TrompeLaMort;n10876711 said:
I simply don't understand this. In what way do you two think that tutors add complexity to the game?
:listen:
Each deck of Gwent requires 25 cards. Out of these 25, 15 are randomly selected. Everyone can create a deck with up to 50 (or something) cards for the most fun and surprise. But everyone sticks to a deck of at most 28, mostly 25. Probably due to competition. Anyways...
There're some 5 or 6 types of Gwent cards, just like in any other card game. These are basic Power cards (with no effects or abilities), damage cards, boost cards, damage engine (or weather cards), and boost engine. All cards are some variation or mix of these cards with their own conditions and stats. Of course, you knew all of this. Now, tutors, are another type of card, and help complicate the game in two ways. First of, they complicate deck-building. Because now, you not only have to decide which cards to add to your deck, but also how many. Since these tutors don't have any effect or even Power of their own, and are simply used to play another card (which you already know), by adding tutors you can reduce the number of playable cards in your deck, making them more consistent. This is vital to gameplay. Imagine getting stuck in a bad situation in a round for which you've the perfect solution in the form of a card. But unfortunately, you don't have that card in your hand. Then, what good is such a card? No good. Now, since a tutor is more or less a copy of a card, you can increase the probability of getting a card in your hand by adding different, multiple tutors for it. In fact, the perfect deck would be one in which you can play any of the 25 cards (both from hand and deck), at any time throughout the game.
Now, imagine a round of Gwent with 0 tutors. Both of you have some 10 cards in your hand from a deck of 25. Each of you will play 10 cards each, and the person with better luck, who drew the superior cards (Gold and Silver), will win the game. At least that is how the game was for me in The Witcher 3, and it's how it is in Arena. But the idea is that deck-building is an important part of Gwent. And without tutors, the person with a better collection of high Power card will win.
Tutors are the only reason deck-thinning is a part of the game, which is critical strategy in winning the game. Still, they've some limitations. They can be played blank. They can become bricks. And the deck which adds more cards to the hand (game) completely thrashes decks with excessive deck-thinning.
So, a quick review. 1. They complicate deck-building. (Remember, complexity is a good thing here.) 2. Deck-thinning. (Choose the number of playable cards in your deck.) 3. Reduce the impact of probability on game-result. 4. Make your deck more accessible. 5. Complicate the game. Make it surprising. And I'm sure there are more.
Like I said, the problem is chain-play, and not tutoring itself. And it is highly imbalanced. Every faction (or card) should have its own style of tutoring, and some of them should be better at it than others. For example, I like how a certain Monster tutor plays a card by consuming a copy of it from the graveyard. Similarly, instead of the Foglet casting Fog, the Fog summons the Foglet (which is true to the game). Instead of removing tutors completely (it can be done, but would require the Homecoming overhaul), CDPR should recreate tutors as a card class, and make more cards around them. For example, the NG card which sends all copies of a card to the graveyard from the deck could've been a Neutral card. Or at least, such cards should be present for every faction, much like the Locks. Similarly, a Silver card which could keep all other Bronze and Silver cards from summoning or creating cards as long as it is on the board can be created for tutor-hating players like yourself. And a similar Gold card, which would block any summoning/creating for the whole round, or even game upon being played, for the obvious condition that you don't have any tutors in your own deck.
In a card game, nothing is a problem. Every problem is an opportunity instead. The time and effort that has gone in creating a card is way too much (specially for Gwent, where we've 3D animated versions) to simply remove it from the game. Any card can be balanced by nerfing it, or creating multiple counter-cards, to control the overall direction of gameplay. I think CDPR has the data, but not the time to do it. A card game like Gwent can never be perfectly balanced, because it is too diverse and complicated already. It can only be complicated further and fine-tuned every month. Something which the team has probably become tired of, and is why considering the Homecoming overhaul/reboot, or whatever you wanna call it. Still not sure what it is. At least CDPR has acknowledged (they have, right?) that the game is not in a state to be released yet, which is something considering that it's already in its open-beta stage (which means that no new features will be added). I don't think that the game is broken or unplayable, but it's not perfect yet. And I don't expect any less from CDPR. And with the current level of competition, it's a choice between enjoying and winning. While a game should offer those two simultaneously. The stakes are too high, haha...
I hope you now have a clear idea of why tutors are important to the game, even if they weren't a part of The Witcher 3 Gwent (which was for a different set of reasons). Meh...why am I not getting paid for this?