8.3 Patch notes

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Well, i guess Lockdown is completely dead, if there was still any doubt.

I played it on day one of the update and it did quite well. Why? Because most players were afraid of the effect and used it R1 or R2, but the joke was on them... i actually wanted them do use their leader, to spawn the 2 agents because it was an agent deck for Fake Ciri finisher.

HOWEVER... now its absolutely impossible for Lockdown on high ranks, because 2 leader abilities that are dominating the meta completely screw Lockdown: Arachas and Lined Pockets. Why these 2? Since they have multiple charges, you can use your leader (of course if you go 2nd on R3, you likely wont get the chance), but never use that last charge, so their leader is efectively denying you only 1pt/charge.

Just did this as Lined Pockets (who is too good at abusing red coin and getting CA) to a poor lockdown player on ranked who was probably unaware of this filthy strategy and 2-0ed him, i even felt bad for the poor lad.
Agreed. The second I read the new Lockdown ability, I knew it would be complete garbage. Even if they did something truly crazy like buff the bonus provisions to +20 instead of the measly +13 it currently has, I still don't think it would see much play. It probably needs another redesign.
 

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Well, i guess Lockdown is completely dead, if there was still any doubt.

I played it on day one of the update and it did quite well. Why? Because most players were afraid of the effect and used it R1 or R2, but the joke was on them... i actually wanted them do use their leader, to spawn the 2 agents because it was an agent deck for Fake Ciri finisher.

HOWEVER... now its absolutely impossible for Lockdown on high ranks, because 2 leader abilities that are dominating the meta completely screw Lockdown: Arachas and Lined Pockets. Why these 2? Since they have multiple charges, you can use your leader (of course if you go 2nd on R3, you likely wont get the chance), but never use that last charge, so their leader is efectively denying you only 1pt/charge.

Just did this as Lined Pockets (who is too good at abusing red coin and getting CA) to a poor lockdown player on ranked who was probably unaware of this filthy strategy and 2-0ed him, i even felt bad for the poor lad.
So you actually want to blame other factions for people not playing lockdown? LOL that's hilarious. Why would anyone play lockdown when they get far more value using Anna with the other NG leaders...they now can copy your ability, there's little to no reason to want to lock it anymore. All the other leaders have more provision + Anna synergizes with those leaders, they basically offset her cost in exchange for lockdown. She's cheap and little to no risk since she activates on deploy...so there's your answer. 4 out of every 5 NG matchups will be running Anna, it's not a coincidence.

Option 1 - Lock leaders for 1 round
VS
Option 2 - Use your leader to disrupt while using the opponents to protect your own units and get a huge point swing.

I wonder which players will find more appealing. The lockdown "nerf" isn't a nerf when cards like that pretty much buff not just their deck but their leaders as well with far more flexibility.
 
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Well, i guess Lockdown is completely dead, if there was still any doubt.

I played it on day one of the update and it did quite well. Why? Because most players were afraid of the effect and used it R1 or R2, but the joke was on them... i actually wanted them do use their leader, to spawn the 2 agents because it was an agent deck for Fake Ciri finisher.

HOWEVER... now its absolutely impossible for Lockdown on high ranks, because 2 leader abilities that are dominating the meta completely screw Lockdown: Arachas and Lined Pockets. Why these 2? Since they have multiple charges, you can use your leader (of course if you go 2nd on R3, you likely wont get the chance), but never use that last charge, so their leader is efectively denying you only 1pt/charge.

Just did this as Lined Pockets (who is too good at abusing red coin and getting CA) to a poor lockdown player on ranked who was probably unaware of this filthy strategy and 2-0ed him, i even felt bad for the poor lad.
Yes, this was a day 1 tactic against Lockdown after the change. I exclusively played Lined Pockets and Arachas just to see the overall frustration as the opponent realizes how it's going to play out :)
I stand by my earlier opinion that Lockdown needs to have it's provision limit raised to ~15-16.
 
The over-buff on the Tunnel Drill is absolutely stupendous!
SY Crownsplitters needs this buff. This deck is competitive but not oppressive like pre nerf SK warriors. We'll see SY winrate at the end of this season to judge the effect of the buff.
 
SY Crownsplitters needs this buff. This deck is competitive but not oppressive like pre nerf SK warriors. We'll see SY winrate at the end of this season to judge the effect of the buff.

Well actually, I really appreciate to decrease the fee of tunnel drill. Otherwise the card would be not at all playable. What might be reasonable might be a provision increase or less body.
 
Well actually, I really appreciate to decrease the fee of tunnel drill. Otherwise the card would be not at all playable. What might be reasonable might be a provision increase or less body.
Or both, if Drill goes up 1 provision and 1 base strength gets transformed into 1 armor that should be on the level of Freakshow and fine.
 
Or both, if Drill goes up 1 provision and 1 base strength gets transformed into 1 armor that should be on the level of Freakshow and fine.
Although that would make it almost identical to the Freakshow card, only with a higher potential payoff vs more setup. Not a good design idea in my opinion. Even now, I see these two cards highly identical in effect.
 
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Although that would make it almost identical to the Freakshow card, only with a higher potential payoff vs more setup. Not a good design idea in my opinion. Even now, I see these two cards highly identical in effect.
Although there is not much reason for it to be almost strictly better.
 
Although that would make it almost identical to the Freakshow card, only with a higher potential payoff vs more setup. Not a good design idea in my opinion. Even now, I see these two cards highly identical in effect.

Well would not argue that it´s strictly better. What SY needs are cards which bring more value than coins.

Currently they have Philippa (2+ per coin but you need a target), Cleaver (5 value for 4 coins), Igor the Hook (but you need a valuable target as townfolk), Gellert Bleinheim (2 for 1 but poison exposure or benefit), Casino Bouncers (4 for 1 plus deck thinning) and Sea Jackal (3for 2 if hoard trigger).

Comparing him with freakshow shows that Tunnel Drill appears to be better (higher body, lower provision, no melee exposure, more conditional damage). But for Freakshow the floor is 2 and for tunnel drill its 1.
I would adjust tunnel drill accordingly:

Tunnel Drill
body 4, armour 1, provision 7
Profit 1.
Fee 2 (Melee): Damage an enemy unit by 1.
Increase damage by 1 for each adjacent Crownsplitter.
At the end of the round move to Ranged if there are less than 2 crownsplitters on Melee.
Fee 2 (Ranged): Move to Melee and gain 2 coins if there are 2 or more crownsplitters on Melee and gain 2 armour if there are more than 2 crownsplitters on Ranged.
 
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SY Crownsplitters needs this buff. This deck is competitive but not oppressive like pre nerf SK warriors. We'll see SY winrate at the end of this season to judge the effect of the buff.
a single card wiping your entire board in one turn is oppressive. it essentially has the same effect as Eist in terms of point swing. it needs to at least be row locked
 
[...] it essentially has the same effect as Eist in terms of point swing. it needs to at least be row locked
A row lock should be justified with the comparison to Freakshow and the fact that turning something like this off with movement should be possible.

Similar pointwise to Eist ? Not even remotely, the only way to reach that conclusion is if you fail to even remotely properly evaluate spenders.
Eist is a 17 for 11/15 without Bloodthirst (but BoG) and with Bloodthirst a 27 for 11/17 (with BoG), that is on the level of a Scenario, which would be instantly triggered.
In the above scenario the points for BoG itself are not counted and the second provision number occurs from counting the provisions above 4 from Jutta and Greatsword as additional cost.
By this estimation Eist is completely overpowered and may be the least balance card we ever had in the game, only balanced out by being specifically countered by the entire meta and thus not elevating Warriors above the spot where Lined Pockets currently is.

Tunnel Drill is a 5 + 1 from profit (if you want to be specific you can say 1.5) and each time you spend (if you have 2 adjacent Crownsplitters) you get 1 additional point.
So Tunnel Drill is a 6.5 + the number of times you shoot for 6.
By usual estimations that would actually be underpowered, only that the way these points are distributed and the potential for spending coins this way are very significant.

The comparison to Eist in terms of points thus lacks any proper justification, unless you want to criticize spenders in general and would like to argue the point of some saying Sea Jackal should be nerfed for "being a 20+ for 4".
 
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No way tunel drill should be changed.

He is 6 for 6 and a spender. If you have setup right he spend 1,5 for 1. If you dont have setup he could be a 1 for 1 (one crowsplitter at his side) or 0,5 for 1.

For example, seajacal its a 4 for 4, which can spend 1,5 for 1 or 1 for 1.

We cant forget the coins are valuable and 1 coin, almost all the time, its equal a 1 point. For example If you use all you leaders charges you will get 9 damage points, almost all the leaders give that same value, speacialy when combined with one or two cards.

For the last, if they encrease his provision cost, so the devs should change to always do 2 damage and if have 2 crownsplitters give 3 damage
 

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A row lock should be justified with the comparison to Freakshow and the fact that turning something like this off with movement should be possible.

Similar pointwise to Eist ? Not even remotely, the only way to reach that conclusion is if you fail to even remotely properly evaluate spenders.
Eist is a 17 for 11/15 without Bloodthirst (but BoG) and with Bloodthirst a 27 for 11/17 (with BoG), that is on the level of a Scenario, which would be instantly triggered.
In the above scenario the points for BoG itself are not counted and the second provision number occurs from counting the provisions above 4 from Jutta and Greatsword as additional cost.
By this estimation Eist is completely overpowered and may be the least balance card we ever had in the game, only balanced out by being specifically countered by the entire meta and thus not elevating Warriors above the spot where Lined Pockets currently is.

Tunnel Drill is a 5 + 1 from profit (if you want to be specific you can say 1.5) and each time you spend (if you have 2 adjacent Crownsplitters) you get 1 additional point.
So Tunnel Drill is a 6.5 + the number of times you shoot for 6.
By usual estimations that would actually be underpowered, only that the way these points are distributed and the potential for spending coins this way are very significant.

The comparison to Eist in terms of points thus lacks any proper justification, unless you want to criticize spenders in general and would like to argue the point of some saying Sea Jackal should be nerfed for "being a 20+ for 4".
On it's own yes but none of these cards can be assessed without context. Eist only plays for huge value IF used with the proper leader and or IF you have damaged units...Drill reaches maximum potential using crime cards to fill their purse while they remove everything on the board. None of these conditions are difficult to meet and there's no way to prevent your opponent from obtaining coins unless you put noting on the board. I have no idea how you came to have drill at 6.5 as if the spending somehow negates his point potential so I'll leave it at that.
 
On it's own yes but none of these cards can be assessed without context. Eist only plays for huge value IF used with the proper leader and or IF you have damaged units...Drill reaches maximum potential using crime cards to fill their purse while they remove everything on the board. None of these conditions are difficult to meet and there's no way to prevent your opponent from obtaining coins unless you put noting on the board. I have no idea how you came to have drill at 6.5 as if the spending somehow negates his point potential so I'll leave it at that.
Yes Eist requires a special leader, however the value of Eist himself still depends only on himself and as such it is ludicrously high.
The flaw in your argument is that you are putting conditions on the same note as actual cards (in this case crimes).
Of course conditions have to be considered, however even then conditions are not worth points and conditions on Eist are different from attributing the coins from crimes to the value of Tunnel Drill, which would be the only valid comparison.

6.5 comes from the 5 point body + the one coin (which can be spend with the ration 3:2), so the coin is worth up to 1.5 and as such it is up to 6.5 on deploy and then gains up to 1 additional point each time you spend.
Also above I stated the value of Tunnel Drill to be [6.5 + x] for 6, where x is the number of times one spends (if Drill is surrounded by 2 Crownsplitters).
However if you attribute 3 points to Drill each time you spend (within a Crownsplitter pocket) you suddenly start counting the value from other cards (namely the coins they generate) as value by Drill.
With the above logic Pickpocket would be a 0 for 7.
 
Kolgrim is still not OK. And yes, im specially pissed off after losing twice in a row against such decks, one mill the other clog.
GIving it less adrenaline doesnt matter, these toxic players commit everything R1, leader and go a card down, and then if you dont have an answer, they do 10-12 pts every turn, so it doesnt matter if you have 2 or 20 extra cards, since you wont be able to keep up.

The worst part is I DID have f---ing counters to Kolgrim, im changing my deck specially to avoid losing against these [...], do you know what happened against the first guy?

He milled 4 of my cards: my elf scenario and my Eldain (so my two strongest cards), but also my lock and my artefact compression (the 2 counters to Kolgrim BS).

R1 i know im not supposed to pass vs Mill, but i passed on 3 cards and was so far ahead. He used leader (Doublecross) and had to use all other 3 cards, and it TIED! So i went to final R2 with 6 cards and full leader, vs his 3 cards no leader. I actually played the pinging trap the turn he was gonna use Kolgrim, but because he played it through oneiro, the pings happened before, and Kolgrim sticked and he won. I cant remember a more disgusting moment ive had for a while, and ive had plenty of competition with so much playing ranked lately.

I think Kolgrim needs at least to be row locked. If Damien and Stefan got that treatment, and they cant get anywhere near the value of Kolgrim, then that stupid witcher must have more conditions too.

PS - nobody ask for Yrden reworks and nerfs while f***ing Kolgrim and Viy still exist in this state.
 
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Carapace: Veil status will now only be granted if the target is a Monster unit.
I admit I didn't appreciate the importance and positivity behind this change at the moment but now I do and I just wish to say I support this change lol.
Now IF ONLY we could have Patricidal Fury nerfed so it doesn't give an instant bloodthirst 3, cause in addition to clogging my row (with 3 units, imagine 3 NG spies clog) it also instantly enables the "click to destroy" effect of Champion's Charge which is too strong, how the hell is this 15 provisions?? :eek: should be 13 at this power level. Meanwhile poor Rage of the Sea sit's in a dark corner not being played. xd
 

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I admit I didn't appreciate the importance and positivity behind this change at the moment but now I do and I just wish to say I support this change lol.
Now IF ONLY we could have Patricidal Fury nerfed so it doesn't give an instant bloodthirst 3, cause in addition to clogging my row (with 3 units, imagine 3 NG spies clog) it also instantly enables the "click to destroy" effect of Champion's Charge which is too strong, how the hell is this 15 provisions?? :eek: should be 13 at this power level. Meanwhile poor Rage of the Sea sit's in a dark corner not being played. xd
Rage of the sea is not weak. Too many people are confusing weakness with not being OP. SK players moved to other leaders because those are overtuned not because Rage of the sea is weak. If anything it's the most balanced leader they have. It was OP not long ago until they nerfed greatsword and then WOTW arrived with a new slew of broken cards and it so happened that they have better synergy with other Leaders. What they need to do is fix the Eist interaction and the overtuned SK witchers.
 
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Rage of the sea is not weak. Too many people are confusing weakness with not being OP. SK players moved to other leaders because they are overtuned not because Rage of the sea is weak. If anything it's the most balanced leader they have. It was overtuned not long ago until they nerfed greatsword and then WOTW arrived. What they need to do is fix the Eist interaction and and the overtuned SK witchers.
You are right... It is a 12 point leader after all, that's why it's like this. But still it's synergy potential is a lot weaker then what the overtuned Patricidal Fury and soon Reckless Flurry are or will be able to do. It's not instantly giving you Bthrst3 or removing units. I hope they do something about this.
 
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