the same people that say "if you don't like it don't play it" have a problem with people mentioning how Beta Gwent was the far superior product and gaming experience.
It's not as black and white as this. People talk about beta like it was one stage, one version, while beta had many iterations with lots of changes. And nowhere during this time was the game ready for continued competitive play (even though CDPR did try).
The most straightforward (and shortest) statement one could make about Gwent is that, in (early) beta, the game was more faithful to the original game and paid its price by stagnation. Even for that moment in time, when the game could have been solid, it was not build to last, not for a competitive CCG, at least.
A trading card game is always evolving, the moment it stops is the moment the game will wither. This actually isn't a big deal for singleplayer games because they are not made to keep you playing, but it's different for online games, which require an active player base. Gwent Beta could have been turned into a decent Living Card Game, which you can play with friends or offline against the AI. However, for continued (competitive) online play, the game requires an ever-evolving meta and the best way to achieve that is by releasing expansion packs. This is something which would have been far more difficult with Gwent before Homecoming.
Most people forgot about this and just look at the best of times. People tend to focus on one aspect of an experience, which either makes it a fond memory or a painful one. As time passes, that aspect gets reinforced, while everything surrounding it gets muddled; nostalgia googles as it's usually called when speaking about positive things. This is
worsened made more complicated by the fact that Gwent is based on the beloved mini-game in the Witcher, which could not be properly converted into a competitive online CCG, as mentioned above, not without changing (too) much of the original game.
So, Gwent beta was better? Sure, people can hold that opinion. They have fond memories, but I do would like to refresh their memories regarding some of the... issues:
- Complete cookie cutter archetypes with little to no variance, like NG Alchemy and SK Craiteswords [and a few nasty ones:]
- Nekker Consume
- NG Handbuff
- Resilience Dwarfs (when buffs persisted between rounds)
- Casino Dwarfs
- Too much thinning, which also broke the design space
- Faction passives (cool, but unbalanced and not good for the design space)
- Coin flip with unfair advantage because of tempo plays [made worse by:]
- CA Spies (also Brouver + Cleaver) [and:]
- Wardancer
[Going back further to early beta:]
- Chaining mechanism, most noteworthy, Shani which was usually an instant win in a short round 3
- Weather archetype
- Monster Consume (before the row limit with 200 units on the board)
- Henselt's Golden Army
That's enough for now.