On the whole, I think the outcome should not have been unexpected -- and incoherent mix changes that illustrate (and generally address) surface issues without deeper thought into long term game health.
NERFS
With two (maybe 3) exceptions, I support every nerf made. They fell on deserving cards and they will benefit Gwent. But to be fair, it is hard to miss with nerfs as so many cards deserve one. And on the whole, nerfs focused upon cards that generate too much value rather than the over-tuned cards that somewhat control them (e.g. Heatwave) and this is absolutely the essential order to fix the problems Gwent has. The exceptions (as I see it) starting with the worst:
- Bare Knuckle Brawler. This card has existed for a long time with absolutely no issues -- he only became an issue because of a broken Vice mechanic. And his existence at 4 provisions is pretty critical for a healthy SY faction. Other SY control is very limited outside of bounty archetypes (I don't want to see more of the likes of Freakshow) and balancing spenders with coins is a major challenge of SY and very few cards are flexible spenders able to productively spend either a few or multiple coins in a round. This change is also a major nerf to Eventide Plunder as it lost one of its three viable targets.
- Reaver Hunters. I would be the first to say this card needed fixing, and it absolutely deserves a nerf. But the change absolutely kills the card without justification. And the real problem was never with Hunters -- the problem is that 20 copies of hunters in a game becomes absolutely oppressive. The right solution was to nerf provisions of both Hunters AND the OP trash that allows repeated copying of cards that are OK in moderation. This change kills a mechanic that is intrinsically interesting (an engine that requires one copy of itself to function where both the engine and copy are vulnerable). Now we both lose an interesting card and we still have balance problems due to excessive copies of cards that are only balanced by limited numbers.
- Admiral Rompally. This nerf may be OK, but I never felt Rompally was a real issue (nerfing the likes of Thirsty Dames seems sufficient) and I always found Rompally very expensive for the value he directly contributes. Have I missed something?
BUFFS
Unfortunately, while I appreciate the nerfs, I cannot say the same about the buffs. About half of them went to cards that should be nerfed instead, and several promote absolutely horrible play. Given the huge number of cards that legitimately find no place for play (and desperately need buffs), I think players should have done much better. I don't think I can rank the awful buffs, but let me comment on them by category
Horrible Buffs
- Amphibious Assault. All echo cards are inherently destabilizing, and Amphibious Assault is amongst the worst. Excessive tutoring is a bane to creative and insightful play and boosting engines beyond reasonable removal distorts basic principles of sound deck design. Not to mention that what are already auto-include cards should almost never need a buff.
- Golden Compass. Compass was moved outside Golden Nekker range with good reason. Although I expect it will be nerfed back next patch, it is a waste of changes that could have been used to good effect elsewhere. And now we have to live with this monstrosity until the next patch (which can't come soon enough).
- Viy. Viy has legitimately been powercrept. But does anyone ever enjoy playing against a viable VIy deck? If there is one archetype we don't need, it is Viy. Moreover, this is not a measly one point -- it is one point per Viy use -- usually 6 or 7 total.
- Reaver Scout. I understand an attempt to offset the Reaver Hunter nerf, but players got this one backward. Scout was previously a problem (it's not just Hunters that become problems when excessively copied!); now it is worse.
Bad Buffs
- Saskia: Commander. Having some possibility of removal is important to limit powerful engines. Even though Saskia is awkward and ST is weak as a faction, this is not the way to fix either issue.
- Gezras. Admittedly Gezras is generally removed before he generates excessive value. But I strongly oppose ANY card that generates massive engine value as this leads to a distorted need for control which leads to uninteractive play. Remove or lose cards are not tolerable and should never be buffed.
- Braathens. Braathens is already one of two premier cards in assimilate decks. If assimilate really needs a buff (I don't think it does) that buff should be given to the more marginal cards (like Cup Bearer or Glynnis.
- Vigo. Vigo is another card that is widely used (he needs no buff to see extensive play). And he is a card that contributes to the excessive copying that is a blight on the game.
- Nithral. I don't think we need damage engines moved out or standard removal range.
- Black Rayla. As with Nithral, we don't need damage engines moved outside standard removal range.
- Siege. There is no justification for Siege being cheaper than ANY other scenario. And ALL scenarios already generate too much value. Every one of them needs a nerf. Boosts are inexcusable.
Disliked Buffs (may reflect my tastes rather than perceived problems)
- Unseen Elder. I like Unseen Elder, but it is one of the best vampires. While a buff won't hurt the game, I would much brefer the buffs go to cards that are generally less obviously useful (Regis: Higher Vampire, Protofleder, Gael, Garkain, Plumard, Bruxa, etc.)
- Roach. I don't appreciate the thinning cards (that is taste). But I also think there is good reason he was moved out of Golden Nekkar range -- and those reasons have not changed. He will exacerbate issues with Golden Compass being in Nekker range s well.
- Endrega Larva. Larva is a good card that doesn't need further buff. I would rather see a buff for the more marginal thrive cards.
- Novigrad. Although the three profit and order ability are lame for its provisions, the coin generation and carryover potential probably justifies Novigrad's initial cost. But I don't think changing it is at all broken either; I just think more meaningful buffs are easily found.
Questionable Buffs (May be good, but I have doubts)
- Ruehin. Ruehin is rarely utilized and has an interesting effect (consuming smallest unit other than self upon Ruehin's resurrection). But MO has too many cards whose deathwish is to return to the board -- it does not need another in active use. To me, issue is really whether Ruehin will be used in addition to Dettlaff and Succubus or will be used in place of one of these or even in situations where neither of these is wanted.
- Cleaver's Muscle. I wonder if players considered the effect on Cleaver (who becomes quite a dangerous card). I don't know how this will play out. Cleaver's Muscle also impacts Novigradian Justice, but I'm not concerned about that.
- Kaedweni Renenant. This is a significant buff that is quite binary (heavily dependent upon an opponent's deck). It especially punishes decks that play many low power units and limited control. I agree that the card was basically dead (pun intended); I'm not sure it shouldn't stay that way.
Most of the other buffs were blah, but there were two I want to mention as good.
- Vereena. Vereena is an interesting card that I believe was (and still is) over-priced.
- Pulling the Strings. This is an awkward card still unlikely to derive value without disproportionate sacrifices. It is interesting, but I still don't know whether it is worth the effort.
GENERAL OBSERVATIONS
Although no single nerf was really unjustified, I think NG was over-nerfed. Hopefully future patches will bring some new compensation to balance (rather than destroy) the faction. I don't care whether people hate NG -- having 6 viable factions is important. for the game's health. Having punishment for out-of -control engine value is also essential.
MO clearly came out on top this patch with no nerfs and 6 or 7 undeserved buffs. If it weren't for one really bad decision that virtually catapults SK to top of the meta, I would say monsters is now badly overtuned.
If buffs continue to focus on near meta-level cards, we will never see the dream of a Gwent with multiple, varied viable decks/archetypes.