Some copy&paste from the feedback thread:
- UI:
The new UI looks way too overloaded and confusing. The old UI represented the information I needed a lot clearer than it's the case now. I could clearly see how many points are one which row, what's the score and whose turn it is. Now this information is squeezed at the right side of the board battlefield. I don't like the 3d leaders (or 3D at all) and although I wanted a more dark and 'witchery' looking board you've overdone it and the board looks too dark and dirty now. Honestly the witcher 3 board is still my favourite.
- 2 rows:
I was very sceptical about this change and I still am. The reach concept does work with 3 rows as well. So do cards with one prefered row. Having two different abilites on two different rows, feels a bit like 'fake meaning', because you will just play for ability most of the time. Everything else feels just worse on two rows. I don't care for big cards so what advantages do two rows have? It feels like visuals reasons were the driving force behind this chance.
- Positioning:
Small point: I've always wanted that positioning becomes more important (where on a row you play the card), but there are like 10 or less cards which effect adjacent units, that's it. Disappointing.....
- Hand size limit:
The combination of the hand size limit + 3 redraws per round makes passing in many situations pointless. Passing at the right time was one of gwents biggest skills....what's the point of this change? Drypassing is a symptom of the disadvantage of going first and not the real problem.....
- Coinflip-fix:
Don't know yet how good this solution is, but I appreciate that there is one.
- Card Design:
That's my biggest concern. A whole lot of boost, damage and destroy....boring. Order and thrive abilites make the game a bit more interesting, but that won't be enough to persuade me to keep playing (or actually restart playing, because MW dispersed me). Cards used to be much more than just points: weather immunity, gold immunity, resilience,....the lack of such things were already a problem before HC and it got worse.
Positive note although some people don't like it: Less tutors, couldn't stand this concept of endless chains of cards playing other cards....maybe you've overdone it a little bit, but I like it more than before.
- Archetype Design:
Actually strongly related to card design. Archetypes are incredibly boring and they all feel uncomplete. Gwent used to be an archetypal game build around synergies. MW replaced a lot of synergies with tutoring cards. Homecoming replaced those with....a whole lot of nothing. Having only 2 bronzes makes it all a lot worse. I absolutely hate this change since the first time I've heard it and do it even more now. I want this highly synergistic game from CB back, that was Homecoming's task! You made it worse.....
- Weather:
We've seen a few different iterations:
CB: symmetrical, weather immunity used to be a thing and it was damn swingy
OB: more balanced than during CB, but assymetrical weather and loss of weather immunity made it feel a bit boring imho
HC: even more balanced than during OB, because its effect is timely limited (at least bronze weather); going down to two rows makes it even less interesting imo....
btw, did I miss one or are there exactly zero cards, which synergize with weather?
- RNG:
Anything learned from Midwinter? No.
- Provision System:
I've heard many people love it, so I guess it's a positive change. Honestly, it feels a bit limiting to me and it incentivises printing very similar cards with different stats, but the way the game is designed the system definitely makes deckbuilding more interesting. If this game was still the one heavily built around archetypes, I'd oppose the idea of having provision costs (at least for bronze cards) though.
Maybe I'll play some Witcher 2 or 3 now, remembering the good times and try to forget what has happened to gwent.