Beat me to it.i dont wish the worst because its allready there.
I wait for improvments in consistency and gameplay.
The point is, consistency was the only thing Gwent did better than the competition. Without it there is literally no reason to play it over HS/Magic/etc.
And if player numbers keep sinking you can bet that they will change a whole lot of things back to what they used to be, including tutor cards en masse.
Seriousl, how much does CDPR pay you?That's not true at all. You've got a very fatalistic attitude toward the mechanics in this game. I've seen this attitude on so many card game forums. It happened with Duelyst, for example, which, by the way was always more consistent than GWENT. Every single turn you get to mulligan... MULTIPLE TIMES if you want, in addition to drawing more cards... MULTIPLE times if you're able.
Duelyst was flawed in such a way where Songhai would COMMONLY explode the enemy general from full health down to nothing on a single turn off of 3-4 card combos. And the try hard community loved it because of their willingness to exploit those combos against people who didn't enjoy playing that way. For the longest time Ventruivian just dominated everything, and they were fine with that because whenever the new ladder season came around they'd climb instantly up to S-Rank by spamming Vetruvian.
So when Duelyst devs actually FIXED the broken ass mechanics there was a mass exodus from all the players who thought that broken mechanics were good, only because the broken mechanics allowed them to go on 50 game winning streaks as they climbed up the ladder. Now, their winning percentage would only give them 10 game streaks instead, so they whined that the skill cap in teh game had been dropped substantially. But it hadn't. The skill cap had been INCREASED because the game became better balanced.
It's similir with this game. Homecoming adds so much nuance to what is possible at the deck building phase of the game. It does this by adding a risk of inconsistency when you overspecialize your deck in order to do one particular thing. THis is an INCREASE of skill cap. Not a roadblock to it. In GWENT today you are better off harboring multiple concepts and win conditions in any deck taht you make. And it's brilliant.
It's similir with this game. Homecoming adds so much nuance to what is possible at the deck building phase of the game. It does this by adding a risk of inconsistency when you overspecialize your deck in order to do one particular thing. THis is an INCREASE of skill cap. Not a roadblock to it. In GWENT today you are better off harboring multiple concepts and win conditions in any deck taht you make. And it's brilliant.
I think you might be taking the ideal scenario a bit too far here.
You're assuming the most powerful cards require the most specialization or setup, thus lead to the least consistency. This is not true. The most powerful and desirable cards are the way they are because they can far exceed their cost or offer some other benefit unavailable to "normal" cards. A few examples would be ridiculously high removal value, tempo and/or deck thinning. In other words, they're more efficient and/or superior to everything else.
It's also important to note many of these powerful cards cannot be dealt with when used as a finisher with last say. There are many cases where a R1 loss is close to a guaranteed game loss. Either because of the match-up or the card/card combo the other deck runs as a finisher. Throw in the various issues surrounding coin flip and it compounds the problem.
In terms of the provision system... Meh.... It's zero sum. It's highly restrictive because of it. The name of the game is to plop the strongest available cards into a deck, find the right balance of thinning/tutor tools so you can find them and drop in filler for the remainder. The filler either fits the deck concept/concepts or exists so you can remain below the provision limit.
Basically, there are busted mechanics in Gwent. Everyone flocks to the busted mechanics. This has been true of Gwent since CB. The difference between some of the older versions back in beta and HC is the odds of ending up completely screwed due to events completely outside the control of the player are higher.
Do you honestly believe what you say?Well I'm not asserting that the game has perfect card balance. I'm just saying that the MECHANICS create a space where deck building can become more diverse than in games like MTG that don't have a provision system and a 1x/2x card limit. I mean think about it. Instead of Banning cards. Wizards of the Coast could just increase the provision cost instead. Then depending on format, you can say, let's play with a 100 provision limit or a 200, or a 300. Whatever quality of cards you want to have in your format you can just do that. Some cards could even have a 1000 provision cost so that you can say let's have a tourney with 4300 provision limit - assuming most players would put 4 1,000 provision cards in such a deck while the rest of their deck would comprise the 300 provision limit. The provision system is BRILLIANT!! It fixes SO MANY CARD GAMES OUT THERE. You have to CDPR time to take full advantage of this insight they've had on card game mechanics.
I mean HS, instead of stupid Wild and Standard, you could just increase the provision cost of all the WILD or OP cards so that people can still use them, but they can't fill their deck up with them. I mean, let's say you want to keep playing Ragnoros, but in order to do that you have to lower the provision cost of the rest of your deck, so you might take out your board clears which should also have a higher provision cost jsut to fit rag into your deck. I mean so you can have your OP double Ragnoros mage, but it will cost you board clears. I would be fine with that. This provision system could be used to balance every single card game out there.
Respect to CDPR - and the playerbase here needs to recognize how great this system is.
The idea of provisions may sound great on paper, but in reality all it does is making deck bulding bland and restrictive.
Do you honestly believe what you say?
The provision system is a desperate attemt at introducing an additional balancing factor into the game. Gwent, by its design, needs those crutches, while other ccgs already have other "mechanics", as you call them, to balance out cards. The idea of provisions may sound great on paper, but in reality all it does is making deck bulding bland and restrictive.
Maybe it's not the playerbase that need to recognize something - it's you.
I don't only mean restrictive in the sense of "I can't put in all the most expensive cards", it's also restrictive in the sense of "I have to put in as few cards as possible". I miss good old 40 card FoltestPeople, not just you, keep pointing out that the provision system is making deck building more restrictive. Regardless of whether or not that's true, the provision system was never meant to fix that. Deck building in beta was already fine. The problem was balancing individual cards. Beta only had three tiers: bronze, silver and gold. With the provision system, there are as many tiers are there are numbers. This makes balancing easier, which also allows for expansions to be introduced without getting power creep.
As for the deck building becoming more restrictive, that's more psychological because everyone wants to put in the most expensive cards, resulting in having to include junk cards to offset the numbers. But that's a discussion for another time.
Not this PR again, balance was not hard in beta all they had to do was small nerfs to tier1 deck, and the powercreep apeared after they inflated broze value near gold value, like 15point vipers when philipa was 16, or 12point halfelf when geralt was 15PDeck building in beta was already fine. The problem was balancing individual cards. Beta only had three tiers: bronze, silver and gold. With the provision system, there are as many tiers are there are numbers. This makes balancing easier, which also allows for expansions to be introduced without getting power creep.
Respect to CDPR - and the playerbase here needs to recognize how great this system is.
[...] Right now [...] Right now [...] Right now [...] Right now [...]
Right now it's a pretty new concept as far as I'm aware and you've got to give CDPR the license to figure it out because as I see it, depending on how they handle the provision concept, the game's current method of mulligan and card draw could and probably should end up being revised at some point. Due to the fact that the value of a card will alter drastically depending on how provisions will ultimately be budgeted.
Yes, along with Eithnè, they just ruined almost all Elves. The most, most of the ST cards can achieve is Provision-1 (or row stack and get more value.. Trouviel, Dennis, that bronze dwarf who boosts himself for all other dwarves in another row, etc).The solution? Nerf Eithne into oblivion and virtually every single card it was using. The result? Everyone stopped playing it. In other words, an overreaction destroyed the concept. Furthermore, other ST builds got to soak up collateral damage because a single deck concept was oppressive.
There ar only 4-15 Provisions what makes it so restrictive. I dont have to take one bad card for a good one, i have to take 2 bad cards for one goodHaving 0 to 15 provisions
When perusing the forums, you will often find people passionately expressing their opinions, which may differ from yours. Regardless of these differences, please, keep the following basic rules in mind:
- always treat others with kindness and respect
- stay on topic
Having 0 to 15 provisions gives you a 6.7% increase in power for every point, if you assume a linear progression. In theory, this means that every card has a max power shift of 3.35% (half the gap), if everything is balanced perfectly. This percentage is already so small, there is no real point in increasing the number of provision "levels". Anyhow, I am starting to have some doubts about the seriousness of your suggestion.