As you are well aware the current state of the leader abilities is not very healthy as some are too weak or sometimes there is just better altarnetive. Here is my list of leader abilities that in my opinion could use a buff or a rework:
Monsters
16 provisions
Carapace: Boost an allied unit by 3 and give it a shield.
Charge: 2
This ability is obviously supposed to protect with engines therefore has nothing to do in monsters but in NR
I am aware that it can also help with dominance but as dominance engines are too weak and generally dont
need help this is not a valid argument for this leader to not at least getting a small buff.
16 provisions
Force of nature: Boost an allied unit in your hand by 8.
This leader is dated and too weak for the current meta. Another thing is that this leader might just be the most
boring thing in Gwent. The fact that it does not synergize with much does not help either.
Northern Realms
17 provisions
Stockpile: Give one charge to an allied unit.
Cooldown: 2
After the recent NR rework where they removed all cards that gave this leader reason to exist it has just
become a too weak and inconsistent leader ability since it requires cards to put charges in which in turn can be controlled. Oh and it wont give you much value all together either.
15 provisions
Vicious slash: Damage an enemy unit by 8
Deathblow: give adjacent units bleeding equal to any excess damage dealt.
This leader ability used to make sense back in the day when it had cards backing it up like Hubert rejk.
But these cards got reworked and the mass damage engine which this ability belonged to dissapeared.
This leader should have be nn reworked together with the rest of NR. Vicious slash has nothing to do in
NR so i think it should trade places with Carapace. This would work, just think about it........
Scoia`teal
16 Provisions
Invigorate: Boost all units in your hand by 1.
This leader needs to be able to target a few specific units in your hand as the leader ability forces you to exclude anything that is not a unit when building decks with it which is not very healthy.
How about this: Boost 3 units in your hand by 3? or 2? Just saying...........
Skellige
15 Provisions
Sacrificial vanguard: Discard a card then draw a card
On round start refresh this ability
Whenever you discard a card damage a random enemy unit by 1
This leader is way too weak, not enough value. Same thing with the discard cards. Too weak.
I dont want to see discard wither and die so CDPR i beg you please buff and show discard some love
with the next expansion......
16 provisions
Onslaught: damage an enemy unit by 1.
Cooldown: 2
Too weak and controlly. Not enough value, not very healthy.............
And that concludes my list of unplayable leader abilities. What do you think? lets discuss........
When i first made this list i guess it was too long and everything got twisted and crammed when i posted it. I then had to edit it a bit so if you notice any hiccups, forgive me.
Monsters
16 provisions
Carapace: Boost an allied unit by 3 and give it a shield.
Charge: 2
This ability is obviously supposed to protect with engines therefore has nothing to do in monsters but in NR
I am aware that it can also help with dominance but as dominance engines are too weak and generally dont
need help this is not a valid argument for this leader to not at least getting a small buff.
16 provisions
Force of nature: Boost an allied unit in your hand by 8.
This leader is dated and too weak for the current meta. Another thing is that this leader might just be the most
boring thing in Gwent. The fact that it does not synergize with much does not help either.
Northern Realms
17 provisions
Stockpile: Give one charge to an allied unit.
Cooldown: 2
After the recent NR rework where they removed all cards that gave this leader reason to exist it has just
become a too weak and inconsistent leader ability since it requires cards to put charges in which in turn can be controlled. Oh and it wont give you much value all together either.
15 provisions
Vicious slash: Damage an enemy unit by 8
Deathblow: give adjacent units bleeding equal to any excess damage dealt.
This leader ability used to make sense back in the day when it had cards backing it up like Hubert rejk.
But these cards got reworked and the mass damage engine which this ability belonged to dissapeared.
This leader should have be nn reworked together with the rest of NR. Vicious slash has nothing to do in
NR so i think it should trade places with Carapace. This would work, just think about it........
Scoia`teal
16 Provisions
Invigorate: Boost all units in your hand by 1.
This leader needs to be able to target a few specific units in your hand as the leader ability forces you to exclude anything that is not a unit when building decks with it which is not very healthy.
How about this: Boost 3 units in your hand by 3? or 2? Just saying...........
Skellige
15 Provisions
Sacrificial vanguard: Discard a card then draw a card
On round start refresh this ability
Whenever you discard a card damage a random enemy unit by 1
This leader is way too weak, not enough value. Same thing with the discard cards. Too weak.
I dont want to see discard wither and die so CDPR i beg you please buff and show discard some love
with the next expansion......
16 provisions
Onslaught: damage an enemy unit by 1.
Cooldown: 2
Too weak and controlly. Not enough value, not very healthy.............
And that concludes my list of unplayable leader abilities. What do you think? lets discuss........
Post automatically merged:
When i first made this list i guess it was too long and everything got twisted and crammed when i posted it. I then had to edit it a bit so if you notice any hiccups, forgive me.
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