After Playing the PTR for about 20 hours and messing around with a couple of different concepts and unique "archetypes", here's what I've found:
First Impressions:
-First of all, the coinflip solution seems rather lackluster. card advantage will still be card advantage, and oftentimes those extra 5 points will only accomplish anything when used to buff an engine card out of kill-range. The only reason why it isn't a problem at this moment is the exceedingly high amount of card draw, which brings me to my second point:
-Card draw should just be reverted to what it used to be. I have no problem with hand-size-limit to avoid dry passing, but 3 card draws per round result in the exact same problem we had before: 2 rounds that didn't matter and round 3 on even cards.
-Generally, the gameplay seems very simple, non-diverse and boring. A lot of concepts like strengthen, armor, reveal, drain or swap seem to have been removed, greatly inhibiting you from making interesting decks with unique win conditions. In addition, many cards don't have any real synergy or presence in decks, they just seem poorly thought out, are too theme-oriented (Bearmaster boosting beasts, Spotters "spotting" random enemy cards, etc.), or are just plain bad (Wolf Pack, Peasant Militia, Lyrian cavalry, Axeman, Nauzicaa Seargent). Wanting cards' abilities to reflect their name and image seems like a decent idea, but it just leads to losing track of card design and balance because you are too focused on how the card fits into a faction and not how it might work in a real deck.
-Many cards are just objectively too strong and can win games on their own if left to their own devices, Sihil being the worst offender of this as a neutral card, generating at least 20-30 value in a long round on a 6 point per card average. But there are also cards like the 3 Witchers, Royal Decree, Ruehin, Phoenix, Prince Stennis, Ge'els, Birna Bran, Cerys An Craite, Morkvarg, Ves, Arachas Behemoth or Freyas Blessing that just seem to fit in to most if not all of the faction's archetypes because of how much stronger they are than any other cards of equal provision cost (Admittedly, Royal Decree is a circumstancial necessity because of the lack of thinning and tutors)
Handstates are a big problem, for a number of reasons:
-Thinning and Tutors are still in the game, but seem to largely be in useless positions. Tutor cards are mostly 2 points of base value and have an impossible provision cost of 11-13 (Avallach: Sage, Triss: Telekinesis). Thinning cards like Marching Orders or ADC also seem unplayable due to the lowered base value of cards, making it impossible for them to consistenly tutor the card you want them tutor, aswell as their riddiculously high provision cost.
-Mulligans. Tying mulligan counts to leaders based on their power level is a terrible concept, since the most powerful leaders in Arachas Queen, Bran, Crach, or Voorhis will see play regardless of their mulligans, they simply require balancing in tems of their power level. But tying mulligans to the leader and setting it to a fixed number for the full course of the game is a very unhealthy concept, especially with how necessary mulligans are in a state of the game with no blacklist value and current deck design. Mulligans should be reverted to their pre-homecoming state.
-2 Bronze Copies. It won't work. It. Will. Not. Work. No matter how much you would like for it to, it won't. 2 bronze copies are a fundamental infringement on what makes Gwent Gwent. The reliably tutoring, thinning to 0, and proper bronze ratios for maximized blacklist value was what made Gwent the non-RNG, skill-based card game that it was. It required skill to know how to pilot the deck properly, reduce the deck size and keep track of one's win conditions and card advantage all at the same time to be able to win games. All these factors are now gone, which is largely because of the provision system and reduced maximum amount of bronze copies. Without 3 bronze copies, archetypes, well thought-out strategies and tutors can't exist, robbing Gwent of it's depth and complexity.
My Personal Final Remarks:
-Revert card draw.
-Revert the mulligan system.
-Bring back 3 bronze copies.
-Reduce provision costs for thinning and tutor cards to make them more competitive.
-Change the Coinflip-Fix-Artifact to 8 points
-Look at bronze cards in terms of balancing and numbers, especially cards with some sort of "Faction Identity", as they seem to be the weakest of all bronzes. Instead of identity, try making them fit into an archetype of spies, discard, consume etc. to help them find their place in their respective factions.
-Adjust tutoring cards for lower base powers (e.g. play a card with 1-3 strength from your deck for Marching order and 5 or 6+ strength for ADC)
-Shupe's tooltip is broken
-So is Sweers'
-Hefty Helge says Deploy even though it's Order
-Despite saying „Increase damage permanently,“ Sihil‘s damage is reset upon hitting the graveyard. I‘m not saying the damage increase should be permanent, but just change the tooltip to „for this round.“
God Bless, Much Love. Thanks for taking the time to read this CDPR.