Defenders are great when they are working for me. However, when I'm facing a Defender and can't get rid of it, then they're not so great lol. Still, I don't want them removed, reworked or whatever as they are a great addition to this game.
It's very obvious.I don't really register any problem with Defenders mechanic.
Are you by any chance refering to the fact that Mahakam Guard was/is an 11/10 point finisher for 4 provisions and yet the outright slaughtered SK beasts because it used a similar sized bronze card (with higher provisions) as a finisher (which unlike Mahakam Guard required real setup) ?[...]
The Novigradian Justice combo is just nuts. It's weird how with some cards they're so afraid of its 'broken potential' that they'll flat-out delete an archetype, but when something is actually broken at present they just drain it of a single provision a month.
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While I agree that defenders are a problem, I dislike the idea of a super hard counter like a unit that would instant kill them.Defender is probably my main reason im going to skip this season. The meta looks too *solitaire* already because of them. They could at least make a card similar to old useless lambert. 7 provision- instantly kill a unit with resilience. Change resilience with defender tag = now we have a somewhat decent answer to solitaire degeneracy. At the moment all purify options are shit. In the long run, you always make an unprofitable move just to have a chance to interact with the opponent board. 4 point purify card still has fewer points than 7 point defender.
I like defender as a mechanic, adding new mechanics to the game is good. Taunt has been in HS forever and it's not an issue. Instead of changing the defender ability they need to add more ways to play against and around it.
Just remove a point or two and you're done... I'm afraid I have to disagree.While I agree that defenders are a problem, I dislike the idea of a super hard counter like a unit that would instant kill them.
Defender is a really cool mechanic, some of them are just too big and can easily be abused but the concept itself is amazing, they must keep it in the game.
A hard counter will not fix the problem, Defenders will remain auto include and their counter will be as well. CDPR just need to balance them, that's all.
And frankly, I'm surprised they haven't done it on this hotfix, it's extremely easy, just remove a point or two on their body, done, you're good to go.
It's a unit right.Just remove a point or two and you're done... I'm afraid I have to disagree.
I've played a good few games against the Nilfgaardian or Scoia'tael and they have a card that damages units by. I can't remember what it's called, but it looks like an assassin with an arrow or dagger. I've experienced times when I can't even get a card on the board because each time a card like this is played. Add this to a leader that can kill cards and you've got a real problem getting cards on the board.
I think that when faced with this problem, the defender needs to remain as strong as it is. Otherwise, it'll just be taken out immediately.
I'm not really great at GWENT. I've only returned to playing it recently - having completed Thronebreaker. I used to play the BETA GWENT a lot more - basically the GWENT that is closer to the game as found in The Witcher 3.It's a unit right.
Crosbowman? Serrit?
Probably not Serrit, he only deals his damage once.
If you're talking about an engine it's different. Engine are engines, they have to be fought by either controlling the board or protecting yours as much as you can. There is no one card that can save you from that and once their engine is firmly established, your Defender can have 16str and 1o armor he's dead as hell. You have to follow an entire strategy and it makes sense because it's not just a control card, it's your entire opponent's game plan.
Defenders are not meant to face every situations and every scenario, in fact that's the problem I have with them.
In the current state of the game, you play them, if your opponent doesn't have his/her purify/heatwave/whatever counter available for your faction, it's an homerun. I'm not talking about whether or not it's OP because it depends on a lot of things, the deck, the combo you protect, the Defender himself (all of them are not a problem) but long story short, they should be a tool that help engines to shine as opposed to something that basically wins you the game if your opponent don't draw a specific card.
Having said that I do agree that CDPR didn't make their job easy by making a huge disparity with the damage dealt by the different cards in their game, what would be considered "a lot of HP" for certain decks feels like a joke to others...That may be the core problem of the situation in fact.
A good downside to defenders could be something like if purified destroy the unit at the end of a rowI will agree that defenders open up new combo's which is interesting but I still argue that they are too strong now. There is a reason basically every decent deck has them in it now. I'm not a fan of them defending the entire row. I think it would make more sense if it was adjacent units, that way the new possibilities are still there without it being overly crazy. If they keep it with the whole row they are going to have to do some other balancing to power/provision/armor to make less of a brain dead option that everyone abuses.
Now that they aren't a brain dead meta choice I will be moving back to them lol. They are still going to be tier 0 easy.
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I don't mind that though, I hated the fact that inexperienced players could just fill their unrefined decks with them and then stomp their way to victory. If players in the higher ranks are good enough to win with them through skilled gameplay then I'm all for that.
Either way, seeing them less will still go a long way to improving this meta.
Well, honestly I agree with your general idea and that's specifically why CDPR have to do the change carefully.I'm not really great at GWENT. I've only returned to playing it recently - having completed Thronebreaker. I used to play the BETA GWENT a lot more - basically the GWENT that is closer to the game as found in The Witcher 3.
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And being able to simply 'lock' the defender ability would be really pathetic. I can obtain multiple locking cards with relatively low supply costs. It'd be pointless even having a defender in the game if the ability could simply be locked.
The defender problem in my view is demonstrated in the following 2 examples: