyway and i could not edit it( It simply makes impossible to replay any disconection on the event( Look through screenshot below to understand what i am talking about)

View attachment 11055626
Click to expand...
Shouldn't work like this - manually editing match results should affect the bracket accordingly. We'll work on a fix. Thanks for the report!


NikolaienkoUA said:
So I just clicked on Organization in tournament and got to owners panel. I'm not owner of this organization but seems that I can manage it. (Didn't try it for obvious reasons? so maybe it's only visual, but at least I can see all admins).

P.S. contacted owner and tried adding myself to admins, but nothing happend, so it's really only visual.
@Burza46 @SlamaTwoFlags @ThorSerpent
Click to expand...
Thanks for the report, looks like a visual bug, indeed.
 
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Tournament Platform Feedback & Bug Megathread

ThorSerpent

CD PROJEKT RED
#2
Aug 13, 2020
I hope you will find this new tool useful for all your tournament needs!
We're aware of some minor bugs still present, hence the "Open Beta" status of this release. With your help and feedback, we hope to improve on the existing foundation and committed to supporting this project with updates and fixes as often as possible.
Pro tip: read this section to get an understanding of how this tool works, if your question isn't covered by that guide, feel free to drop it here!

GL HF!
 
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Dominika

Tournament Platform is now in Open Beta!

Dominika

CD PROJEKT RED
#1
Aug 13, 2020


If you are interested in organizing community tournaments or participating in one, we have just the thing for you: a separate website that was specifically created to provide the best experience to everyone interested in competitive GWENT. It is packed with the ability to create and playout tournaments for GWENT and has all the helpful tips and guides on how to use it!

Check it out for yourself: tournaments.playgwent.com/about

Please note that the Tournament Platform is launched as an Open Beta feature, which means that we are still working on it and it is limited to English for now. You can always submit your feedback, bug reports and new feature requests on the official forum right here.

Good luck!
 
Last edited: Aug 13, 2020
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Burza46

Tournament Platform Feedback & Bug Megathread

Burza46

CD PROJEKT RED
#1
Aug 10, 2020
Hello!

We've just launched the Open Beta for Tournament platform! Be sure to leave you feedback and report bugs ONLY in this thread!

Thank you!
 
Last edited: Aug 13, 2020
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RyanSchou

GWENT Champions: Demarcation

RyanSchou

CD PROJEKT RED
#1
Aug 7, 2020


by David "ImpetuousPanda" Nolskog​


​

”GWENT Champions” is a brand new series of articles that will offer a sneak peek into the life of the most accomplished GWENT players, highlighting what exactly it takes to finish a Pro Ladder season as the highest ranked player in the world. “GWENT Champions” will include a detailed look at the player’s background, an in-depth breakdown of their season success, and a glimpse into the player’s thoughts on the game and it’s future.​

As “Season of the Griffin” comes to an end, Sidong “Demarcation” Guo once again finds himself on top. This is no surprise to those who have been following his track record since his return to GWENT following the Homecoming launch, which includes three distinct first-place ladder finishes, and consistent top eight placements for every single season since then. Demarcation’s ladder dominance is crowned by a win at the inaugural tournament of Season 2, Gwent Open #1, ensuring his qualification to the Season’s finale, GWENT World Masters, in December. Despite the impressive accolades, Demarcation has only recently stepped into the spotlight following Homecoming’s release, but his story began long ago in Ningbo, a major chinese port city and industrial hub south of Shanghai.

A Calculated Upbringing

As Demarcation progressed with his high school education in China, he enrolled in an international curriculum that would later set him up for the possibility to study abroad. A few years later, that preparation led him 12,247 kms away from home, to Atlanta, Georgia, where he enrolled at Georgia Institute of Technology. Having just finished his junior year, he’s ready to follow in his father’s footsteps and tackle a major in Electrical Engineering, all while finding the time to dominate GWENT’s esports scene. That being said, Demarcation acknowledges the compatibility between the two, “I think my studies have helped me develop my mathematical skills in card games, it helps me calculate faster and I think I’m pretty good at mental math”.

Sidong’s experience with competitive card games started with Blizzard’s Hearthstone, which he played throughout the final years of his high school education, but the increasing amounts of variance added to the game disillusioned him. Gwent’s launch that year, alongside legendary esports figure Adrian “Lifecoach” Koy’s foray into the game, drew Demarcation in. “When my friends and I first heard about it, we decided to give it a shot, and we discovered GWENT is really just less RNG dependent than Hearthstone”. That feeling was short lived, as GWENT’s controversial midwinter update released and marked a long hiatus in Demarcation’s GWENT career, in part because it coincided with his high school graduation and having to make the tough transition to the United States in preparation for his college education.

Following GWENT’s major homecoming release, and more specifically the increased accessibility its iOS counterpart offered, Demarcation was hooked once again. “I found the game to be very good, there were a lot of new cards and new mechanics, and concepts like silver spies were gone which I think were a bit problematic looking back at older versions of GWENT. That being said, one thing I really liked about Open Beta Gwent is that it was really less draw dependent than it is now, which is a big factor affecting the tournament scene. Back then you could consistently draw through your entire deck, although at the same time I think it was much less enjoyable for the casual player, with deckbuilding limitations on the more enjoyable gold and silver cards. It’s hard to say which version of GWENT I liked more, I think they’re very different and hard to compare, although Homecoming made a lot of progress in fixing things like CA spies and red coin abuse. ” he said.

As Homecoming’s first competitive season began in November, Demarcation armed himself with nothing but his mobile phone and the desire to acquire the season’s cosmetic rewards for a top placement on the Pro Ladder. Unlike for most players, this chase for cosmetics astonishingly concluded with a second place finish on the global leaderboards on his debut season since his return, just behind Belgium’s Alessio1996. This could have served as a clear foreshadowing of the ladder dominance that was to come, but at first the magnitude of Demarcation’s initial success surprised him. “It was kind of shocking to me, but I figured maybe it was a sign that I should continue trying to compete at a high level again” he confesses...and compete he did, being the only player to consistently place among the top 8 players in the world since his debut return season, and winning nearly half of the seasons along the way.

GWENT Masters Season 2: A new format to qualify through

Although his competitive success at a season’s end soon became a guarantee, the continuation of GWENT’s esports circuit and it’s possible format was for many months clouded in an air of uncertainty. In late November, plans for GWENT Master’s second season were released, and they included a radically different competitive structure. The season would feature a shorter and much more structured length, the omission of Challenger tier tournaments, and a complete shift in qualifying paths for offline events; from a ladder centric top placement grind to a much more logical shift mixing together top ladder placements and online qualifier tournaments. “I think it’s a better system than the ladder grind system we had before. The ladder system is very consistent in letting the better ladder player qualify, but at the same time it doesn’t mean you’re a better tournament player. I think the current system does a better job of rewarding both skillsets, you need to do well on ladder to meet the top 16/64 cutoffs, and then perform well in a tournament setting. Also, with the older system we never usually saw many new faces, which is also a problem because I think nobody wants to see the very same players every tournament. I think there’s also less of a grind now, in the old system you had to play 1,000+ games per season to qualify, and now the average number of games required has gone down by quite a lot. Although ladder placements don’t directly reward spots for Open tournaments, there are still four spots that directly qualify you to World Masters through crown points so I think it’s very fair. That being said there is some amount of variance involved when facing a very long tournament against equally skilled opponents, but I still think skilled players will prevail, and it shows with players like Tailbot qualifying to every Open tournament this season.” he said.



GWENT Masters Season 2 format

In regards to the changes for Season 2, one of Poland’s star players in the past year, “Pajabol”, expressed some frustrations with the qualifying system in a recent interview with “Team Elder Blood”. He disliked that all qualifier spots were solely through tournament play and not rewarding enough for top ladder performers, and this sentiment may have been further exacerbated by his close-but-not-close-enough 15 hour tournament runs leaving him justifiably disappointed. When prompted to comment, Demarcation vehemently disagreed with returning to a version of the old system. “I think his reasoning is that he’s a very skilled and consistent ladder player, so he would much rather have ladder qualification spots for the Open and not just playing for the tournament qualifier spots which is really random. I also think I’m a decent ladder player, but I think if CDPR brought the old ladder qualification system back where the top ladder spots qualify then most of the pro players would really start grinding many more games and the ladder would not be that easy. I’m not going to pretend I would be able to win three of the past six seasons if there was a direct ladder qualification system. It would make the average number of games required to qualify increase by a lot and it would be just as frustrating if you finish third in the season and only the top two players qualify through ladder, the final day of games would be incredibly frustrating and stressful.” he explained. Demarcation provides some incredibly valuable insight and interesting points regarding the top player’s interactions with the pro ladder system, and the average number of games played by top competitors in a single month has certainly decreased with the new system. Outside of crown point rewards, there is less of an incentive for top players to continue pushing once they’re content with the cutoff bracket they are in(top 16/top 64), essentially making the MMR grind somewhat more lax and as Demarcation himself says, “easier”.

China’s Rise To The Top

Although China has always been a major region in GWENT, both in regards to its output of top competitors as well as it’s large portion of the total player base, since the beginning of Season 2 it has risen and surpassed even Poland when it comes to competitive success. Zehua “LpHanachan” Zhao and Lipao “Wangid1” Ni were the two major representatives all through Season 1, but with the start of this new era in GWENT esports, Demarcation has risen among his compatriots and proven to be one of China’s strongest players. Alongside Demarcation and Wangid1, Yuanfei “SuMo” Yang is another new name who managed to qualify to Open #1, where nearly half of the participants represented China. Among both Open #1 and Open #2, China had the highest representation among competitors, and also the most unique participants, beating out Poland. The chinese players didn’t just show up for participation awards though, with both Open #1 and Open #2 championships ending up in the hands of Demarcation and Wangid1 respectively, both punching their ticket to the World Masters tournament in December. Despite this success, both players continue to fire on all cylinders, having already secured qualification spots for Open #3 later this month.

China and it’s players have a unique experience in relation to GWENT, partly due to CDPR having to work alongside chinese publisher GAEA to adhere to the strict censorship laws that envelop China’s gaming industry. This also means Chinese players have the option to play in a closed circuit Chinese server, where there is a slightly different game experience due to censored cards, or access the Global servers if they’re living abroad. The former creates an entirely distinct experience when it comes to the metagame, as players have no influence from foreign players on ladder and the meta evolves differently compared to the global servers. Although there are no all-encompassing competitive teams similar to “Team Aretuza” or “Team Leviathan Gaming”, there exists a structured and multi-layered “Meta Snapshot” team that includes all major chinese players and content creators. The team creates frequent meta snapshots similar to those published in the west, although in this case it’s published on China’s Reddit equivalent “Iyingdi”, while also having specific departments for the translation of all english content, fostering relationships with western content teams and content creators, and the production and writing of the meta snapshots themselves. “We don’t really call ourselves a competitive team like Aretuza or TLG, but I think the chinese community inherently works together and operates like a team when it comes to playtesting and sharing thoughts about the meta. Earlier this year we created “Team Swallow”, mostly so we weren’t simply “Team China” when we entered Aretuza’s Spring Team Clash tournament, and it includes some of China’s best players. Despite Wangid not being a part of this team, I still discuss decks with him and playtest with him often, there’s a nationalistic comraderie and we all work together.” he explained.



Team Swallow's participants in the Aretuza Spring Team Clash (credit: Team Aretuza)

When it comes to streaming and content creation, chinese players stream on “Douyo” and “Huya” streaming websites, with pro players like Wangid1 and SuMo streaming fairly regularly and “garigari” being one of China’s most popular regular streamers on Douyo. Although the viewership numbers aren’t clear due to the use of a more confusing “interaction” metric over simple viewership as well as the widely-accepted inflation that occurs with chinese streaming websites. Demarcation believes the Chinese community has certainly grown a lot throughout homecoming’s release and the game has a lot of positive inertia with every new expansion.

Season of the Griffin

The launch of the season coincided with the launch of the Master Mirror expansion, which included a variety of new cards and archtypes to try, and a definitive shakeup to the metagame with incredibly impactful cards such as “Ethereal”, most “Echo” cards, and most of the “Evolve” cards. Despite the exciting changes, Demarcation was unsure if he would really try hard this season as he did not require the extra crown points, having already qualified for the World Masters tournament in December.

“I usually try hard if things go well for me at the beginning of the season, which it did initially, but then I had a really hard time playing syndicate. I played a ton of games with my favorite faction, but I didn’t really make much progress. It was especially difficult considering about 80% of players were playing Skellige, which was broken in the beginning of the season. Usually I would have to play about 30 games to get to 2,500 fMMR in each season, but this time I had to play around 50 with Northern Realms and Nilfgaard because I had such a hard time against SK. I think everyone was exploring a bit at the beginning of the season but no one was finding success with anything but SK, I think it was a bit of a mess for all players. Suddenly there was one day where I had a lot of success with syndicate, I managed to raise my fMMR to 2,550 and it became my strongest faction. Most players were saying that Syndicate was just bad but I really wanted to make it work. When I managed to get Syndicate to 2,600, I decided to take the season seriously and that way I wouldn’t get rusty.” he said.

“Nearing the end of the season, I was in a very close race with kams134, we were around 100 MMR ahead of the rest of the players and just constantly pushing each other higher and higher. There was a point where I managed to get all three factions(SK, NG, and NR) above 2,660 fMMR , but I couldn’t get Syndicate higher than 2,610. At this point I knew if I wasn’t able to get my fourth faction to around 2,650 I probably wouldn’t be able to win the season, although at this point I was still 50 MMR ahead of kams so there was still a chance I could win even with Syndicate in “dumpster MMR.” he laughs.

“In the last two days, I noticed that both second place “kams134” and third place “GraveshGravesh” had Monsters as their fourth faction, and I was really surprised as I had considered it a fifth faction. I saw they were playing the TLG tournament list, with Ethereal and the “Fruits of Ysigth” leader ability, and I started considering switching my fourth faction, although my Monsters fMMR was still close to the default 2,400. I decided to give it a shot and that night I managed to climb around 200 fMMR in 6 hours, with an 88% winrate and a 30-4 record, which got me to 2,646 Monsters fMMR, 36 more than Syndicate giving me my final score of 10,667 for the season. I was already around 100 MMR ahead of second place on the final day, and while I thought someone would try and out-push me, no one did, so I didn’t play at all the last day and instead watched players streaming their own top 16 pushes.” he said. Demarcation’s final climb playing Ethereal Monsters becomes even more impressive when you consider this is the first time in the past eight seasons that he decides to play Monsters and have it as his fourth faction when it comes to fMMR scores.



Demarcation's final fMMR scores

When it comes to deckbuilding, Demarcation admits it’s not what he’s known for. Instead, he thinks he really excels at refining and adapting a deck to a constantly evolving meta, especially the micro metagame that exists at the very top end of the ladder at the end of the season. When playing against such a small pool of extremely talented opponents, running a card-for-card copy of a popular netdeck is sometimes not enough, and teching in a few surprises goes a long way in pushing you over the top of your competitors. “At first I was just netdecking the original “Devotion NR” list, but then I played a cheeky card that is called Vandergrift, and I think it was an interesting inclusion. Towards the end of the season a lot of players started to netdeck me because the cheese and surprise factor worked very well. A lot of the times your opponent would spend all their removal early, and especially SK wasn’t running too much purify or at least no skilled player would keep purify against NR, so I could guarantee to have some carryover to resist the bleed in Round 2 better. When playing NG Formation, I teched in Alba Armored Cavalry, the five provision lock soldier, to counter Ethereal and I could even replay it with Ramon. That way I could play up to three locks in a single turn and counter Ethereal without having to play Lockdown as my leader” he said.

As for Demarcation’s usual methodology when it comes grinding the ladder and ensuring a top finish over the course of a month...it’s surprisingly normal. There doesn’t seem to be one secret trick that pro players don’t watch you to know, or the monthly invocation of a omnipotent Djinn that grants him perfect fMMR scores on the three factions of his choice(let’s be honest, he won’t have to waste a wish on his SK fMMR score). “I usually play in the morning when I get up, because I think it’s where my focus is best. I usually play for three or four hours every day, and if I made some decent progress that day then I stop playing for the rest of the day. If it’s the last week of the season then sometimes I’ll have to grind for much longer, but it depends on my position on the leaderboards and my fMMR scores. I usually don’t care too much about trying to play during a specific region’s most active time, but I can say that for me it’s a bit harder to queue at night because I’m in the U.S and at that time in Europe it’s 3 or 4 A.M.” he said.

Although his play pattern seems fairly standard, Demarcation’s results definitely are far from that. This month’s stellar ladder performance cements his position as one of the clear favorites for the World Masters Championship title later in the year, adding on to the two previous season wins this year. When it comes to tournament play, he’s also proven his diverse skill set with an inaugural win at Open #1 to kick off Season 2, and a more recent dive into the gruelling 2-day challenge that are the online qualifiers, coming out fairly unscathed with a guaranteed spot for Open #3 after defeating Aretuza’s “Unforgiven” in the loser’s bracket final.

What Lies Ahead

This new month of GWENT has a lot in store for Demarcation, with patch v7.1 coming online and “Season of the Draconid” well underway, there seems to be little chance for the star Chinese player to catch a break. With Open #3 looming in the horizon, Demarcation will have to ensure he continues to hone his understanding of the meta and his rapid mental math calculations if he wants to ensure a chance at a second championship against a very stacked field of players.

GWENTMaster Season 2’s dualistic hegemony enforced by China’s “Demarcation” and “Wangid1” and Poland’s “Tailbot” and “kams134” will be challenged by a diverse set of fresh faces and seasoned veterans. Wlastelin will work upon the strong showing Russia has already had this season, while “Danirai” and “Poisound” will look for a chance to prove their worth in their first ever official tournament participation, the latter also becoming the first ever South American player to make it to GWENT’s biggest stage. As for the eighth and final participant, fan favorite and GWENT veteran “theshaggynuts” is back. For those readers who just recently started following GWENT esports and may be wondering “Who is Shaggy?”, know that with his recent qualification to Open #3 he consolidates an incredible feat of having participated, and won, the very first GWENT Open #1 and exactly three years later attempting to do it all over again. He may not be a favorite this time around, but Shaggy is always more comfortable as an underdog. Tune in for Open #3 and watch the action unfold on August 29th and 30th right here!

 
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Burza46

Leader Ability play rates and win rates in Season of the Griffin

Burza46

CD PROJEKT RED
#1
Aug 7, 2020
Hello!
Season of the Griffin is long gone, but we haven't forgotten about the Leader Ability play rates and win rates! Like last time we have the data sorted by rank (see image below).

Season_Of_Griffin.png


You can also download the data in .xlsx format here.
 
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red_coshy

A GUIDE TO BUDGET DECKBUILDING

red_coshy

CD PROJEKT RED
#1
Aug 5, 2020
We would like to thank @Easha for yet another guide that we think will be extremely helpful for a lot of you.

----------------

Greetings fellow Gwenches and Gwentlemen.
My name is Easha Dustfeather, member of the Lodge of Sorceresses and co-author of the Glittering Girly Gwent Gaming blog. While I already wrote a guide on how to improve and play the pre-constructed Intro decks, this one will be about Budget deckbuilding: creating your first deck and the thrill of making things work with a limited card. It is meant for new players who want to try deckbuilding for the first time: Notably, it is not a guideline for creating the perfect competitive meta-breaking deck.

Special thanks to the wonderful Callonetta and SwanDive for editing the initial draft. It’s always a pleasure to work with you, ladies.


What is budget deckbuilding?​

The term describes the process of building a reasonably competitive deck with limited resources. It is less about what an optimised deck needs (this would be enough content for several other articles) and more about making things work with what you have. Once you have enough resources, you can always go for one of the fully optimised “meta” decks that are constantly played in ranked mode. But in the meantime, budget deckbuilding will help you create a decent deck to get your hands on more of these resources which is way stronger than the pre-built starter lists.

Last but not least: It is most likely your first self-made deck – something to be proud of. There’s no reason that creative deckbuilding should be limited only to those with full collections.

The different resources​

If you are new to the game, you have probably grabbed the starter decks and got familiar with the rules and mayor aspects of Gwent. Thanks to the tutorial and some practice rounds against other new players you have gathered a handful of kegs and some scraps as well. Maybe you even got some nice meteorite powder used for transmutating standard into premium cards.
Your resources are displayed in the upper right corner of your screen.
From left to right:
Ore, scraps, meteorite powder, card kegs.

Resources can be earned by playing the game - either through playing matches, or by reaching achievements and spending reward points. Card kegs and meteorite powder can also be purchased for real money.


Ore
Ore can be exchanged for kegs at a rate of 100 ore for one base or expansion keg in the shop. Faction-specific kegs can be found as part of a limited offer for 200 ore per keg. On a side note, because this is not relevant to deckbuilding: 150 Ore is needed to buy you an entrance ticket for Arena mode.


Scraps
Scraps be obtained not only as reward, but also from dismantling other cards (This is called milling cards in Gwent.)
Scraps are your most flexible resource, you can craft any card you want with them and do not have to rely on luck to get them from card kegs. Cards of higher rarity and value generally cost more scraps than cards of lower rarity and value. This flexibility makes scraps very valuable in deckbuilding.

Meteorite powder
Meteorite powder can be used to transmute standard cards into their animated premium variants. This resource is irrelevant to deckbuilding. It’s more about what cards you have, not about how pretty they are.

Card kegs
Card kegs are the booster packs of Gwent. Each keg contains five cards: you get the first four at once and get to choose the 5th card out of a selection of three. Each card in the one-out-of-three-choice is at least of rare quality. If you have reached prestige level 1, one card among the first four will be rare as well.


Before spending your resources​

Before you finally start investing your funds you have to make an important decision, so you can spend the resources in a correct way:

What factions do you want to play?

It’s important that you choose, not about which one you choose in particular. At the beginning, just choose the faction most appealing to you: what you enjoyed playing so far, the faction you like the artworks of, the one with the card backs of your favourite colour, etc. Once you have decided: Choose a second one! It’s always good to have a plan B available.

Spending your resources and building your first deck​

Step one: Start by opening your card kegs
The last three cards are particularly important because of the choice presented to you.

Choose depending on the following guidelines, ranked from most important to least important:

Go for cards you do not own yet. If there are multiple options, then;
Go for cards of your favourite faction. That’s probably the deck you want to build first, so get your cards together. If that still doesn’t lead to a selection, then;
Go for neutral cards. Neutral cards can be put in every deck and are thus very versatile. If no neutrals are available, then;
Go for cards of your plan B faction. Maybe you even get enough cards to build a deck for this faction as well after you completed your first one?

If you are unlucky and got none of the choices mentioned above or already have the cards you get offered: Choose premium cards of other factions or whatever you find the most appealing.
You also have the option to get faction specific kegs from the reward trees or the shop. If you want to focus on playing one single faction first, these are your best bet. Try to unlock the faction kegs in that faction’s reward tree in that case.

If you are completely unsure in some of your decisions, there is no shame in asking more experienced players for advice. Gwent’s communities like the official forum and Discord server are a great place to get advice.

Step two: Bring your cards together
Open the deck builder and choose any leader ability of your favourite faction. You can change it later by right-clicking on it, for now it just serves as placeholder. Set the filter on the right side to cards you own. Don’t be intimidated by the blank space of your deck list and all the cards you could potentially add. As trivial as it may seem, getting started is one of the hardest parts.

Now study the cards you have and look for synergies. Look for effects that contain the same keywords or phrases. The search bar is very helpful because you can use it to look for keywords. To use the Monster faction as example: Keywords like Consume or Deathwish appear on multiple cards and are searchable from the search bar. Also a card’s category can result in a synergy. You could for example make a deck containing lots of Elves or Dwarves or a deck full of Witchers as long as cards interact with those categories. A good example is Isengrim Faoiltiarna, who boosts all other Elf allies by 1 on deploy and boosts himself by 1 whenever you play another Elf.

Synergies often depend on those keywords so add every card that has this keyword in its text. The concept of keywords usually only refers to faction-specific cards. This is the core of your deck, your deck’s archetype.

Now go back to your ability and see if you can find one that would fit well into that archetype either because it has the same keyword or an effect that you consider a useful addition to your deck. Please bear in mind that abilities instead of costing provisions add a certain amount of provisions to the basic limit of 150. So keep both aspects of them in mind: The ability itself and how it synergizes with your deck as well as the provisions it adds.

You can also add a different Stratagem to your deck: If you got one from a keg you consider using it instead of the default Tactical Advantage if it has more synergy with your deck. As all non-default Stratagems are legendary cards which cost 800 scraps to craft so they should certainly not be crafted just for a budget deck.

Besides your main archetype (you can include a second one for a hybrid deck) it is even possible to run multiple of smaller keyword or category packages synergizing just with themselves.
Just don’t overdo it! If you include too many archetypes and packages, you risk not drawing all your necessary combo pieces. Some might even result in diminishing returns: Cards that destroy tall units should not be paired with cards that damage those units.

You can also include cards which don’t have a keyword in common, but have general usefulness such as locking an opponent’s card with Dorregaray of Vole (so called utility cards). Your other option opposed to this are tech cards (cards that target specific other cards or playstyles) A good example would be Squirrel versus decks that interact with graveyards

To fill remaining slots and add some versatility, use neutral cards. For now just add all you own or at least the ones you consider helpful.

After you have done this you are probably way beyond the provision cost restriction and have way more than 25 cards in your decks. Your deck cannot have a higher provision cost than 150 and the provisions added by your ability combined, or contain below 25 cards. Such a deck is unplayable and it will be marked as such by the game.

Step three: Remove cards
The total provision cost of 150 plus your ability’s extra provisions is a limit you are not allowed to exceed to keep your deck playable. You should still try to come as close as possible to this number because more expensive cards are usually stronger. Ideally, you will use precisely as many provisions as you leader allows you to include.

The deck size is way less restrictive and yet you usually want to use only 25 cards. This is because small decks have greater consistency. The odds of drawing a certain card in your deck is the highest if you run the minimum deck size, and decreases with the more cards you add. What use is a strong card if you do not draw it? In addition, running more than 25 cards also decreases the average provision cost of each card. To fit in more cards, each of them has to be cheaper provision-wise and is thus weaker. This is another reason why you should stay at the minimum deck size of 25 cards.


Advice on what you should/should not remove to get under the provisions cap:
Keep your deck’s core intact.
You can consider switching packages as a whole, but keeping each package more or less intact is mandatory for gaining an advantage of their inherent synergies. However, if you have plenty of effects in one package you can remove a few of them. To use the Monster faction’s Deathwish as an example: If you have enough other Deathwish units, you probably do not need both Rotfiend (4 damage to a random opponent) and Bridge Troll (Boost highest ally by 4).

Cut/Replace neutral cards.
Neutral cards are usually just an addition to your archetype and not the main part of your deck.
Check whether a faction-specific card is more effective than a neutral one: Plumard is a better version of Cutthroat due to its “Bonded” effect. Decks usually do not run many neutral cards, as the lack synergies.

Cut tech cards which do not support your deck’s core.
There are many nice-to-have tech options, but focus one only a few. You can keep a card with Lock to disrupt your opponent’s card effect, but running three locks without any synergy is most likely too much. A card to reset a unit like Spores can be worth it if every second deck you face plays many boost effects so you would get good value from your tech card. If you only encounter them once every a couple of dozens games, just remove such a card.

You cannot be prepared for every situation, so it is usually better not to weaken your deck with too many cards that are only situationally useful – instead, include cards that are useful in most situations and accept that you might not have the answer to an exotic strategy once in a while.

Overall, cut rigorously until you have only 25 cards left.

Step four: Playtest, playtest, playtest! – And adjust
It’s time to use your new deck in battle. Play a couple of rounds vs the AI or dare to play vs some other players to get familiar with your new deck. What works well, which cards do you barely use or even mulligan away almost every time? Get a feeling for the contribution of each card to your deck and don’t be afraid to get back to the deck builder to make adjustments. Your goal is to continue to refine your deck until it has a good chance of winning and you enjoy playing it.
When you get new cards from kegs don’t forget to check if they can improve one of your current decks.


About using scraps to refine your deck​
Scraps are the most valuable resource in deckbuilding thanks to their flexibility.

You can reset the filter in the deck builder so it displays unowned cards as well. If you think one of those cards would make a fine addition to your new deck, consider spending Scraps to craft it. Just remember that you need to remove other cards to make room for crafted ones. You should apply the same guidelines from opening kegs to crafting: First cards of your favourite faction, second neutrals and so on. It might be helpful to focus on some generally viable neutral cards here, as they can improve all of your factions decks with one single investment. Triss: Telekinesis in combination with the copy of Lacerate you already own is a notable example. Don’t be afraid to ask more experienced players before spending a large amount of scraps. It is definitely not mandatory for your first budget deck, but can drastically improve a deck and your collection.
Spend them wisely. As your first own budget deck is meant to get those resources in the first place, you should not to craft too many expensive cards for it. It might be better to save some resources for building a full-fledged deck from scratch later once you earned enough rewards with your own budget deck.

Conclusion​
Deckbuilding is one of the most challenging parts of Gwent, but muster some courage and give it a shot. There will be a lot of trial and error, but it will surely improve your knowledge of card interactions. Apart from that it feels good to create something on your own and make “your baby” work. Of course it is easier to just copy and learn another person’s deck, but I strongly advise trying it on your own as well – maybe you’ll be responsible for finding the next creative Gwent deck.
 
Last edited: Nov 18, 2020
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Dominika

Season of the Griffin Qualifiers

Dominika

CD PROJEKT RED
#1
Aug 4, 2020


This month, top GWENT players will battle it out for spots in Open #4 – the last Open tournament of Season 2, scheduled for October!

First Qualifier will take place on August 15th, and the Second Qualifier on August 22nd-23rd.

Players eligible to participate in the First Qualifier (TOP 16) of the Season of the Griffin:
  1. demarcation
  2. pajabol
  3. graveshgravesh
  4. kams134
  5. saber97
  6. tailbot
  7. gervantofriblia
  8. kolemoen
  9. andi99
  10. xcyberzz
  11. javis99
  12. wangid1
  13. akela114
  14. krysu
  15. mya-mon369ex
  16. ivan2610

Players eligible to participate in the Second Qualifier (TOP 64) of the Season of the Griffin – with the exception of two winners of the First Qualifier:
  1. demarcation
  2. pajabol
  3. graveshgravesh
  4. kams134
  5. saber97
  6. tailbot
  7. gervantofriblia
  8. kolemoen
  9. andi99
  10. xcyberzz
  11. javis99
  12. wangid1
  13. akela114
  14. krysu
  15. mya-mon369ex
  16. ivan2610
  17. bart933
  18. qnerr
  19. ericzjn
  20. legooha
  21. green-knight
  22. theshaggynuts
  23. magpie131
  24. 五花膘
  25. 幻影流年
  26. wlastelin
  27. acalajucha
  28. spyroza
  29. snow_socrates
  30. kar5555
  31. cintrianlion
  32. john丶sally
  33. 高尾山
  34. sindikkat
  35. frailcoast1
  36. rewka
  37. lerio2
  38. kyjpew
  39. 한쿡은조흔나라
  40. eltroco
  41. 苏墨
  42. shinmiri2
  43. poisound
  44. pumpkns_haircut
  45. m1ndgame
  46. _ravvar_
  47. agentcooper-
  48. spellingbee
  49. nik_r
  50. pawloex
  51. radu.andrada
  52. crozyr
  53. energiix
  54. ferdinator87
  55. cyper94
  56. 蓝天风暴
  57. dragonbl17
  58. leks72
  59. windave
  60. danirai
  61. lneverhood
  62. ningunosirve
  63. iluxa228
  64. hannuq
 
RyanSchou

Journey is Back: Join Ciri on the Path!

RyanSchou

CD PROJEKT RED
#1
Aug 4, 2020

PROGRESS
Every victory matters. Each round you play and win across GWENT’s standard, seasonal and Arena game modes will earn you Journey progress.

Receive a boost every day. Come back every day to receive a “Well Rested” bonus that will speed up your progression.

No boundaries. Continue your Journey progression beyond level 100 and receive extra rewards along the way!


UNLOCK
Rewards for everyone. Collect player avatars and Reward Points simply by playing — it’s free for all!

Get Ciri’s legendary neutral leader skin. Unlock it immediately after purchasing the Premium Pass.

Collect over 50 unique ornaments. Even more rewards are up for grabs with the Premium Pass!



CUSTOMIZE
Customize your Ciri. Level up in Journey to unlock more customization options for Ciri’s legendary leader skin: weapons, outfits, auras, and accessories.

Personalize your style. Expand your GWENT collection with brand new coin skins, animated avatars, and borders available as part of Journey’s second season.


WEEKLY UPDATES
An unfolding story. Check back weekly for a new chapter of Ciri’s story, detailing her adventures before the events of The Witcher 3: Wild Hunt.

New quests every week. Each chapter of Ciri’s story comes with its own set of quests which, upon completion, will boost your Journey progression.



Ready to begin your Journey? Find out more here.
 
Last edited: Aug 4, 2020
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Reactions: devivre, judgecsk, DRK3 and 1 other person
RyanSchou

Season of the Draconid is here!

RyanSchou

CD PROJEKT RED
#1
Aug 4, 2020


The new season has arrived on all platforms and with it the latest Update 7.1 and a brand new Journey! We've also tweaked the automill functionality, with 3 different options, and as always introduced multiple balance changes for existing cards and leader abilities.

This season will last until September 1st, 10:00 a.m. CEST.

Seasonal mode:

Both players have just 8 seconds to complete their turn and 15 seconds to complete the redrawing phrase.

Patch Notes: link
 
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RyanSchou

Update 7.1 Patchnotes

RyanSchou

CD PROJEKT RED
#1
Aug 3, 2020


Hey everyone!

Update 7.1 is coming to all platforms tomorrow, August 4th, together with a brand new Journey! We've also tweaked the automill functionality, with 3 different options, and as always introduced multiple balance changes for existing cards and leader abilities.
Changes:
  • Android-only: Removed unnecessary permissions about reading and writing external storage.
New Features:
The auto-milling feature now can be configured to work in one of three ways:

• Resource Focused - "Mill all extra copies of cards above the deck limit, with a preference to keep Premium versions of cards. Recommended for those looking to quickly obtain resources in order to craft more new cards."

• Standard - "Mill all copies that exceed the deck limit. Premium, as well as Standard versions, will be milled separately. "

• Premium Focused - "Keep extra copies above the deck limit in order to transmute them into Premium versions. Recommended for those who want to extend their Premium collection."

You can choose which setting you prefer through Milling Settings in the Deck Builder.


New Journey!

• Rewards - more rewards than before to unlock in standard and premium paths and also in achievements

• Progression - option to progress above level 100, where Journey quests and the daily boost will count, every level will grant 2RP

• New type of trinket - Aura

• Journey quest - now more comfortable to track with them visible on Outcome Screen and separated in Social Panel

• Story Panel - one story, each week in a separate page

Neutrals:
  • Ciri provision changed from 8 to 10. Ability changed to: Deploy: Damage 3 random enemy units by 1. When you lose a round, return Ciri to your hand.
Developer comment: Ciri's effect is quite unique and powerful, but her stats were always a bit of an issue, as giving her more base power makes her much harder to deal with. Now she will damage 3 random enemies on Deploy, leaving her base power vulnerable enough to match the impact her ability might have, but also allowing her to contribute to the score on her own, provided the round she is played in has been going for long enough.

  • Ciri: Nova power changed from 5 to 8. Provision changed from 11 to 9. Ability changed to: Deploy: if your starting deck does not have cards with provision cost 10 or more, gain: Resilience, Shield and Veil.
Developer comment: Ciri: Nova has been completely reworked to offer a new deck building challenge to those who wish to unlock her full power. While the statuses Nova gains can be removed all at once, she should still be quite a powerful play thanks to her high base power and potential benefits that Resilience gives you. She just won't be hanging out with any other Ciri cards and Imperial Diviners are more threatening to her than ever before.

  • Ciri: Dash provision changed from 9 to 10 and timer reduced from 5 to 4.
Developer comment: Ciri Dash will simply trigger a turn earlier now. Considering that an average bronze card can easily be expected to give players 6 points, she ends up being an engine with higher risk, but higher reward. Her provision cost was slightly increased both to match her potential power, as all Ciri cards are now a much more powerful way to try and seize card advantage.

  • Ceremonial Dagger ability changed to: Order: Give an enemy unit Bleeding (5).
Developer comment: Ceremonial Dagger has had it's damage replaced by 5 Bleed. Simply increasing the damage this Stratagem does would only end up breaking it, because reaching certain thresholds means the player going first would not only be able to set their engines first, but also easily control their opponent's engines. Bleeding is a compromise to keep the damage flavour while also making the Dagger on par with other Stratagems.

  • Crystal Skull ability changed to: Oder: Boost an allied unit by 4 and give it Veil.
Developer comment: Crystal Skull will now apply Veil instead of Purifying, keeping it's function as a stratagem that protects you from statuses. This change makes it more proactive and potentially saves the target from more than one status.

  • Primordial D'ao provision changed from 11 to 10. Ability changed to: Shield.
  • Master Mirror provision changed from 10 to 9.
  • Living Armor provision changed from 12 to 11.
Monsters:
  • Caranthir Ar-Feiniel power changed from 3 to 4. Ability changed to: Deploy: Spawn a 1-power base copy of a Monster unit from your hand on this row.
Developer comment: Caranthir Ar-Feiniel is just another card that ended up with an enormous pool of great targets and synergies, which grows with each expansion. Restricting his Deploy ability to Monster faction trims this list considerably, removing a handful of potentially toxic interactions and making space for more Neutral cards with powerful effects.

  • Ge'els provision changed from 10 to 8. Ability changed to: Deploy (Ranged): Play a Wild Hunt special card from your deck.
  • Imlerith power changed from 7 to 2. Provision changed from 12 to 10. Ability changed to: Deploy (Melee): Discard a Monster unit and boost self by its power, then draw a card.
  • Old Speartip: Asleep provision changed from 10 to 9. Ability changed to: Veil.
Skellige:
  • Harald an Craite ability changed to: Deploy: Play a bronze Warrior from your graveyard, give it Doomed and damage it by 2. At the start of round, while in hand or deck, transform.
  • Harald Warmonger ability changed to: Deploy: Play a bronze Warrior from your graveyard and give it Doomed. Devotion: At the start of round, while in hand or deck, transform.
  • Harald the Cripple ability changed to: Veil. Deploy: Play a bronze Warrior from your graveyard and give it Doomed. Whenever you play a Warrior, damage a random enemy unit by 1.
Developer comment: Tooltip only, change was in Hotfix

  • Second Wind provision bonus changed from 11 to 12. Ability changed to: Deploy: Play a Skellige unit with provision 9 or less from your graveyard.
Developer comment: Second Wind's ability to play Skellige cards from graveyard is now limited by target's provisions, making it harder to re-use Deploys of powerful cards that have already died a warrior's death. This change should surprise nobody after playing against Skellige lately. Second Wind in its current state absolutely requires a condition for its ability for other leaders to match it in power. Provisions are an easy enough solution to limit it's options without changing the ability completely.

  • Vabjorn power changed from 6 to 2. Provision changed from 9 to 8. Ability changed to: Deploy (Melee): Play a Raid card from your deck.
  • Dimun Pirate ability changed to: Deploy: Move the top card from your deck to your graveyard. Cancel the ability if you control a Ship.
Developer comment: You can now save the top card of your deck from Dimun Pirate by fulfilling a condition of playing any Ship first. This extra flexibility lets players decide when exactly they want to aggressively thin a card of the top.

  • Rupture effect changed to: At the end of owner's turn, damage this unit equal to its base power, then remove this status.
Developer comment: Rupture status will now damage it's target by base power instead of it's total power, which leaves more space to play around it and considerably lowers it's potential to just remove anything on the board.

  • Tyrggvi Tuirseach power changed from 4 to 5.
Developer comment: Tyrggvi Tuirseach has received a small Power increase to compensate for changes made to Rupture status.

  • Drummond Berserker's Berserk increased from 2 to 3.
Developer comment: Drummond Berserker will now transform when reaching 3 power instead of 2, putting his maximum value closer to a 5 provision card.
  • Added Druid category to Artis and Svalblod Priest.
  • Crow's Eye Rhizome provision changed from 5 to 4.
  • Svalblod Ravager power changed from 2 to 3.
  • Svalblod Priest provision changed from 6 to 5.
  • Drummond Villager's Bleeding duration reduced from 4 to 3.
Northern Realms:
  • Queen Adalia provision changed from 11 to 10. Ability changed to: Deploy: Spawn and play a base copy of a bronze Northern Realms unit from your hand, then give it a Shield.
Developer comment: Queen Adalia, similar to Caranthir, has seen her potential pool of targets grow with each expansion and reached a point where it is hard to continuously balance everything around her ability, thus it was restricted to Northern Realms only. Her Provision cost was lowered slightly as this removes one of the most powerful potential targets for her.

  • Vissegerd no longer has Formation.
Developer comment: Without exaggeration, Vissegerd has really been doing it all, acting as a finisher, far reaching removal, helping with damage set-up or even a charge engine if necessary. Removing Formation makes the upsides of playing him have at least a little bit of a downside, as his order is no longer bundled with Zeal.

  • Ves provsion changed from 8 to 7.
  • Cintrian Knight power changed from 2 to 3.
  • Cintrian Artificier power changed from 3 to 4.
  • Siege Support power changed from 3 to 4.
  • Mad Charge boost increased to 4 and Vitality increased to 3.
  • Added Soldier category to the following cards: Vissegerd, Reynard Odo, Kaedweni Cavalry and Kaedweni Knight.
  • Kaedweni Cavalry no longer has the Knight category.
Scoia'tael:
  • Mahakam Volunteers ability changed to: Deploy: If there is a Dwarf on this row, Summon all copies of this unit from your deck to this row.
  • Pyrotechnician now has 2 Armor.
Developer comment: Pyrotechnician has gotten better at finding cover and can now survive the explosion even if not wearing glorious Mahakam forged Armor.

  • Mahakam Guard power changed from 2 to 3.
  • Dwarven Agitator power changed from 2 to 3.
  • Vrihedd Saboteur provision changed from 5 to 4.
Developer comment: Dwarven Agitator and Vrihedd Saboteur are now on the same power level for their respective tribes.

Nilfgaard:
  • Impera Brigade provision changed from 6 to 5.
  • Fire Scorpion power changed from 3 to 4.
Syndicate:
  • Jacques de Aldersberg ability changed to: Profit 4. Tribute 4: Spawn 2 Flaming Rose Footmen in this row. Fee 1: Boost self by 1. Devotion: At the start of round, while in hand or deck, transform.
  • Jacques Grand Master ability changed to: Profit 4. Veil. Tribute 4: Spawn 2 Flaming Rose Footmen in this row. Fee 1: Boost self by 1. Whenever you play a Firesworn card, gain 1 Coin.
Developer comment: Jacques de Aldersberg now has the ability to turn coins into boost for himself after evolving once, opening new ways to use his profit and passive ability he gains as Grandmaster. It should make him much more versatile and offer more interesting decisions to make while playing the card.

  • Hidden Cache provision bonus changed from 15 to 14. Coins per round changed from 2 to 3.
Developer comment: Hidden Cache is coming back to its initial Profit per use, but with reduced provisions. This change should give it back some of its power without pushing it way out of line.

  • Kurt provision changed from 8 to 7. Removed Intimidate.
Developer comment: Kurt loses his Intimidate and gets 1 provision cheaper for it to eliminate the contradiction that is created by having a very reactive deploy effect that you want to be patient with coupled with a proactive keyword that you want to play as early as possible.

  • Swindle ability changed to: Profit 4-6 For each allied Crownsplitters, increase minimal amount by 1.
Developer comment: Swindle, as a Crime performed by Crownsplitters, will now always reach its maximum value with 2 of them around. It's maximum and minimum profit was also risen to make it more competitive with other bronze Crimes.

  • Halfling Safecracker ability changed to: Intimidate. Deploy: Boost self by 1 for each Crime in your hand.
Developer comment: Halfling Safecracker Instead of giving one coin on play will now benefit from all the Crimes in the player's hand through Intimidate, which should make it much easier to fit him in a deck that is planning to do some mischief.

  • Salamandra Assassin ability changed to: Intimidate. Order: Damage an enemy unit by 2.
Developer comment: Salamandra Assassin has lost both restrictions of his Order ability and now can hit his targets freely and from anywhere, making him much simpler to use with or without Bounty.

  • Witch Hunter Executioner provision changed from 6 to 5.
Developer comment: Witch Hunter Executioner is now cheaper to employ. Bounty has lost its lustre over time and with the introduction of Veil, it grows harder to make it work, so Witch hunters are lowering their prices to combat this crisis.

  • Professor provision changed from 12 to 11.
Developer comment: Professor is now cheaper to employ. Along provision cost reduction to Witch Hunter Executioner, the core cards that capitalise on bounty are now easier to fit in the deck with other tools

  • Tidecloak Hideaway power changed from 4 to 5.
Developer comment: Small increase in power to Tidecloak Hideaway makes it's worse case scenarios a little better so it is much safer to include in decks that already leaned towards Pirates.

  • Lieutenant von Herst Hoard reduced from 5 to 4.
  • Dies Irae provision changed from 10 to 9.
  • Mutant Killer Hoard reduced from 5 to 4.
  • Tidecloak Ransackers power changed from 2 to 3.
  • Casino Bouncers provision changed from 6 to 5.
Game fixes:
Android only: Game update size will be smaller and contain only changed data.


And this concludes the patch notes for Update 7.1. Catch you next time and enjoy your new Journey with ------- as the main character!

If you have any questions, make sure to stop by our Forum or Discord.
 
Last edited: Aug 4, 2020
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Reactions: devivre, Qzman, Dave0284 and 4 others
RyanSchou

GWENT Partners Open #2 line-up and info!

RyanSchou

CD PROJEKT RED
#1
Jul 28, 2020


Check out the full line-up of the upcoming GWENT Partners Open tournament!



You’ll be able to watch games from the players’ perspectives on their channels (list below), and on our official CD PROJEKT RED Twitch channel, where we will be hosting some of the games live.


For the duration of the tournament, we’ve also increased the chance for Twitch Drops so don’t miss out!


List of channels:
  • raydenovich -
  • Fuchsia-Briefs
  • Euerfeldi - https://www.twitch.tv/euerfeldi/
  • Babyjosus -
  • KyleBeardedGamer -
  • Parente_Ge -
  • Klays213 -
  • BeardyBog - https://www.twitch.tv/beardybog
  • ZigZakTH - https://www.twitch.tv/zigzak_guy
  • PiotrCNS - https://www.twitch.tv/piotrcns
  • Kondzio_Player - https://www.twitch.tv/kondzioplayerlive
  • _Dobermann_ - https://www.twitch.tv/dobermann_gwent
  • ThiagoBS1981 - http://www.twitch.tv/thiagobs1981
  • SadFury - https://www.twitch.tv/sadfury
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Casters for Top 16:
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Last edited: Jul 28, 2020
T

Upcoming changes for the next Journey

ThorSerpent

CD PROJEKT RED
#12
Jul 27, 2020
TommyAngelo75 said:
Hello

Thanks for taking time to explain the changes before they are live. It's really Great !

I have one little question : Are the new Contracts on top of the already existing ones (We had contracts for finishing both Standard and Premium Journey Pass that reward 20RP each if i recall correctly) or are they meant to replace the existing ones ?

Thanks
Click to expand...
New contracts mentioned in the post are on top of the old contracts for completing all quests from both free and premium tracks.
 
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