Here's my take on Homecoming so far.
Visuals
Personally don't care too much for the visual part. I see that there's now a holy war going on between the inn table vs battlefield camps. Personally I favor the battlefield concept more, but you all have to realize that using logic to defend your personal taste is pretty much like dancing about architecture.
As for the concrete implementation: in general find the new visuals pretty amazing. Yes, there are also some of details I don't like that's been mentioned before (like 3d models seeming a bit plastic, or the battlefield feeling too confined). Also this is not how I pictured Eithné based on her card art (the model looks more fitting to me for Morenn), but I cannot judge whether it's more or less accurate to the lore.
My other concern is computer resources, as my client already freezes sometimes when too much animated cards are on display causing me some pretty annoying losses. Granted my configuration is 4+ years old, but since I don't play high-end graphics games it fared me well so far, and I would hate to have to upgrade because of a fricking card game.
Gameplay
I always cautioned against making judgement on Homecoming gameplay too early, because we've known practically nothing of it before these reveals. This has now changed to "we know
almost nothing", so my attitude is unchanged. I know some people are hellbent on hating Homecoming, because 2 is a different number than 3, and now they'll go on preaching the "End of all Gwent", but hey they're probably gonna hate it no matter how it turns out in the end, so I'm not trying convince them anymore. Of course I'm
not talking about everyone now, who just states some criticism.
As for the little things we know so far, most details are still unknown and a lot of things are subject to change, so I can only speculate. Nevertheless here's my take on first glance:
- More Mulligan could go a long way to bring back some consistency that will decrease with 30 cards and 2 bronzes (I personally hope it doesn't go too long of a way, so we won't have all matches play out exactly the same, like now). I still don't understand all the details (will we still have blacklisting or is it gone now?), but looks good.
- Row abilities we still know little about. The "choose row for deploy effect" approach seems way more interesting than the fairly limited and uninspiring fixed-row system. But if we have too many units that can be played wherever, you can use those to "balance them out", and it may just become a more streamlined version of "choose from 2 effects", what we already have now. We'll see and of course it also depends on what mechanics will there be that affects units already placed on the rows.
- Concrete effects we've seen so far are hard to judge without the full picture, also they're very much WIP. They look bit bland for sure on first glance, but I also see some potential in Scoia'tael: for one have we have units that just do some small damage, but we also have units that need specific board states to trigger like Panther or Commando. So it could easily become a concept of "small skirmish attacks to setup a big kill", that seems very interesting and also fitting lore-wise. This case Milaen wouldn't do just 4 damage "wherever" and Pavko wouldn't be just a 1 point/turn engine, but means to gradually setup an onslaught. Of course it could also go the other way.
I see somewhat less perspective in random damage, which seems to be Deathwish's thing now, as it's just points, so the Deathwish mechanic itself will have to carry the deck "interest-wise" . There's also some random element here, but I see it fairly limited assuming we won't have any damage sponge units like Greatswords anymore. Sure we'll have some of those moments where those random pings consistently hit your key engine, or when that random 4 damage hits your only 1-power unit, but I suspect it to be not that common to be too impactful (though they'll be very annoying when tehy happen nonetheless ).
Personally I'm looking forward to getting more insight into how the game will play, which we only touched so far, so I'm gonna reserve some more on making any judgement.