Season of Love is here + Update 8.2

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The Season of Love is here and brings a lot of changes to these love filled times.

It will last until March 2nd.



Seasonal Mode: Irresistible Attraction
Whenever you play a non-Spying unit, move a random enemy unit with the same power to the opposite side.



Update 8.2


Alzur's journey has come to an end, but a new one awaits. Prepare for the challenge and go questing with the powerful sorceress, Yennefer of Vengerberg!



Each week, you can unlock new rewards like leader skins, cardbacks, avatars and more - all connected to the violet-eyed mage. New achievements open up an opportunity to grab even more ornaments, by battling your opponents with your favourite outfits for Yennefer. This time the story will be mysterious as Yennefer herself. It will unravel in the dreams of Nimue, a talented seer. Each week will reveal a new vision about the story's progression.



Update 8.2 also brings extensive game balance changes, new fullscreen visual effects for Stratagems, and a round of fixes. You can read all the details below.



Changes


Neutral



Aguara: provision changed from 9 to 8.



Dancing Star: provision changed from 5 to 4.



Dimeritium Bomb: damage increased from 3 to 4.



Dorregarray: provision changed from 7 to 6.



Power changed from 5 to 6.



Maxii Van Dekkar: provision changed from 6 to 5.



Nivellen: provision changed from 8 to 6.



Red Haze: provision changed from 5 to 4.



Regis: power changed from 2 to 3.



Scorch: provision changed from 12 to 11.



Vaedermakar: power changed from 5 to 6.

Provision changed from 7 to 6.



Xavier Lemmens: provision changed from 8 to 6.

Ability changed to:

Zeal.

Order (Melee): Banish a card from opponent's graveyard.

Order (Ranged): Banish a card from your graveyard.

Cooldown: 1

Developer comment:

Interacting with opponent's graveyard can be very powerful in certain match ups. However, in many games Xavier Lemmens can be a card that doesn't offer anything valuable to the player, so naturally they would like to mulligan it. Since Xavier currently costs 8 provisions, it feels pretty bad to use a mulligan on such an expensive card. That's why we decided to make Xavier a cheaper and more accessible tech card, but also slightly less swingy and more interactive, so it gives the opponent a chance to react.



Yennefer of Vengerberg: provision changed from 11 to 10.



Yennefer: Conjurer: Added Zeal.

Provision changed from 10 to 9.



Monsters



Overwhelming Hunger charges changed from 3 to 2.

Provision bonus changed from 14 to 15.

Developer comment:

For a very long time Overwhelming Hunger was very high in the win rate charts - even when Monsters were considered the "weak" faction.

As a result, buffing old and adding new deathwish cards was always a risky decision, because those cards could be strong additions to an already strong deck. Additionally, Overwhelming Hunger makes the deathwish card completely uninteractive without any setup, which is also very restrictive for us. This was visible in the past, but became very apparent with Viy joining the card pool. We decided to lower the utility of this ability by removing 1 charge, but Ekimmaras are now 3 power (which should make some other Monsters card happy), so point value stays the same. This should make managing the consumes in Viy decks slightly more challenging.



Ekimmara power changed from 2 to 3.



Viy provision changed from 12 to 14.

Power changed from 8 to 7.



Bridge Troll: provision changed from 5 to 4.



Harpy: (Token spawned by Harpy Egg): power changed from 5 to 6.



Idr: provision changed from 8 to 7.



Katakan: power changed from 6 to 5

Developer comment:

Small adjustement to make Katakan drop on the board as 8 as he did so far - even though his power is reduced, he's still stronger overall - Thrive can be activated by 6 point units and Deathwish and Deploy are stronger.



Phooca: ability changed to:

Armor changed from 1 to 0.

Thrive 2.

Developer comment:

Old Phooca ability was meant to synergize with a card that didin't end up in the final version of Way of the Witcher. We decided to give it a try anyway, but since Phooca wasn't a very popular choice for your decks, we have a stronger version for you.



Rotfiend: power changed from 4 to 5.



Wild Hunt Hound provision changed from 5 to 4.



Skellige



Brokvar Hunter: ability is now tied to Ranged row.



Djenge Frett: power changed from 6 to 7.



Giant Boar: ranged ability can now target allies.

provision changed from 7 to 6



Haern Caduch: heal changed from 3 to 2.



Heymaey Flaminica: Power changed from 5 to 6.



Hym: provision changed from 8 to 7.



Lippy Gudmund: power changed from 4 to 3.

Provision changed from 10 to 11.

Developer comment:

Lippy decks received 2 extra provisions with buffs for Roach and Knickers - with this change, we are taking some of the power back.



Olaf: power changed from 8 to 10.



Northern Realms



Pincer Maneuver: provision bonus changed from 15 to 16.



Arch Griffin: power changed from 5 to 6.

Provision changed from 10 to 9.



Griffin Witcher Ranger: ability changed to:

Formation.

Deploy: Boost self by 1 for every unit on an enemy row.

Order: Transfer all boosts from self to an allied unit.



Margarita Laux-Antille: power changed from 5 to 6.

Provision changed from 7 to 6.



Reinforced Trebuchet: added Crew: Damage a random enemy unit by 1 instead.

Developer comment:

We decided to give small buffs for Reinforced Trebuchet and Alba Pikemen to make them more in line with new 5 provision engines.



Scoia'tael



Call of Harmony: provision bonus changed from 15 to 16.



Barclay Els: provision changed from 7 to 6.



Cat Witcher Saboteur: power changed from 3 to 4.



Cat Witcher: adrenaline changed from 4 to 3.



Ciaran Aep Easnillen: provision changed from 7 to 6.



Dana Meabdh: Power changed from 6 to 7.



Iorveth: power changed from 3 to 4.



Iorveth's Gambit: provision changed from 13 to 12.



Morenn: Provision changed from 7 to 6.



Novigradian Justice: ability changed to:

Play a bronze Dwarf or Crownspitter from your deck.

If you already control a Dwarf or Crownsplitter, also Spawn a Cleaver's Muscle on allied Melee row.

Developer comment:

Novigradian Justice became a midrange card that is put into every single Scoia'tael deck, and provides the player with big tempo play as well as double thinning. We would like this card to be a powerful tool for Dwarf/Crime based decks, and less so for other ones, therefore we added an additional condition that needs to be met to unlock the full ability.



Vernossiel's Commando: provision changed from 5 to 4.



Nilfgaard



Imprisonment: provision bonus changed from 15 to 16.



Alba Pikemen: added Bonded: Damage a random enemy unit by 1 instead.



Auckes: power changed from 5 to 6.



Provision changed from 7 to 6.



Experimental Remedy: provision changed from 6 to 5.



Viper Witcher Mentor: adrenaline changed from 2 to 3.



Vypper: provision changed from 9 to 8.



Syndicate



Collusion: provision changed from 11 to 10.



Failed Experiment: power changed from 9 to 10.



Fallen Rayla: adrenaline changed from 3 to 5.



Kurt: ability changed to:

Deploy (Melee): Place a Bounty on an enemy unit.

Deploy (Ranged): Purify a unit.

Provision changed from 7 to 6.

Power changed from 5 to 6.



Madame Luiza: added Tribute 3: Gain Zeal.

Developer comment:

We are removing some of the risk that comes with playing Luiza - now her ability can be activated immediately, as long as you are willing to pay for it.



Salamandra Abomination: adrenaline changed from 4 to 6.



Salamandra Lackey: ability changed to:

The first time you gain a Coin each turn, boost self by 1.

Developer comment:

A small adjustment that will make Lackey work with cards that generate Coins at the end of the round.



Salamandra Mage: ability changed to:

Tribute 4: Damage 3 adjacent enemy units by 2.

Whenever you pay a Tribute ability, gain 1 Coin.

Adrenaline 5: Gain 2 Coins instead.

Developer comment:

Salamandra Mage was a bit underwhelming on release, so we decided to improve it by making him always generate coins for Tributes, and generate even more coins on Adrenaline. Even if the Tributes costed 0!



New Features


Improvements (additional full screen effects) for visual effects when using orders of Stratagems



New Journey



  • New character - Meet Yennefer & Nimue - powerful mage & talented seer - learn more about those in weekly story updates
  • Rewards - a lot of rewards to unlock in standard and premium paths
  • Achievements - unlock even more ornaments by playing matches with your favourite outfits
  • New type of story - images drawn from Nimue dreams about Yennefers life






Game Fixes


Player can now click Order on Dol Dhu Lokke even when there are no units left in the deck.



Playing Syanna's Order into Matta Hu'uri will now correctly let you draw two cards.



Units that have Vitality/Bleeding and Veil at the same time will no longer be able to receive additional stacks for those statuses.
 
I didnt download The uptade yet, but you guys fix The problem with The leaders ícons in mobile?
 
I don't get why Viper Mentor needed a buff. It was a freaking automatic 11-13 for 6 already, but the adrenaline requirement was too strict? Really? Good ST changes though for the most part. Love that Iorveth buff :D
 
I am generally happy with the updates, but after weeks and weeks of discussion and complains going all in the same direction, the only nerf that Viy received is +2 provision cost and -1 starting power? Really?
 

zargez

Forum regular
This is it after two months? Ouch. While I'd prefer to say nothing when I have nothing good to say... Still, surely even these guys know that this is not a very good job. Nice changes on some of the more underwhelming cards at least.
 
I am generally happy with the updates, but after weeks and weeks of discussion and complains going all in the same direction, the only nerf that Viy received is +2 provision cost and -1 starting power? Really?
Well, since ppl usualy coonsume it 5-6 times, its a 5-6 points nerf.

Thats can be a lot of point
 
I love the changes to the neutral cards and the locks. It opens up more opportunities for a lot of new decks to emerge. I feel the balancing to Viy and Lippy are correct, good job.
 
I, for the most part, agree with the changes and the reasoning, even the change to Hunger is IMO good (even tho the timing is kind of bad). What i don't like is how they changed Viy, Lippy and Kurt. The absence of NR witchers, ST movement and NG Kolgrim decks nerfs is disappointing.

Kurt - why change his lock ability??? You should have changed his purify instead.
NG clog / brick archetipe - i think Viper Witcher and Coated Weapons should not work on tokens. Getting a bronze in R3 is already bad enough, getting a token is almost like loosing a card, and what is even worse - it's often random.
Kolgrim - another binary kill or loose card, the amount of points this card can generate in R3 is comparable to Viy, combine it with clog/mill and you can guarantee that your opponent will not be able to just out-point you. You could at least nerf it outside of Renew range.
NR witchers - this deck has way too many points (changes to lock might hurt it a bit, but we'll see). You don't have to change anything major about this deck, just take away a point or provision here and there.
Gezras - such a powerfull engine shoul be more vulnerable. Simple 1 point nerf will do the trick.
Lippy - this deck lost 3 points and 1 provision = absolutely nothing has changed. The main problems of Lippy - 100% consistency and insane (outright unfair on red coin) R1 tempo, stayed untouched.
Viy - seriously? You had so many options how to address this issue and you just had to pick the worst one. Give Viy devotion or tie him to consume, don't just mess with the numbers.
 
The buff on the viper witcher mentor is a complete mistake, a card that was already being used a lot and that usually ends up being worth much more than your provision without needing any setup.
Not to mention that it is part of a completely toxic archetype of cloggers.
I was very happy with Nerf in Viy, and in the lippy, but very disappointed with this buff in the mentor viper and the pumps. No units and cloggers are two horrible archetypes to play against, and they make matches extremely boring.
 

Guest 4416545

Guest
Hi,

I did not recieve my tittel of the season, and same thing happen last season but well i did not care of them since they were hella ugly.

So ye, i want my "White wolf" cdpr, please someone Tell me what to do :(.

And im kinda sure It must be a bug since i did not even get the one of enter pro rank.

Btw, sorry for misstopic but i cant create new one.

Btw 2: maybe i did not enter 200 rank so nothing of this Matter, in the position showed between my 4 Max faction (not the combined, the one on the middel of them Up in the screen) i was in by far, around 160, but in the ladder appear 230, so if someone know wich of them 2 i should be guided of would be nice to know.

Ty and sorry for my bad english.
 
Not to mention that it is part of a completely toxic archetype of cloggers.
I really started to think if there were ANY potentially competitve NG archetype that wasn't called "completely toxic" over these years... :think:

Nah, there were none.
 
I don't get why Viper Mentor needed a buff. It was a freaking automatic 11-13 for 6 already, but the adrenaline requirement was too strict? Really? Good ST changes though for the most part. Love that Iorveth buff :D
How is it automatic? I've had plenty of games where he was only four or five points or where meeting Adrenaline 2 was pretty hard without playing some important golds. But yeah, I think the normal Viper Witcher needs the buff more, Adrenaline 6 is kind of awkward sometimes.
 
How is it automatic? I've had plenty of games where he was only four or five points or where meeting Adrenaline 2 was pretty hard without playing some important golds. But yeah, I think the normal Viper Witcher needs the buff more, Adrenaline 6 is kind of awkward sometimes.

It's automatic, because the only time it's doesn't get value is when you either play it early, or your opponent has ALL of his high golds in hand, which the latter NEVER happens to me, especially against the deck that fills my deck with garbage, and the former is stupid. Hell, I've seen dudes play the Mentor at me on the second move and immediately after Cynthia, but that doesn't mean the card needs a buff lol. In my personal experience, the mentor plays for 11+ about 85 percent of the time. And who cares you have to play your "important" golds early if your last two cards in the round are 13-point bronzes?
 
No Reward Points at the end of theSeason of the Wild Hunt.
No Reward points at the end of the Season of the Wolf.

Do we get Reward Points at the end of the season? Or was this cancelled?
 
No Reward Points at the end of theSeason of the Wild Hunt.
No Reward points at the end of the Season of the Wolf.

Do we get Reward Points at the end of the season? Or was this cancelled?

Maybe the issue is with awarding stuff to Pro rank people since I see lots of complaints about missing titles as well?

I always get my 15 RP for finishing the season in the next tier down.
 
Maybe the issue is with awarding stuff to Pro rank people since I see lots of complaints about missing titles as well?

I always get my 15 RP for finishing the season in the next tier down.
I'm curious, because I seem to receive my 25-25 points after each season finish without any issues so far. Got it after Season of the Wolf too.

Are you perhaps playing from mobile?
 
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