Balance Suggestions

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Balance Suggestions

This thread contains balance suggestions & changes for all factions and some game mechanics.
Please note the following key things in this thread:

- The suggestions shouldn't be seen as a package but mostly as seperate ones.
- Some suggestions (can be) (are) related to eachother.
- Some suggestions are preventive meaning they are no problem right now but can be in the future.
- The startpost containing the suggestions is continuously updated.
- The last couple of seasons I've played NG a lot so the huge list with suggestions for this faction has turned into a redesign.
- The above point can be interpreted as biasedness but thats not what I'm after so don't take it personal.
- The goal of this thread is to make Gwent a better game for everyone.
- Discussing suggestions or sharing your own thoughts about them are very welcome.
- Please be constructive in your comments/opinions, it requires a bit more time but it can ultimately lead to better quality suggestions.


The suggestions:




Nilfgaard
''Soldiers''
Tibor Eggebracht, this card lacks value if you can't empty your opponents deck.
  • Change him to a 8 strength duel card with 2 options:
  • 1 Command a soldier to duel a unit on the opposite row
    2 Duel a unit on the opposite row with Tibor himself
Standard bearer, this card has some bugs but has great potential to build decks around.
  • When you reveal a Daerlan Soldier you won't get the boost option, like to see this fixed.
  • Just 1x boost when playing Alba pikemen & Slaves infantry while you basically play 3 soldiers.
    Let it boost every soldier played in a turn exclude doomed soldiers.
  • It would be nice if officers also get the soldier tag or improve abilities on certain units on the battlefield.
Deithwen arbalest, never seen this card played I think this card will be useful in a Nilfgaard Soldier deck.
  • Set bonus damage (back) to officer in hand instead of spying unit, spydeck already got Nauzicaa brigade.
  • Set damage to 7 or 8 and compensate with the unit's strength this way it can take out some good targets.
Alba spearman, has a few bugs.
  • No boost when you play Magne division.
  • No boost when you play Vilgefortz.
Magne Division, this card should have synergy with Alba Spearman because right now only silver and gold cards have it.
  • Change it to draw an random item from your deck.
  • Added ‘draw’ to create synergy with Alba spearman.
Slave infantry, too vulnerable against epidemic and NR battering rams.
  • Let it spawn 3, 4 and 5 strength units instead 3x 3 strength.
  • Set the cards strength to 4 so it fits into the ointment suggestion further ahead.
New bronze officer, to create synergy in multiple decks.
  • Target a bronze soldier or machine and repeat it's deploy ability.

''Reveal/machines''
Hefty Helge
, it isn’t competitive enough.
  • Change it to gold: Let it do 2 damage to all units, when revealed do 3 damage.
  • Keep it silver: but activate it's deploy ability when revealed.
    This will give Master of Disguise more value/synergy with Hefty Helge.
    Limit it's ability with a 2-3 timer.
Vrygheff, this card should provide a machine in the (more) safe zone.
  • Give the machine 3 armor and compensate with Vrygheff’s strength.
Serrit, not intersting since the release of Venendal Elite.
  • Choose from: lock an revealed card or lock an played card and do 6 damage.
Mangonel/new machine, reveal is a machine deck but in the current meta it can't shine because of removal.
Resurrect and deathwish are the only machine decks that work adding such features to NG will do no good to variety.
Another problem with reveal is the lack of good finishers because most value is wrapped in to the mangonels synergy.
In order to make this archetype shine again it might be helpful in reversing things.
  • On deployment deal 2 damage to random enemies for each card you've revealed in both hands OR in the entire match.
Rot Tosser, the tossed rot can be counter'd too easily dealing often 0/1/2/3 damage.
  • Deal 3 damage to the row when the rot gets destroyed.
    If the row is full destroy an bronze or silver unit.
Crew, not a unique card/ability.
  • Let him boost played and revealed machines.
  • Or let him resurrect a machine from the graveyard.
Master of Disguise, the concept is good but they are slow tempo plays and very vulnerable to scorch.
  • Let him reveal 1 machine in your hand, play it's ability and immediately conceal it.
  • Set strength 10-12.
Spotter, the ability to play 20-24 str bronzes with such an easy setup isn't right.
  • Set it to the old ability of Alba armored cavelry:
    Look at the top 3 bronze/silver units from your opponent’s deck, choose one and boost self by its base PowerGive the Spotter the abilities of the Alchemist (reveal 2 cards / 9 strength).
  • I don't see the link between alchemist/mages and revealing cards/trigger machines this should be done by a soldier.
    The spotter is the most logical card so they should swap abilities.
Venendal Elite, with the above Spotter/Alchemist change in mind:
  • If enemy: switch this unit's power with that of a revealed enemy unit.
  • If ally: copy the power of an ally.
    Cantarella (13) can't be damaged to 1, spies must be a compromise in every deck.
Alchemist, this card needs a new ability due to the above Spotter and Venendal Elite suggestions.
  • Let him upgrade the ammunition on NG machines by targeting a revealed machine:
    Fire Scorpion: add fire effect for 1 shot: damage all units on a row by 1 for 2-3 turns.
    Mangonel: add explosives for 1-2 turns: deal double damage.
    Rot Tosser: toss body parts: this will create a fear effect on a row, units with 1-2 strength will flee the battlefield.
    Deithwen Arbalest: add fire effect for 1 turn: damage all units on a row by 1 for 2-3 turns.
  • The suggested row effects should also be playable in other factions.
  • Or let him play organic cards (Alchemy)

''Spies''
Assassination, a 16 value gold isn't interesting enough and it doesn't have synergy with a deck.
  • Give it a deploy ability as ally or spy.
  • If spying deal 3x 6 damage with a 1 strength spying unit + this will create synergy with Impera Brigade, Enforcers, Nauzica brigade etc.
  • If ally give it 1 strength and let it deal 2x 8 damage so you can't end up with a bricked card.
Assire var Anahid, the interface of this card and/or description aren't very clear.
  • Make it more clear to which graveyard a card belongs, it can be a bit tricky with similar decks.
False Ciri, this card is easy to counter.
  • Make her immune but set her to 4 strength.
  • In the lock suggestions ahead it's possible to lock immune units.
Impera Enforcers, they are too weak with all the removal thats going on right now.
  • Give them 4 armor so they can't be wiped from the board that easily.
  • It should fire for every Emissary played in a turn also when played from a Emissary.
    When it gets played from a 2-3 Emissary streak it will only fire once on deployment.
    This disrupts the tempo of the deck quite significantly.
Assassin, tweak it a bit.
  • Ignore armor.
Emissary, it often shows 2 Vicovaro medics this is a problem when your opponent has a empty graveyard.
  • Change it to look at 2 different units and play one.
Infiltrator, to improve tempo with spydeck this card might be helpful.
  • Toggle 2 units to spying status instead of 1.
  • Alchemist had a similar change in the past and it worked quite well.

''Alchemy''
Cadaverine, the card doesn't provide enough value for a silver.
  • Keep: 2 choices
  • Change: let it destroy a bronze or silver unit in your opponents graveyard.
    Or deal 4 damage to all units that share the same category.
Dragons dream, It's a slow tempo play, when compared to lacerate It's a poor value for a silver and it has the risk to get counterd quite easily.
  • Let it trigger immediately when It's played.
Viper Witcher, these cards are to decisive in a game because replayability with ointment and dealing a lot of damage/removal.
  • Give them +1 strength so they can't be resurrected with ointment.
  • Or limit the max amount of damage 7-9.
  • Or check the ointment suggestion ahead.
  • Or control the damage output by the amount of alchemy cards played.
Ointment, 5 strength body's such as Viper Witchers and Spotters are too strong resurrects.
  • Let it resurrect a unit up to 4 strength.
Slave driver, mirror matches are no fun and the ability is too rewarding: benefit from opponents bronzes and your own.
  • Let the card spawn a chained (locked) unit so it won't trigger it's ability.
  • Give the slave driver a bit more strength (+2 or 3) to compensate but limit it to play a card not higher than 8-10 strength.
  • Spawn a chained unit seems so fitting for this card :p
  • Or move to arena (all the create cards)
Vicovaro Novice + Ointment, in r1 these cards often cause a problem when your graveyard is empty and you have to choose from 2 ointments.
Either this forces you to play a short round and lose control or it ends up in card disadvantage because of bricked cards.
  • Change it to look at 2 different alchemy cards and play one.
Alchemist, this card needs a new ability due to the Spotter and Venendal Elite suggestions.
  • Let him play organic cards.
  • Or let him upgrade the ammunition on NG machines by targeting a revealed machine:
    Fire Scorpion: add fire effect for 1 turn: damage all units on a row by 1 for 2-3 turns.
    Mangonel: add explosives for 1-2 turns: deal double damage.
    Rot Tosser: toss body parts for 1 turn: this will create a fear effect on a row, units with 1-2 strength will flee the battlefield.
    Deithwen Arbalest: add fire effect for 1 turn: damage all units on a row by 1 for 2-3 turns. (Reveal/machines).
  • The suggested row effects should also be playable in other factions.

''Misc''
Letho, his point swing in combination with Regis can be quite massive and not counterable.
  • Let him lock & drain 2 adjectant units instead of picking 2 on a row.
Regis, it's not a good neutral card in general because it's ability has limited usage in other factions (except NG-Letho).
  • Give him the ability of Unseen Elder this makes the card more useful in other factions (like Kambi decks).
  • Unseen elder will need a new ability.
Yennefer: Necromancer, there are decks with no (interesting) soldiers so you'll basicly end up with a bricked gold card or in some cases poor value.
  • To make this card viable it needs 2 options:
    Keep: it's current ability.
    Add: cast the silver necromancy spell (Banish a Bronze or Silver unit from either graveyard, then boost an ally by its power).
  • Or let her 'spawn' necromancy spell just like Schirrú and Coral.
Shilard, needs a fix.
  • When your opponent has 0 cards left, there is truce and this card is played you don't get a card.
    I don't see the problem when you have no cards left and your opponent does you can steal their card.
Make a new gold card that unlocks all cards on the battlefield.
  • Boost allies with 2-3 and damage enemies with 2 or 3.


Skellige
''Cursed''
Morkvarg/Olgierd von Everec, playing against it with blue coin can be a disadvantage when you can't counter it.
It has control over r2 which can result in card disadvantage.
  • Carryover should be entitled to resilience so like Ronvid these guys should spawn after you've played a card.
  • In return let them spawn with 100% value when they are played from the graveyard the first time.
Bone talisman, a bronze card with 2 good abbilities seems a bit to strong.
  • Give it 1 ability.
Tuirseach bearmaster, these guys can be played 6,7,8...times in a game.
  • Let it spawn a Bloodcurdling Roar.
  • They shouldn't get boosted by veterans.

''Soldiers''
An Craite Warcrier, this card can boost units such as Olaf, Ciri: Nova, Geralt and Greatswords to insane levels.
  • Let him only boost bronze or silver clan units by their base strength.

''Misc''
Skjall, it's needs a slight tweak.
  • I think he shouldn't be able to tutor Udalryk such value should be gold only (like Rainfarn).
  • Same thing with Alzur's double cross (see neutral section).
Restore, it gets abused as carryover to r3 by not playing the restored card.
  • The restored card should be played immediately.


Northern realms
''Machines''
Winch, currently it grants the ability to pull out 3-6 machines of one type with Henselt.
Winch can be played 4 times with Triss: Telekinesis causing greater odds to create 2-3 machines of the same type.
Summoning circle can target the last created machine or a Nekker warrior!
I understand the initial concept why the devs made Winch without it the leader ability can be bricked if every machine gets removed.
But I believe Shani already is a good option to bypass this.
Also not all decks rely on removal so Henselt's ability can easily be abused with a guarenteed 2-3 machine pull or even more when Nenneke comes into play.
  • Remove this card because It's overpowered with King Henselt/Nenneke deck.
  • Or make the created machine doomed.
  • Or limit Henselt pulling out 2 of the same cards (3 in total).
  • Or let it create a machine which isn’t in your startingdeck.
  • Or move to arena (all the create cards)
Crew, this card is unfair because it has 3 ability's: heal a machine, fire a machine and a extra damage passive effect.
  • Give it 1 or 2 abilities at most 3 is just insane bronze value.

''Mages''
Tormented mage, it has 2 card pools to select from I don't think thats fair when compared to similar cards in other factions.
  • Let them play spells only.
  • I think every faction should have a tutor that lets you choose between 2 special cards of one kind and play one of them:
    - NG: Alchemy
    - NR: Spells only not items as well, items could be done by a tutor that plays random items from your deck.
    - SK: Items
    - M: Organic (this would be a welcome new card)
    - SC: Item or spell not all special cards

''Misc''
Bloody Baron, has a bug.
  • When your opponent consumes units he also gets boosted.
    It should only be boosted by every unit you destroy.
Dun Banner, their ability nearly gives a free card when Thaler is played that shouldn't be possible.
  • Set strength to 3 instead of 4.
  • Or raise the lose condition to 23-26.
  • Or simply don't let them trigger with spies.


Scoia'tael
''Ambush''
Hawker support + Vrihedd dragoon + Vrihedd neophyte, ambush units shouldn't be boosted by these units.
Ambush is already a very good ability because your opponent doesn't know what to expect and they can't be damaged when turned upsite down.
I think buffing them in your hand and playing them later is a form of foul play.
It either forces your opponnent to play more cards than needed thanks to ambush or lose the round/match by taking a gamble.
  • Let them boost non-ambush units only.
  • Your opponent still has to guess what you've played but they don't have to worry about a Toruviel or Sapper boosted to 15+ anymore.

''Elves''
Elven scout, these cards create too much (lucky) value in a game and their synergy with other bronzes makes them too powerfull.
  • Scouts and created cards should have the doomed tag.
  • Let the vanguard only boost non doomed-elves.
  • Summon Aelirenn only with 6 non-doomed elves.
  • Or move to arena (all the create cards).
Half-Elf Hunter, a 12 bronze without a compromise or penalty ain’t fair.
  • Set strength to 2x 5.
  • Or every faction should have acces to a 12 str bronze.
Elven Swordmaster, they are to strong bronze removal (finishers) when boosted.
  • When boosted deal half the amount of (rounded up) damage by this units strength.
    In the current meta they are not a big problem but when engines get a more protected status (see locked units & removal suggestions in this thread) they will be.

''Dwarves''
Dwarven agitator, it's current ability is a form of create and makes it possible to play a lot of bronzes of the same type.
  • Let this card play golden froth from the deck this will create more creative deck building.

''Misc''
Milva, the ability of this card is broken when you've only played gold cards and the opponent didn't.
  • Add the condition that this ability only works when the player has played a bronze or silver card themselves.
  • Let the player choose from remove the highest bronze or highest silver cards.
Isengrim outlaw, this can create a elf which is already in the starting deck.
  • Change it to create a elf which isn't in your starting deck.
  • A good card such as Toruviel can be played 3 times in combination with a runestone (see miscellaneous below).
  • Or move to arena (all the create cards).
Wardancers, it's weird to start a game with already 3-9 points behind.
  • It would be fair if these cards are played from the deck/hand when swapped during a round, not before it.
  • If you have to start the first round you really have a disadvantage.


Monsters
''Deathwish''
Nekker warrior, adding 2 cards to your deck is a bit excessive and can easiliy be abused.
  • Add 1 copy to your deck instead of two.

''Full moon''
Werewolf, immunty is one of the better 'passive' abilities in the game because it limits counter options drastically.
The most effective ones are actually silver and gold cards such as Scorch and Geralt: Igni.
It should be limited because werewolfs are bronze cards after all.
  • Remove immunity after moonlight.
  • When immune make them targetable for silver and gold cards like Letho, Sweers, Margarita of Aretuza, Morvudd, Mardroeme etc.
  • Or change them to silver and let them stay as they are now.

''Wild Hunt''
Caranthir Ar-Feiniel, if you have bad luck he's just a 9 str gold if your opponent can clear weather.
  • Increase base strength to 13-15.
Ge'els, it's not a good gold value tutor.
  • Increase base strength to 4-6.
Imlerith, not good value for a conditional gold.
  • Deal 6 damage to a enemy. If the enemy is under Biting Frost, deal 10 damage.
Imlerith: Sabbath, I like the ability of this card but it should be tweaked a bit.
  • Limit the amount of duels:
    Option 1: duel once but give it synergy with Drakkars (see option 2 for their suggestion).
    This would be a good finisher.

    Option 2: make him immune but duel twice.
    Mandrake, parasite, adrenaline rush etc. can't be abused.
    His duel power can be boosted with Drakkars (see option 1 for their suggestion).
Wild Hunt Rider, the WH has no units to move enemies in frost Drowners can do that but they won't fit well in a WH deck (they suit Dagon better).
  • Add the ability to move a enemy to the opposite row.
Wild Hunt Drakkar, they have the same problem as NG Mangonels: removal.
  • Option 1: Make them immune but lower base strength to 5.
    Nekker warrior and WH Navigator can't target them.
  • Option 2: Boost all WH hunt units on board, hand and deck by +1.
    Nekker warriors can abuse this so they should only be capable to add copies of monster units (like relicts, ogroids etc.)

''Ogroids''
New leader, ogroids should have their own leader because their identity doesn't suit any of the leaders.
  • Lord of Undvik: spawn frost on all 3 enemy rows.
Old Speartip: Asleep, you only get good value out of it when you have a lot of ogroids in your deck.
It's very difficult to build a viable deck with this archetype though.
  • Improve to strengthen all ogroids in your deck, hand and on the board by 2.
Old Speartip, it's not enough value for a gold because it's point swing is very close to lacerate.
  • Deal 3 damage to 5 enemies on a row if there is weather on that row do 4 damage.
  • Or deal 2 damage to an entire row if there is weather on that row deal 3 damage.
Jotunn, the value of this silver is quite average and very poor when there is no frost.
  • Improve to: Move 3 enemies and deal 3 damage if they are under frost deal 4 damage.
Ice troll, their conditional ability is good but when there is no frost they are punished to hard (even when boosted with speartip).
  • Set base strength to 5.
  • Add the ability to move a enemy to the opposite row.


Neutral
''Gold''
Ciri: Nova, this card is a problem against control decks because when they win r1 they will abuse r2 to thin hands to 1 card.
Nothing you can do in r3 to have a chance to win if you don't have Nova yourself.
  • Enable her ability when you have at least 4 cards in hand.
Ihuarraquax, tweak it a bit because in a lot of cases you won't get maximum value out of it.
  • Deal 7 damage to the 3 highest enemies.
Geralt of Rivia, it needs a bit more strength.
  • Set it to 16-18.
  • Or make him immune.
Geralt: Professional, not a good gold card give it 2 options to pick from.
  • Silver sword: destroy a non-human.
  • Steel sword: destroy a human.
Geralt: Yrden, not a good effect for a gold card.
  • Let it apply a hazerd or a boon:
  • Hazerd: weaken all enemies on a row by 1.
  • Boon: boost all allies on a row by +1 per turn.
  • Add a 2-3 turns timer on it.
Geralt: Quen, this would be a new gold card.
  • Let it block all damage on units played on a row.
  • Put a 2-3 turn timer on it.
  • To get protected on the row units must be played first.
  • Give it 6 strength.
  • Or add the option to select an bronze or silver ally and protect against all damage for 2-3 turns.
Geralt: Axii, this would be a new gold card.
  • Let it charm a bronze or silver unit up to 6 strength.
  • Or add the option to remove a bronze or silver enemy and put it at the bottem of their deck.
  • Or let him charm units with 2 strength for 3-4 turns (charm one unit per round).
Geralt: Aard, add an option.
  • Keep: 3 damage push
  • Add: Aard Sweep which will deal 2 damage to a row.
Geralt: Igni, add an option.
  • Keep: the destroy the highest unit on a row (if more than 25 strength).
  • Add: Burn all targets on a row deal 1 damage for 2 or 3 turns.
Lambert swordmaster, add an option because this card doesn't work against every opponent.
  • Keep: deal 4 damage to all copies of an enemy unit
  • Add: the option to deal 4 damage on the highest unit on each row.

''Silver''
Bekkers dark mirror, a tricky card because most of the time it transfers 10 boost to your enemy.
  • Change: weaken a enemy unit up to 7 and boost your lowest unit by that amount.
Mandrake, with all the resurrecting golds (Cahir) and duelling (Imlerith Sabbath) it's time to limit this card.
  • Let it only be playable on silver and bronze cards.
  • An 11 +2 armor Imlerith is hard to stop and a Cahir + boosted Jan Calveit + whatever is next is better than a Ciri Nova!
Alzur's double-cross, needs a small tweak.
  • I think it shouldn't play a spy instead it should play your highest loyal unit.
Dudu, he's very powerful with Letho.
  • Let him target non-spying units only.
  • Or bronze/silver units only.

''Bronze''
Dimeritium shackles, never seen this card played.
  • Rename to lock because this card has nothing to do with mages anymore.
  • When played on locked ally: unlock and heal.
  • When played on enemy: lock and deal 6 damage.
  • Also see ‘locked units’ in miscellaneous part of this post.
    Locks should have permanent effects.
First Light, let it only clear weather; keep play random bronze unit from deck.
  • Draw a line between weather and hazard effects.
  • For example it's weird to remove a pit trap by letting the sun shine :p
  • Clear weather on just 1 or 2 rows, this gives gold weather cards some value.
  • This will make the game more dynamic and the clear hazards units more popular/necessary.
Wyvern scale shield, they can block scorch by playing it on enemies (Regis/Letho/Dudu decks are nearly unbeatable this way).
  • Let it only be playable on allies.
Spores, with the distinction of hazards and weather in mind change this card a bit/give it another name.
  • Keep: deal 2 damage to all units on a row and clear a Boon from it.
  • Add: remove an hazard and boost all units by 2 on a row.


Miscellaneous
Silver runestones, it's possible to play 2 of the same silver cards.
  • Change it to create a silver card from your faction which isn't in your starting deck or match.
  • Or move them to arena (all the create cards).
Spies (13), personally I don't have issues with this card but a lot of players complain about it.
  • Let the card's ability only trigger when you're winning.
  • Banish them when they enter the graveyard, with Assire you can put back a bricked card in your opponents deck.
  • Or simply remove them from the game.
Locked units, locks should have permanent effects to gain more value and consideration.
  • Banish them when they enter the graveyard.
  • Or keep them locked when resurrected.
  • Immune units should be lockable.
  • Make locked units non targetable for certain abilities such as adding cards with Nekker warriors and Reaver scouts etc.
  • Don 't let them be removable from the graveyard with cards such as Nenneke and Assire var Anahid.
  • Or let locks apply on engines and removal only on humans and non-humans.
Removal, in the current meta it ruins the game especially for machine decks which can't resurrect.
  • Let removal cards only be targetable on units like humans and non-humans.
  • Engines can only be locked.
  • Make engines that struggle in the meta immune.
Row effects, Gwent is a row based game pronounce it more with row effects and unit synergy!
  • Fire: deal 1 damage to all units on a row for 2-3 turns.
  • Fear: let 1-2 or 3 strength units flee the battlefield.
  • Gold cards: unique effects (like Geralt signs suggestions).
  • Give most of the cards fixed rows again.
Play against the same deck, I don't like this.
  • Give the players the choice to continue the game or draw without penalty.
Coinflip, a difficult topic but it needs attention.
  • Pair players which had a blue and red coin in the last played ranked match, simply turn red and blue coin over and you create a fair 50:50 system.
  • Or when you have blue coin in r1 you'll draw 3 cards in r2 and your opponent 2.
    Drypass, pass when scores are even, spies and Ciri must be removed from the game to prevent abuse.
Deckbuilder, a tool to help building decks would be very helpful especially for new players.
  • Make a interface that puts bronze machines in the middle and creates a pool of bronze/silver/gold cards around them that suit them.
    Both owned and unowned cards should appear so the user can create and save a craftlist.
  • Of course the user is entirely free what to put in their deck.

What are your thoughts about these suggestions? If something isn't clear enough I'd be happy to explain it :)
 
Last edited:
1990BW;n10566662 said:
Mangonel, these guys always get destroyed after playing them. The Vrygheff suggestion could help a lot. Perhaps set strength to 10 and remove 2 damage on deployment? This makes it a bit harder to destroy them.
When the enemy starts round one with a Mangonel and you don't have any removal, you can auto-forfeit the first round instantly. Let Vrygheff stay the same, but reduce his base power and give the machine 3 armour instead. Then you have to sacrifice a silver unit to get a safe engine.

1990BW;n10566662 said:
Winch, this card really is a big problem I think. Remove this card because it's way overpowered with Henselt + Nenneke deck. This card grants the ability to play 5-6 machines of one type with Henselt leader.
I believe this combo is fine. It needs a lot of setup and luck and can be easily stopped by removal such that Henselt can't target the unit. If it is too strong the best way would be to limit Henselt to 3 or 4 units instead of removing Whinch.

1990BW;n10566662 said:
Crew, this card has 2 very good abilities. Give it 1 ability either heal a machine or repeat ability.
We have already seen in Skellige that nobody plays a unit that does hardly more than healing.

1990BW;n10566662 said:
Dun Banner, all the decks with 'bonus' cards have a strength of 3. Set strength to 3 (instead of 4).
No, a lot of units that are played from the deck if a specific condition is met are 4 strength. Foglet, Daerlan, An Craite Warrior. And Dun Banner Light Cavalry is a lot harder to trigger, if you don't use Thaler. So, Thaler is the problem.

1990BW;n10566662 said:
Toruviel, maybe I'm mistaken or missing something but this card can somehow be played twice (premium & standerd version). I 'stole' this card from my opponent with Shilard but he/she also played one (it wasn't coppied with summoning circle)....seems suspicious to me. I also think it's overpowered for a silver card: 14 strength, ambush and can be boosted in the hand. Perhaps change this card to gold?
Isengrim Outlaw can create a Silver Elf, Runestone can create a Silver card, so there are possibilities.
14 power is pretty average for a silver unit and it needs 2 cards to the left and right to get its full potential. In my opinion Toruviel is perfect as she is. As you suggested, allowing only non-Ambush units to be boosted would be a better solution. But with the current number of Ambushes I don't think this is necessary. You usually know what the enemy has played and the handbuff effect allows a little surprise at least.
 
So basically buff NG and nerf ST...on top of the whole list of nerfs they got just last month. No.

Pulling out 5 machines is a bit op but to be fair it can be stopped.
 
Nilfgaardian Standard Bearer
This card's description is a bit off. The way it works now, it should read: Boost an ally by 2 at the end of your turn if you've played a soldier from your hand this turn. You're supposed to only get 1 boost even if you generate multiple soldiers in one turn. That being said, the only change this card needs is to trigger off of Officers as well as Soldiers.

Deithwen Arbalest
Agreed that this card needs a change, it's not playable in constructed or in Arena. Reverting back to the old ability seems good to me.

Vrygheff
This card is just a bit overstated. I don't know what other card plays a Machine from your deck, but it's true that there are too many tutors in the game already. I think setting him to 3 strength and giving the machine 2 armor is fair. Creating a machine doesn't make much sense, as Nilfgaard only has like 3 machines to choose from anyway...

Mangonel
This card is fine as it is. Basically, if you don't have removal, you lose the first round. It's a 9 point play on its own, so you don't get too punished if it gets removed.

Assire var Anahid
Your opponent's cards are always highlighted in red when you hover over them and your own are always highlighted in blue. Otherwise, Assire is fine in her current state.

Alba Spearman, Bone Talisman
Agreed on both counts.

Tuirseach Beastmaster
As much as I hate Tutors, I agree with this change. An unconditional 12 point bronze with potential beast synergy? Why did CDPR add this card to the game in its current state? I think a reasonable fix would be either your suggestion, or damage the spawned Bear by 1 to make the card on par with other unconditional Bronzes at 11 strength.

Berserker Marauder
This card is fine. What I'd change about the card is the Cursed/Svalblod tag, because they naturally stagger to prevent scorch... That's stupid, there's no risk in playing them.

An Craite Greatsword
Everyone is swooning over this card, but it definitely presents a couple of problems and design limitations. I'd just make the card reset to its original strength when it enters the graveyard, and buff it to 9 or 10 strength as compensation.

Winch
Winch is annoying, and I agree with you. By the way, King Bran is a Skellige Leader, you're thinking of Henselt.

Nenneke
She's fine as she is.

Siege Master
Fine as it is.

Tormented Mage
I like the flavor of having to choose from 1 random spell and 1 random item. The card only ever gets played with Alzir's Thunder and Thunderbolt Potion, so this shouldn't change much.

Dun Banner Light Cavalry
This card is fine. It's a bit of a trap card when playing against new players, but it's fine in its current state.

Toruviel
I think she's perfectly balanced in her current state. You are required to have 4 other units on the same row, and you can't play her after your opponent has passed. Very fair card.

Hawker support, Vrihedd dragoon, and Vrihedd neophyte.
I agree that in the long-run, buffing ambushes could be problematic. I'm all for disabling hand-buffing on Ambush cards. But Vrihedd Neophytes, Dragoons, and Francesca really have to stop buffing disloyal units...
I'm assuming you're a bit of a newer player, I'd like to read about what Monster cards you'd change.
 
DannyGuy;n10576632 said:
Nilfgaardian Standard Bearer
This card's description is a bit off. The way it works now, it should read: Boost an ally by 2 at the end of your turn if you've played a soldier from your hand this turn. You're supposed to only get 1 boost even if you generate multiple soldiers in one turn. That being said, the only change this card needs is to trigger off of Officers as well as Soldiers.

When you play 'Recruit' you can boost 2 times.
The ability as described is fine but it's not working properly.

Deithwen Arbalest
Agreed that this card needs a change, it's not playable in constructed or in Arena. Reverting back to the old ability seems good to me.

This would be a nice card for soldier deck :)

Vrygheff
This card is just a bit overstated. I don't know what other card plays a Machine from your deck, but it's true that there are too many tutors in the game already. I think setting him to 3 strength and giving the machine 2 armor is fair. Creating a machine doesn't make much sense, as Nilfgaard only has like 3 machines to choose from anyway...

Mangonel
This card is fine as it is. Basically, if you don't have removal, you lose the first round. It's a 9 point play on its own, so you don't get too punished if it gets removed.

There are no other cards that will play a machine from the deck.
And it's ability only works if both players have enough cards in their hand so saving them up won't help.
The whole point I wanted to make is that this card should be harder to eliminate.

Assire var Anahid
Your opponent's cards are always highlighted in red when you hover over them and your own are always highlighted in blue. Otherwise, Assire is fine in her current state.

Thanks I didn't notice that.

Berserker Marauder
This card is fine. What I'd change about the card is the Cursed/Svalblod tag, because they naturally stagger to prevent scorch... That's stupid, there's no risk in playing them.

The problem with this card is that they can boost to 20+.
It's stupidly overpowered when you also have countless bears to play.

Winch
Winch is annoying, and I agree with you. By the way, King Bran is a Skellige Leader, you're thinking of Henselt.

I meant Henselt indeed :D

I'm assuming you're a bit of a newer player, I'd like to read about what Monster cards you'd change.

Last year I played one season and got to rank 19 with Nilfgaard spydeck (after a lot of games).
This year I played 2 seasons and got to rank 18 and 16 with mangonel or fire scorpion reveal decks.
In the third season I stopped playing after reaching rank 16 because of losing 6 times in a row against Henselt/winch, bear, dwarf and Eithné/scorch decks.
They are just hard to beat and a lot of people are playing them so it seems.
Last week I started to expermint with creating different decks and the Nilfgaard soldier deck seems interesting but it needs some updates to make it work better.

About the monster card suggestions;

Nekkers, only boost when an ally gets consumed when you hold them in your hand or placed on the battlefield.

Nekker warrior, add one copy to your deck instead of two.

Arachas behemoth, half the repeat ability (max 2 times)

Werewolf, remove immunity

Archespore, remove deathwish so it can't be played with Brewes: Ritual
 
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I was about to open a similiar thread, but I'll just post my off the top of my head suggestions and hardly filtered to what is remotely realistic to be changed, right here. And I am not regarding cards and whole archetypes that need whole reworks, because this is a response and is supposed to include fast to implement changes.
Regarding the opening post without disrespect, close to every single change you suggested would be problematic, either overpowered or destroying a card and the previous speakers already mentioned some specific reasons for that.

MONSTER
A lot of monster cards have always been overstated, nowadays the archetypes as a whole seem not to be viable anymore, but one should not oversee problematic cards because of that.
  • Griffin - 9 to 8 ; You already trigger another units deathwish, mostly used with D'ao.
  • Cyclops - 11 to 8; An infinite bronze removal with a base strength of 11 plus deathwish synergy and no hard set up. The poor Aedirnian Mauler is a 7 strength unit with a fix 4 strength damage.
  • Slyzard - 2 to 1 and add the doomed tag to the ressurected unit and doomed itself; Currently used to chainressurect with Phoenix, albeit all ressurectioning units should be doomed. A bronze ressurection with consume synergy that is only restricted to having a copy of that card in your deck and offers deckthining on top of that, doesn't need to have 2 strength and be able to ressurected itself.
  • Barbegazi - Consume first and if you consumed a unit then gain resilience; This card is not a Mahakam Defender and shouldn't be able to work like such.
  • Nekker Warrior - 9 to 10 and add 1 copy of the chosen unit to the deck.
  • Forktail - 8 to 6; This card does not only provide you two consume triggers but is able to consume Nekkers on top of that. Should not be a thing at all, the strength is indisputable too high tho.
    Alternatively add something like "... boost self by half their power."
  • Brewees: Ritual and She Troll of Vergen are a pure pain in the ass and should not have their abilities. Ressurecting 2 units with one gold or instantly triggering a deatwish and having consume synergy.

NILFGAARD
  • Slave Driver - Doomed and weaken the created unit by 1; Generally create is mishandled in the standard gwent mode but having your opponents bronze + 1 point is indisputable horrible balancing.
  • Viper Witcher - 5 to 2 OR 5 strength and maximum 8 damage; Alzurs Thunders are not supposed to be played with a ressurectable 5 strength bronze body. The deck requirement of having alchemy cards in your deck doesn't make up for this.
  • A Handbuff fix. Another binary deck.

NORTHERN REALMS
  • Winch - add the doomed tag to the created machine and make it so that you can see the same machine twice or even thrice like the slave driver does since its change; This card should be removed because it disguises as a create card while being a free machine. The so called Tutors make it even worse. Usually the deck runs 2 or even 3 different machines to be played with Henselt on top of that. Quick math knowing that NR got 6 machines: 2/6 + 2/5 + 2/4 = 123% chance of hitting one of your 2 machines.
  • Henselt - Play UP TO 2 copies of the targeted unit from your deck; Henselt is not supposed to play 3,4 or worse case 5 units from the deck. The bronze limit is 3 you need to target 1 unit, thus there are up to 2 left no more.
  • Dun Banner - add Truce to it, that means they do not summon if your opponent passed; The battle is over, why would they hit the battlefield fully armed anymore? Seriously, they should be outplayable with a pass.

SCOIA'TAEL
  • Elven Scout - Doomed and weaken the created unit by 1; see Slave Driver
  • Éibhear Hattori - Restrict to ressurecting an elf; He got such an interesting ability but from the first day that he was accessible, he was abused by solely ressurecting Barclay Els, Dwarven Agitators and now Elven Scouts.
  • Morenn - give her, her original ability back that counters deploys. It was outplayable if you respected her; Self-evidently the numbersed would ne to be adjusted in that case.
  • Brouver Hoog - Play a non-gold dwarf from your deck; This is versatile and strong enough considering his 4 points and Agitators as well as Barclay.
  • Dwarven Agitator - add the doomed tag to the played copy; Once again the deck limit for bronzes is 3 not 6, this shouldn't change in game.
  • Half-Elf Hunter - 5 strength for the spawned copy; It already offers you a second elf body. 2*6 points for doing nothing is garbage.

SKELLIGE
  • Cerys:Fearless - 6 to 5 + 4 Armor OR Single-Use procs in the graveyard too OR Deathwish: Spawn a Queensguard; Another interesting design but she got the Triss:Butterflies issue. Given the way CDPR seems to handle removing gold units, Cerys is supposed to be in Alzurs Thunder Range, but not below that. Queensguard synergy would be neat and would make up for the point discrepancy that is created by Cerys being Alzurs Thundered from a silver Mage or Vaedermaker.
  • Queensguard - Strengthen all other copies by 1 when ressurected; Apparently wouldn't be like the Reaver Hunter thing. The initially ressurected Queensguard wouldn't strengthen but her mates that she rallies.
  • Tuirseach Skirmisher - 8 to 10; This would mean he is a 13 point bronze after ressurecting him, still underwhelming but less embarassing than 11.
  • Tuirseach Bearmaster - Spawn a Bloodcurling Roar instead of spawning a Bear; I saw that suggestion some time in the forums and I think this is a good solution, his current form is unreasonable.
  • An Craite Armorsmith - 7 to 8; pretty painful to play, because he is mostly dead and even if he isn't the swing makes no difference in this state of the game.
  • Donar an Hindar - Tooltip fix and add the choice for the player no to move a unit; An Hindar moves a unit even when not targeting a unit, this is not compatible with his tooltip. And let the player not take a unit if he doesn't want to, there are matchups in which you won't offer your opponent a better Vicovaro Medic for example. Assire and Nenneke can chose how much and whether to move units or not, too.
  • Savage Bear - 9 to 7 and damage all units that appear; The issue with Savage Bear was that he was able to deny deploy abilities back in the days. CDPR changed the order, meaning that the deploy ability procs before the bear hits. Why would the Siege Support and the Hawker Smuggler take all units into account - even providing machines with armor - but the Savage Bear does only damage units played from hand?
  • Vabjorn - Tooltip says deal damage, not deal damage to an enemy, although that is how he works this patch. Probably a bug.
MISCELLANEOUS
  • Remove Silver spies, at least make them doomed again an unnecessary consume buff to have those 13 strength units in the graveyard.
  • Make create cards Arena exclusive
  • Regulated rarity in arena. E.g. 8 golds, 8 silvers, 10 bronzes - in my opinion still way too much golds.
  • In the arena deck choices: If one of the 4 cards is premium, all are.
  • Opening kegs: If one of the 3 cards in the 5th card choice is premium, all 3 are.

4RM3D , Turulmadarhun and Mathspy this answer is a little more detailed.

https://forums.cdprojektred.com/foru...2#post10568752
There was enough time, most of those issues are live since the midwinter update or even longer.
https://forums.cdprojektred.com/foru...2#post10568782
https://forums.cdprojektred.com/foru...2#post10568792
 
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TV_JayArr;n10578882 said:
I was about to open a similiar thread, but I'll just post my off the top of my head suggestions and hardly filtered to what is remotely realistic to be changed, right here. And I am not regarding cards and whole archetypes that need whole reworks, because this is a response and is supposed to include fast to implement changes.
Regarding the opening post without disrespect, close to every single change you suggested would be problematic, either overpowered or destroying a card and the previous speakers already mentioned some specific reasons for that.

MONSTER
A lot of monster cards have always been overstated, nowadays the archetypes as a whole seem not to be viable anymore, but one should not oversee problematic cards because of that.
  • Griffin - 9 to 8 ; You already trigger another units deathwish, mostly used with D'ao.
  • Cyclops - 11 to 8; An infinite bronze removal with a base strength of 11 plus deathwish synergy and no hard set up. The poor Aedirnian Mauler is a 7 strength unit with a fix 4 strength damage.
  • Slyzard - 2 to 1 and add the doomed tag to the ressurected unit and doomed itself; Currently used to chainressurect with Phoenix, albeit all ressurectioning units should be doomed. A bronze ressurection with consume synergy that is only restricted to having a copy of that card in your deck and offers deckthining on top of that, doesn't need to have 2 strength and be able to ressurected itself.
  • Barbegazi - Consume first and if you consumed a unit then gain resilience; This card is not a Mahakam Defender and shouldn't be able to work like such.
  • Nekker Warrior - 9 to 10 and add 1 copy of the chosen unit to the deck.
  • Forktail - 8 to 6; This card does not only provide you two consume triggers but is able to consume Nekkers on top of that. Should not be a thing at all, the strength is indisputable too high tho.
    Alternatively add something like "... boost self by half their power."
  • Brewees: Ritual and She Troll of Vergen are a pure pain in the ass and should not have their abilities. Ressurecting 2 units with one gold or instantly triggering a deatwish and having consume synergy.

NILFGAARD
  • Slave Driver - Doomed and weaken the created unit by 1; Generally create is mishandled in the standard gwent mode but having your opponents bronze + 1 point is indisputable horrible balancing.
  • Viper Witcher - 5 to 2 OR 5 strength and maximum 8 damage; Alzurs Thunders are not supposed to be played with a ressurectable 5 strength bronze body. The deck requirement of having alchemy cards in your deck doesn't make up for this.
  • A Handbuff fix. Another binary deck.

NORTHERN REALMS
  • Winch - add the doomed tag to the created machine and make it so that you can see the same machine twice or even thrice like the slave driver does since its change; This card should be removed because it disguises as a create card while being a free machine. The so called Tutors make it even worse. Usually the deck runs 2 or even 3 different machines to be played with Henselt on top of that. Quick math knowing that NR got 6 machines: 2/6 + 2/5 + 2/4 = 123% chance of hitting one of your 2 machines.
  • Henselt - Play UP TO 2 copies of the targeted unit from your deck; Henselt is not supposed to play 3,4 or worse case 5 units from the deck. The bronze limit is 3 you need to target 1 unit, thus there are up to 2 left no more.
  • Dun Banner - add Truce to it, that means they do not summon if your opponent passed; The battle is over, why would they hit the battlefield fully armed anymore? Seriously, they should be outplayable with a pass.

SCOIA'TAEL
  • Elven Scout - Doomed and weaken the created unit by 1; see Slave Driver
  • Éibhear Hattori - Restrict to ressurecting an elf; He got such an interesting ability but from the first day that he was accessible, he was abused by solely ressurecting Barclay Els, Dwarven Agitators and now Elven Scouts.
  • Morenn - give her, her original ability back that counters deploys. It was outplayable if you respected her; Self-evidently the numbersed would ne to be adjusted in that case.
  • Brouver Hoog - Play a non-gold dwarf from your deck; This is versatile and strong enough considering his 4 points and Agitators as well as Barclay.
  • Dwarven Agitator - add the doomed tag to the played copy; Once again the deck limit for bronzes is 3 not 6, this shouldn't change in game.
  • Half-Elf Hunter - 5 strength for the spawned copy; It already offers you a second elf body. 2*6 points for doing nothing is garbage.

SKELLIGE
  • Cerys:Fearless - 6 to 5 + 4 Armor OR Single-Use procs in the graveyard too OR Deathwish: Spawn a Queensguard; Another interesting design but she got the Triss:Butterflies issue. Given the way CDPR seems to handle removing gold units, Cerys is supposed to be in Alzurs Thunder Range, but not below that. Queensguard synergy would be neat and would make up for the point discrepancy that is created by Cerys being Alzurs Thundered from a silver Mage or Vaedermaker.
  • Queensguard - Strengthen all other copies by 1 when ressurected; Apparently wouldn't be like the Reaver Hunter thing. The initially ressurected Queensguard wouldn't strengthen but her mates that she rallies.
  • Tuirseach Skirmisher - 8 to 10; This would mean he is a 13 point bronze after ressurecting him, still underwhelming but less embarassing than 11.
  • Tuirseach Bearmaster - Spawn a Bloodcurling Roar instead of spawning a Bear; I saw that suggestion some time in the forums and I think this is a good solution, his current form is unreasonable.
  • An Craite Armorsmith - 7 to 8; pretty painful to play, because he is mostly dead and even if he isn't the swing makes no difference in this state of the game.
  • Donar an Hindar - Tooltip fix and add the choice for the player no to move a unit; An Hindar moves a unit even when not targeting a unit, this is not compatible with his tooltip. And let the player not take a unit if he doesn't want to, there are matchups in which you won't offer your opponent a better Vicovaro Medic for example. Assire and Nenneke can chose how much and whether to move units or not, too.
  • Savage Bear - 9 to 7 and damage all units that appear; The issue with Savage Bear was that he was able to deny deploy abilities back in the days. CDPR changed the order, meaning that the deploy ability procs before the bear hits. Why would the Siege Support and the Hawker Smuggler take all units into account - even providing machines with armor - but the Savage Bear does only damage units played from hand?
  • Vabjorn - Tooltip says deal damage, not deal damage to an enemy, although that is how he works this patch. Probably a bug.
MISCELLANEOUS
  • Remove Silver spies, at least make them doomed again an unnecessary consume buff to have those 13 strength units in the graveyard.
  • Make create cards Arena exclusive
  • Regulated rarity in arena. E.g. 8 golds, 8 silvers, 10 bronzes - in my opinion still way too much golds.
  • In the arena deck choices: If one of the 4 cards is premium, all are.
  • Opening kegs: If one of the 3 cards in the 5th card choice is premium, all 3 are.

4RM3D , Turulmadarhun and Mathspy this answer is a little more detailed.

https://forums.cdprojektred.com/foru...2#post10568752
There was enough time, most of those issues are live since the midwinter update or even longer.
https://forums.cdprojektred.com/foru...2#post10568782
https://forums.cdprojektred.com/foru...2#post10568792

You just stated that monsters was not viable but then made suggestions to pretty much kill deathwish like dooming spy etc. You also mentioned dwarven agitator and pointed out that 3 is the limit yet no mention of 6 viper witchers or 8 axemen. You didn't mention great swords hitting 30 strength when dwarven skirmisher was nerfed for much less last month.

You did mention NG "handbuff" so ten thumbs up for that. My point is you can't just pick a few changes, you have to be consistent and very careful when doing balance, especially with factions like monsters who are on life support as it is.
 
Hellsmoke77

TV_JayArr;n10578882 said:
[...]A lot of monster cards have always been overstated, nowadays the archetypes as a whole seem not to be viable anymore, but one should not oversee problematic cards because of that.[...]
Don't quote me wrong.

Hellsmoke77;n10579072 said:
You just stated that monsters was not viable but then made suggestions to pretty much kill deathwish like dooming spy etc.[...]
Those changes won't kill the dagon deathwish deck. Those points - referring to the Cyclops for example - are simply too much.

Hellsmoke77;n10579072 said:
[...]You also mentioned dwarven agitator and pointed out that 3 is the limit yet no mention of 6 viper witchers or 8 axemen.[...]
If you ressurect a unit it is still the same copy. Disregarding the usage of Operator, I know no Axeman or Viper Deck that uses more than 3 copies.

Hellsmoke77;n10579072 said:
[...]You didn't mention great swords hitting 30 strength when dwarven skirmisher was nerfed for much less last month.[...]
If a Greatsword reaches even remotely 20 strength you fucked up heavily. If you watch your opponent kicking his Greatsword timers off 6 times on several copies you should consider open passing the game.
 
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TV_JayArr;n10579242 said:
Hellsmoke77


Don't quote me wrong.


Those changes won't kill the dagon deathwish deck. Those points - referring to the Cyclops for example - are simply too much.


If you ressurect a unit it is still the same copy. Disregarding the usage of Operator, I know no Axeman or Viper Deck that uses more than 3 copies.


If a Greatsword reaches even remotely 20 strength you fucked up heavily. If you watch your opponent kicking his Greatsword timers off 6 times on several copies you should consider open passing the game.

Cyclops is 11 points, often you sacrifice points to remove something because the exact number isn't on the board. Cyclops is good in the deck and fine as 11. The standard bronze strenth today is 12.

Dwarves have 1 resurrect, spawning those copies is their resurrect but using a different method to keep the factions unique.

When you have access to 6 or more greatswords the chances of them getting really large is high unless you are running massive control.
 
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Hellsmoke77;n10579302 said:
[...]The standard bronze strenth today is 12. [...]

A 11 body bronze + x removal is not equal to 12 strength raw points. In addition to that Cyclops got the deathwish synergy as I said. Triggering the deathwish on top of damaging - most likely removing - a unit.

Hellsmoke77;n10579302 said:
[...]Dwarves have 1 resurrect, spawning those copies is their resurrect but using a different method to keep the factions unique.[...]
They got 2 silver ressurection and that is not what that faction is about in the first place. On top of that I don't see the matter regarding the number of accessible copies, you keep refering to it. If the unit that the agitator spawns is doomed it still exists. In fact one could make a case to make every spawned unit doomed and have exceptions for that.

Hellsmoke77;n10579302 said:
[...]When you have access to 6 or more greatswords the chances of them getting really large is high unless you are running massive control.
The timer is 2, the greatswords base strength is 8. Usually a game contains both players playing 14 cards (10 in the starting hand + 2 round 2 + 1 round 3 + leader). If you play the greatsword as your first card, that copy has the potential to proc 7 times.
Gennerally speaking, if you don't answer your opponents points over time or can compete with them by simply outmuscling them that doesn't make those cards imbalanced its probably you/your deck.
 
TV_JayArr;n10579452 said:
A 11 body bronze + x removal is not equal to 12 strength raw points. In addition to that Cyclops got the deathwish synergy as I said. Triggering the deathwish on top of damaging - most likely removing - a unit.


They got 2 silver ressurection and that is not what that faction is about in the first place. On top of that I don't see the matter regarding the number of accessible copies, you keep refering to it. If the unit that the agitator spawns is doomed it still exists. In fact one could make a case to make every spawned unit doomed and have exceptions for that.


The timer is 2, the greatswords base strength is 8. Usually a game contains both players playing 14 cards (10 in the starting hand + 2 round 2 + 1 round 3 + leader). If you play the greatsword as your first card, that copy has the potential to proc 7 times.
Gennerally speaking, if you don't answer your opponents points over time or can compete with them by simply outmuscling them that doesn't make those cards imbalanced its probably you/your deck.

Cyclops giveth and cyclops taketh away, at the end of the day it's 11 points no matter how you see it. If you hit a deathwish unit that is a combo which requires 2 cards, one being a low tempo play. Cyclops + Dao is 19 points, that's 9.5 points per bronze. 9.5 is okay in this situation due to the removal that takes 6 points from the Dao btw. On paper you gain the 11 + the two 4 point units, thats 19 total.

Two resurrections for dwarves, I stand corrected but with 2 resurrections I don't see the need to doom them. Hattori is used to res Barclay if all goes well, having to res a agitator is not optimal and if you doom them Hattori is dead 50% of the time. As good as agitator seems it does nothing to thin your deck.

Greatswords also get strengthened by wild boar as well as mandrake and get carried from round to round. Unless you play monsters or NG there will be a fat greatsword waiting for you in round 3. Greatswords aren't that big of an issue though players using them made it top the first spot on the list last season so they are very powerful. My problem is why is that ok for them but not the skirmisher?Dwarves got hit too hard, hitting them again kills them, absolute no.
 
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Hellsmoke77;n10579562 said:
[...]Two resurrections for dwarves, I stand corrected but with 2 resurrections I don't see the need to doom them. Hattori is used to res Barclay if all goes well, having to res a agitator is not optimal and if you doom them Hattori is dead 50% of the time.[...]
As I said these copies shouldn't exist longer then on the board in the first place, because they are spawned.
As for Hattori, again I don't believe that the intended purpose of that card is to chaintutor dwarves with 3 or less strength. The situation you describe - "50% dead" in a dwarf-only deck - is healthy.
And it makes a huge difference to need to play a unit from deck toressurect it or not to.

Hellsmoke77;n10579562 said:
[...]Greatswords also get strengthened by wild boar as well as mandrake and get carried from round to round.[...]
Why would you deny yourself the Greatsword healing proc by reseting it with Mandrake, otherwisse it is a 6 point play or 12 with Vesemir. Wild Boar of the Sea is a gold card that can be locked or cleared as well. If your deck doesn't have an answer for Greatswords it is not Greatswords being overpowered. If ressurections are your issue force them out of your opponent and start playing around your and his win conditions.
You can lock them, move them or the longships, kill them, scorch them, shuffle them from the graveyard back into the deck; And if that is not the way you want to go, then try to overcome them in strength.
 
TV_JayArr;n10582402 said:
As I said these copies shouldn't exist longer then on the board in the first place, because they are spawned.
As for Hattori, again I don't believe that the intended purpose of that card is to chaintutor dwarves with 3 or less strength. The situation you describe - "50% dead" in a dwarf-only deck - is healthy.
And it makes a huge difference to need to play a unit from deck toressurect it or not to.


Why would you deny yourself the Greatsword healing proc by reseting it with Mandrake, otherwisse it is a 6 point play or 12 with Vesemir. Wild Boar of the Sea is a gold card that can be locked or cleared as well. If your deck doesn't have an answer for Greatswords it is not Greatswords being overpowered. If ressurections are your issue force them out of your opponent and start playing around your and his win conditions.
You can lock them, move them or the longships, kill them, scorch them, shuffle them from the graveyard back into the deck; And if that is not the way you want to go, then try to overcome them in strength.

I mean this in the nicest way possible, if you don't know that mandrake (a super popular card) doesn't reset but rather strengthens your unit by 6 then maybe we are wasting our time on this discussion. In my humble opinion you should study each faction a bit more and maybe play them yourself to get a better understanding of who has what and for what reason. Play a dwarf deck and then come back and tell me again that they need further nerfs. Let me know how high you get with them in ranked, I would really like to know the result.
 
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Hellsmoke77;n10582492 said:
[...]f you don't know that mandrake [...]doesn't reset but rather strengthens your unit by 6 [.] [...]


"Choose One: Heal a unit and Strengthen it by 6; or Reset a unit and Weaken it by 6."
https://www.gwentdb.com/cards/50279-mandrake

TV_JayArr;n10582402 said:
[...]Why would you deny yourself the Greatsword healing proc by reseting it with Mandrake, otherwisse it is a 6 point play or 12 with Vesemir. [...]

Are you alright?
 
TV_JayArr;n10582522 said:
"Choose One: Heal a unit and Strengthen it by 6; or Reset a unit and Weaken it by 6."
https://www.gwentdb.com/cards/50279-mandrake



Are you alright?

Okay I might have misunderstood the first part, it's early but the fact remains that dwarves need no further nerfs and everyone knows that. I played against 2 dwarf decks the whole last season and you are suggesting more nerfs? Are YOU alright?
 
Hellsmoke77;n10582592 said:
[...]I played against 2 dwarf decks the whole last season and you are suggesting more nerfs? Are YOU alright?

I already stated that having a weak or even unviable archetype should not lead to the cards on their own being overseen.

Agitators are not the reason the midwinter dwarf deck is weak now. Ithlinne+Double Tremors (imba), Iorveth: Meditation (imba), Paulie (still unhealthy), Hattori into Barclay or Agitator (still unhealthy) and Isengrim: Outlaw into Commanders Horn into Eithné into Commanders Horn were the main reasons why this archetype was that strong. The dwarves were only the bronze core with there chains being unmatched in a 1v1 comparison; See Elven Scout and Slave Driver.

I made my point and repeat myself over and over again. It seems that the two of us won't come along on that matter.
 
Just played the Arena for the first time and my worthy rivals were levels 33, 47 and 58. I'm level 10. Can anyone spot the imbalance here?
 
TV_JayArr;n10582962 said:
I already stated that having a weak or even unviable archetype should not lead to the cards on their own being overseen.

Agitators are not the reason the midwinter dwarf deck is weak now. Ithlinne+Double Tremors (imba), Iorveth: Meditation (imba), Paulie (still unhealthy), Hattori into Barclay or Agitator (still unhealthy) and Isengrim: Outlaw into Commanders Horn into Eithné into Commanders Horn were the main reasons why this archetype was that strong. The dwarves were only the bronze core with there chains being unmatched in a 1v1 comparison; See Elven Scout and Slave Driver.

I made my point and repeat myself over and over again. It seems that the two of us won't come along on that matter.

No won't agree on nerfing dwarves even more when it's already hard to win with them now, there is absolutely no reason for it.
 
Aissur;n10586992 said:
Just played the Arena for the first time and my worthy rivals were levels 33, 47 and 58. I'm level 10. Can anyone spot the imbalance here?

In arena, everyone iso n equal footing. Your player level gives you no advantage at all in arena. You still have the same chance to encounter golds and silvers, no matter what level you are. If you're talking about skill difference - that comes with time, and can't be measured if you aren't playing ranked. I'm not sure if arena has matchmaking adjusted to match players with a high amount of wins against other players with a high amount of wins, but if so - everything is as it should be.
 
Just played against 2 franchesca findabair decks with vrihedd officer, elven scout, half-elf hunter, vrihedd vanguard and saskia.
Triggering vrihedd vanguard with vrihedd officer and saskia by swapping the vanguard boosts all elves on the battlefield with 1.
In one turn this action caused a +24 while playing a vrihedd officer!
That's just ridiculous overpowered and like to see it changed in the future.

I'd suggest to set the vanguard to boost all elves on the battlefield when played and remove the swapping ability
 
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