[HC] Make Gwent more interactive
After the simplification of Gwent, in some way the game becomes a game of struggle, between point slamming vs direct removal/weaken/scorch.
Now the outcome of a match is mostly decided right after you (or your opponent) build the deck. I have put some suggestions here that hopefully give the player more space to pilot their play.
My previous Quest suggestion do similar conditions, but at a strategic level.
Direct removal and lock(seldom used) is the only way to control engines now. It is not necessary done only this way. There can be units like this:
I would like to hear what you think, might be there are some great mechanics exited or in the game now that I miss. Want to hear your suggestion to improve on this
After the simplification of Gwent, in some way the game becomes a game of struggle, between point slamming vs direct removal/weaken/scorch.
Now the outcome of a match is mostly decided right after you (or your opponent) build the deck. I have put some suggestions here that hopefully give the player more space to pilot their play.
- Units that gain/loss value depending on board state:
- Boast/Damage this unit by X str, for each opponent unit placed at opposite (or specific) row
- Boast/Damage this unit by X str, for each opponent <tag>/spell/item/etc opponent play at opposite (or specific) row
- Units that serve one specific function when placed in a specific preferred row
- Weaken self by X str, counter the next <tag>/spell/item/etc opponent play
- Weaken self by X str, damage <tag> unit opponent later play by Y str
- Weaken self by X str, this unit gain immune to opponent when it is inside graveyard; e.g. Great Sword.
- Units that changes how points are distributed across Rounds
- Weaken self by X str, same unit played in Round Y(only) will be strengthen by Z str
My previous Quest suggestion do similar conditions, but at a strategic level.
Direct removal and lock(seldom used) is the only way to control engines now. It is not necessary done only this way. There can be units like this:
Unit 1: if this unit is not boasted at Z turn, play scorch
Unit 2: Boast ally or opponent unit by X str
If there are significant portion of units are like unit 1, Unit 2 can be used in some decks to counter it.Unit 2: Boast ally or opponent unit by X str
I would like to hear what you think, might be there are some great mechanics exited or in the game now that I miss. Want to hear your suggestion to improve on this