So you want to create a two-class-Gwent-society? The paying first class and the lousy rest? No thank you!
The more you explain your idea the worse it sounds
When one's looking to spend money, he is willing to spend it when get real additional value for it - and cosmetics are not geaving real additional value , at last not a value to be worth to spend real money for it - strong cards does, easier winning does, good feeling after won game does.
I agree with @nedders on most points except 2) about "draw another card" and Roche. I dont get, why are these cards problematic.
Let's take ST and your first sentence. There's not much "squishy" about 2 x dwarfs with 5 armour each and 1 ping per round, easily strengthened by cheap armour boost cards. Please correct me if I'm wrong, but lock doesn't do anything to a defender? So all that's happened is the devs have made purify cards necessary, which is then just a counter to be played at a specific time against a specific card if you get the deal in the specific order. Too much RNG again. There is definitely something fundamentally wrong with cards dedicated to countering other cards. Usurper is the most extreme example, but simply shouldn't exist - leader abilities are a key part of Gwent, almost fundamentally important, and the inclusion of one leader that hard-counters your own leader ability is madness.
No, we have to go to the root of the problem and that's the play-multiple-cards-in-one-turn.
Many players are happy to pay for cosmetics
The revenue percentage from mobile seems low considering that that's where you hope to see purchases from a lot of new players. Also, percentages don't say anything if we don't know the actual numbers. 68% of what? 300 Euros?"In the first three weeks following the iOS release [of Gwent], 68% of our revenues were generated by mobile devices, with PCs accounting for 28% and consoles 4%. "
--Adam Kiciński - joint CEO of CDPR from the earnings teleconference transcipt
"In the first three weeks following the iOS release [of Gwent], 68% of our revenues were generated by mobile devices, with PCs accounting for 28% and consoles 4%. "
Bro, lets be serious - if we were talking about spending hundreds of dollars for great cards and only small piece of very affluent players could afford it - that could be two class , and a mistake because there are not enough so affluent players to make than even a flunet opponent search. But we are talking on spending litelarry few bucks, idk, 10$ for sufficent bundle of really good cards. Sorry but I dont belive that even a very avrage first world teenager cant spend 10$ for his favourite game. The reason if he dont will be only because he stubborlny dont want to do it - yet even than road to playing with similar to him is still open; he want higher ranks - let him pay 10 or 20 $ , its really peanuts and normal in gaming world avrage boundle prices;
Games like warcraft & eve have plenty of cosmetic items available for real money. I have to assume that's because people do buy them.
Following Your argumemtation: If there are plenty of games like Clash of Titans and many People are playin' it You had to assume that's because its nothing wrong for them with paying to get advantage in the game.
And World of Warcraft has a monthly subscription model, which is yet another way to monetize games. What works for some games, doesn't work for others. Heck, it might not even work for a whole genre. Most online CCG have the same business model because it works. Artefact tried to be different (with its P2W mechanics) and that game failed almost immediately, despite it being from Valve, a heavyweight studio.
Honestly the Pay to Win concept would push me out of the game,
Following Your argumemtation: If there are plenty of games like Clash of Titans and many People are playin' it You had to assume that's because its nothing wrong for them with paying to get advantage in the game. Clash of Titans was the most profitalbe app in the world in 2015 (only one year after release), generating 1.5millions of dollars daily revenue, and it's official profile in Facebook follows today 23 millions of people. Where is Gwent with it "everything-for-free" policy in compare to it after two years of activity?
Even for YouTube You have to pay today , or You will get ad-breaks every few minutes of watching video, bro - I know that it sucks, but its normal. You know how many people were who sad: "if YouTube will be with ads, i will stop using it"? Or "if i will have to buy membership on Youtube, i won't use it any more"? And guess what? The same people are still on YouTube today - or paying for membership, or wathing all these crappy ads thay YT serve them 24/7
In My opinion it is a mistake to count only for new players kegs purchases, and not even tryin' to fight for advanced players money - if sameone is playin' gwent longer time, he usually have more kegs and Gold that he even need to spend for strong cards. IMO really good cards should be able to obtain only with real money - not a lot of money to made them easly affordable for every player - IDK, 1$ for a card with 11 provinsion or more, 50 cents for 9 - 10 provinsion will be much? SuperLike on Tinder costs more for God's sake :/ So if one's really wants to create strong deck and play on pro , he need to pay these peanuts for it to support game and devs - It will cause strong cashflow to devs from game, and undoubtedly get them more motivation to constantly improve game - so something, that what We all players wish for