it's too early to talk about nerfs, update is alive only a few days.
People still do not know how to counter new decks, make mistakes and learn to play.
I would prefer buffs to other factions instead.
Look at the image and tell me how you play based on that. You kill Menge? You remove the bounty with purify? How many bounty can you remove? How would you use 4 cards to purify in another game without bounty?
Unpopular opinion here, but pinging out multiple bounty targets in a single turn is very satisfying. It requires some setup (to maximize profit, you'd better deal some damage to enemies beforehand), it requires opponent not playing around Caleb Menge + Executioner, it requires math. Balance-wise it is very strong indeed, but I'd rather see other fractions receive similar cool combos (and buffs overall), than have this one nerfed to the ground. I mean, nerf to bounty mechanic would take so much fun away.
I'd rather remind the majority of people that there are multiple purify units out there that can help you get rid of bounty. But everybody's just so used to carrying max-value cards instead of teching against sth nowadays, and whenever something requires them to make the deck suboptimal value-wise, they start complaining.
Gwent, the game of counter? You want all the other people palying around you? Because thats the definition of imbalance.
What kind of mathematics does the combo need? 1 coin is 1 damage, if the unit dies you recover the coins and continue doing the same ...........
One thing I've noticed playing these days. The whole new faction is nothing more than the combo of Sheldon and the Dwarven agitators, they simply removed their weaknesses and added many more strengths.
Imagine that each card that gives coins is a Dwarven agitator, but instead of giving the power to Sheldon in hand that power is saved in a place where the opponent can not attack (coins).
Then you play any card that uses coins but instead of having a single Sheldon, all your cards that spend coins are Sheldon, besides that, instead of giving it the power before playing it (and without being able to reverse what was spent) you give it the power after playing it and you spend only what you need.
Basically the faction is - Card A: generates x resource and Card B: for every 1 resource you can: do 1 damage, obtain 1 power or boost an ally in 1.
Taking into account this and that the carryover is invulnerable, we do not have a clear weakness other than to remove the units that use the carryover before they take advantage of it (which is not always possible since they have zeal).
So much benefit should have some cost, and clearly there is no such cost.
I'm using Scorch in a KoB deck, 2 or 3 bounty in some units, the previous coins to line up and that's it.