A buff to clear skies
I made a post about this after the KTS event and wanted to update it a week into the beta. I couldn't edit that post though so here I am. For anyone curious about the last post, visit http://forums.cdprojektred.com/foru...meritium-bomb-effect-removed-from-clear-skies.
Briefly I'd like to go into this by saying that I still believe clear skies is in need of a buff. I still feel like it will not be played due to the card not returning the buffs that you have put into your units over the course of a few turns. This inadvertently makes weather very powerful. I wouldn't want to see any mechanical changes to weather as long as clear skies was buffed to a more competent power level.
As of now, when I play monsters, I can use every single weather card as if it is a row specific, dimeritium bomb. This will either win me the game, or if they do have clear skies, will remove all of their buffs up until that point. The latter is powerful enough to where I usually don't even care if the weather stays up.
I know it has been mentioned that there will be more anti weather cards coming out but if nothing changes with clear skies then clear skies will forever be left in the dust.
In the last thread, many mentioned that it would be nice if weather play could return to the way it was in the original Witcher 3 (to my knowledge). The counter was made that it would be very complex for new players and would be hard to keep track of all the buffs and woundings on a board filled with units.
This was suggested in that thread: Its a weathermark system where when units are affected by weather, they have a separate value on their card. It may be clunky if there is a lot of units though. They could have the current, weather value on the card and upon viewing the card show its base value if weather was removed. There was a statement saying something like this was worked on but wasn't working correctly. I'm hoping more time can be put into it, the mechanics were there in the Witcher 3, its just a visual issue I'd imagine at this point.
Here is the table suggesting how it would work, from the member who posted it.
A solution (zkenpachiz):
Again, If weathermark looks clunky or is too congested with the other value so close then I suggest that it replaces the value spot (since it is the current value) and the base value (not to confuse with original) will be visible when you highlight the card.
I think this is fairly simplistic and would allow buff decks to adequately keep up with weather control. This will also make weather play more skillfull. As of now you can pretty much throw down as much weather as you want. With clear skies actually being a threat, you have to use weather more sparingly. You may have to use that fog sparingly if it happens to be your only one. You would have to start trying to bait out clear skies like we do when we try to bait out scorch. Since fog hasn't been dealt with, should I also throw this frost out there? How much do I want to put on the table for the clear skies to counter?
I'd prefer it this way. I wanted to update this post while we have this forum activity to get other members opinions. This is the simplest solution that I can think of without drastically changing the mechanics of how weather works. An indepth video tutorial on weather play wouldn't hurt new players, regardless of if this change happens or not.
I made a post about this after the KTS event and wanted to update it a week into the beta. I couldn't edit that post though so here I am. For anyone curious about the last post, visit http://forums.cdprojektred.com/foru...meritium-bomb-effect-removed-from-clear-skies.
Briefly I'd like to go into this by saying that I still believe clear skies is in need of a buff. I still feel like it will not be played due to the card not returning the buffs that you have put into your units over the course of a few turns. This inadvertently makes weather very powerful. I wouldn't want to see any mechanical changes to weather as long as clear skies was buffed to a more competent power level.
As of now, when I play monsters, I can use every single weather card as if it is a row specific, dimeritium bomb. This will either win me the game, or if they do have clear skies, will remove all of their buffs up until that point. The latter is powerful enough to where I usually don't even care if the weather stays up.
I know it has been mentioned that there will be more anti weather cards coming out but if nothing changes with clear skies then clear skies will forever be left in the dust.
In the last thread, many mentioned that it would be nice if weather play could return to the way it was in the original Witcher 3 (to my knowledge). The counter was made that it would be very complex for new players and would be hard to keep track of all the buffs and woundings on a board filled with units.
This was suggested in that thread: Its a weathermark system where when units are affected by weather, they have a separate value on their card. It may be clunky if there is a lot of units though. They could have the current, weather value on the card and upon viewing the card show its base value if weather was removed. There was a statement saying something like this was worked on but wasn't working correctly. I'm hoping more time can be put into it, the mechanics were there in the Witcher 3, its just a visual issue I'd imagine at this point.
Here is the table suggesting how it would work, from the member who posted it.
A solution (zkenpachiz):
Card Number | Weathermark | |
8 on the melee row | 8 | Doesn't apply |
The value is increased by 8 | 16 | Doesn't apply |
The value is decreased by 10 | 6 | Doesn't apply |
Frost is played setting its value to 1 | 6 | 1 |
The value is increased by 5 | 11 | 6 |
A horn is played doubling the value | 22 | 12 |
Clear Skies is played | 22 | Doesn't apply |
Again, If weathermark looks clunky or is too congested with the other value so close then I suggest that it replaces the value spot (since it is the current value) and the base value (not to confuse with original) will be visible when you highlight the card.
I think this is fairly simplistic and would allow buff decks to adequately keep up with weather control. This will also make weather play more skillfull. As of now you can pretty much throw down as much weather as you want. With clear skies actually being a threat, you have to use weather more sparingly. You may have to use that fog sparingly if it happens to be your only one. You would have to start trying to bait out clear skies like we do when we try to bait out scorch. Since fog hasn't been dealt with, should I also throw this frost out there? How much do I want to put on the table for the clear skies to counter?
I'd prefer it this way. I wanted to update this post while we have this forum activity to get other members opinions. This is the simplest solution that I can think of without drastically changing the mechanics of how weather works. An indepth video tutorial on weather play wouldn't hurt new players, regardless of if this change happens or not.