I almost hate to say it but that is actually a pretty cool looking card. Could call it Treacherous Shoals or Shipwrecked.
-Yen Invo is probably not getting fixed, because it's NG.This is a small step in the right direction but it's not enough.
These cards are still broken:
- [NG] Invocation -> game deciding in mirrors -> completely busted if it can steal a card greater then 9p
- [NR] Vissegerd -> completely busted for 8p-> it can easily generate more points than the provision costs -> in swarm decks it generates game winning value
- [SK] Greatsword -> the most broken engine in the game -> ironically it destroys their own faction Svalblod priestst engines -> GS should be gold
- [NR] Kerack Frigate -> to low provision costs given the point output/provision costs ratio -> this should be a gold card for 7p
- [MO] Caranthir -> double gold abuse -> this ability is broken just like any other double gold card combo leader ability /cards
.................
As long such cards/abilities exist in Gwent a lot of cards won't see play because they simply can't compete against it
The artwork is from The-Witcher3-Wild-Hunt-ArtbookI almost hate to say it but that is actually a pretty cool looking card. Could call it Treacherous Shoals or Shipwrecked.
It was a Gedy&Dracoturtle combo, and relied on several high provision cards:I don't really get how this nerf killed you're favorite Druide archetype, you just need to replace one of the higher provision Cards with a 4 Provision Card and the Deck will work almost identical.
Just cut "Triss: Telekinesis". She doesn't seem remotely essential to the deck, and doing so would free up a lot of provisons. I don't see the problem.The artwork is from The-Witcher3-Wild-Hunt-Artbook
It was a Gedy&Dracoturtle combo, and relied on several high provision cards:
(to be fair, it was a bit on the inconsistent side, that's why I've included Skald)GWENT: The Witcher Card Game
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I would like to donate 10€ via paypal to the person that finds a solution.
Deck must include: Gedy, Dracoturtle, one CrowClanPreacher, one Mardroeme, Vlodimir, Iris, Ermion, one Freya's Blessing.
Would like to include: Triss or a second Mardroeme, a second Clan Preacher, Crowmother, Defender, Gremist
That deck worked so well because in times of Poison, Triss was able to create Crow's Eye in order to purify Gremist. I was also able to play Speed-Gedy in round one by discarding a Clan Druid with Skald and then killing Ermion with the Savage Bear. Last but not least, the combination of Dracoturtle and Gedy was able to produce 150 points during round three.
Nonetheless, I'll take a break. Not sure yet if I will return.
So you basically say that CDPR finally forces me to follow the script? I gotta admit: Well played.Just cut "Triss: Telekinesis". She doesn't seem remotely essential to the deck, and doing so would free up a lot of provisons. I don't see the problem.
Disagree with you here, especially on Caranthir. Calling it double gold abuse is frivolous. It obviously doesn't proc the deploy ability of whatever card you choose with it. It's a card just used for cool combos like a double Keltullis, Living Armour, creating a weak copy of a strong engine. It's a super versatile and flavourful card but none of its' interactions are 'broken' strong ≠ broken.This is a small step in the right direction but it's not enough.
These cards are still broken:
- [NG] Invocation -> game deciding in mirrors -> completely busted if it can steal a card greater then 9p
- [NR] Vissegerd -> completely busted for 8p-> it can easily generate more points than the provision costs -> in swarm decks it generates game winning value
- [SK] Greatsword -> the most broken engine in the game -> ironically it destroys their own faction Svalblod priestst engines -> GS should be gold
- [NR] Kerack Frigate -> to low provision costs given the point output/provision costs ratio -> this should be a gold card for 7p
- [MO] Caranthir -> double gold abuse -> this ability is broken just like any other double gold card combo leader ability /cards
.................
As long such cards/abilities exist in Gwent a lot of cards won't see play because they simply can't compete against it
Right?!You should nerf new op bronzes instead of second wind.
I think I'll join you.
That sounds a good idea, with 5 provisions maybeJust in regards to Greatswords specifically, it seems to me that most bronze engines are designed around the idea of generating a single point per turn when some condition is met.
What if Greatswords was changed to something like "If any enemy unit takes damage during your turn, boost self by 1." i.e. it could only boost by a single point in any one turn.
That would bring it into line with most other bronze engines. It would also make it more associated with decks that actively do damage to their enemy. Passive damage, like weather for example, which ticks on the opponents turn, would not trigger it.
Obviously its provision cost could be reduced slightly to compensate if necessary. The opposite row condition could also be removed.
Dagur as a gold card is probably ok as it is.
Not sure if that would be enough. More an issue that Harald spews points for his provision value.rather than dealing with card and leader interactions that make a certain deck OP, CDPR takes these broad strokes just to show that they are doing "something".
This is my own take at balancing:
Second Wind wouldn't be as OP if it was capped at ressing only 10p units.
The same way, Mystic Echo with a cap of 10p would remove double waters but still make harmony a viable deck without its nerf.
For the MM cards:
Berserker 3 power with veteran maybe?
Mage infiltrator is super strong if anyone hasn't noticed, it's just 4p but shuts down engines left and right. (endrega larva, and scarabs to name a few) Maybe 2 damage only and 3 dmg if devotion?
Maybe Harald's passive not ignore armor?
Not sure if that would be enough. More an issue that Harald spews points for his provision value.
The worst case scenario with Harald is playing him R1 last card with an empty graveyard. More realistic worst case scenario is he draws a 4 provision vanilla warrior. That would still mean he played for 10.
That is literally his basement value for an 11 provision card. And let's be realistic here no one is going to actively play him last card R1 for 10 unless it guarantees the round.
So that means that is not really his basement value.
There is the possibility he gets bled out last card R2. But at that stage I think it's fair to say he will at a minimum get 11+ as his basement value.
Then in R3 his basement value becomes 12+
(6 body, +1 damage, +5-7 warrior)
That is guaranteed 12+ played as 3rd from last card.
AND if you don't remove him he plays for higher.
So is it good design, fitting in with the existing provision frame work to have an 11 provision card that is not only literally unbrickable as a single card play, but without immediate 6 point removal can also act as an engine to give value far in excess of its provision cost?
The closest card I can think of in regards to basement value with the potential for a higher ceiling is the 12 provision Zoltan. But that card requires far more answerable set-up to get value beyond 14.
My knowledge is far from extensive so are there comparable cards to Harald in regards to range of value,
That are strong in a short round and very strong in a long Round?
This is how I see SK, and what's up with it. Hotfix did close to nothing. Hardly any value was removed by the 3 provision nerf (one epic gold was replaced by another 5p bronze with just about the same value). Slight nerfs to two cards, good, but the main source of SK brokenness was untouched.
Now here's a little essay attempting to explain what should be done and why.
Old GS drawback was that it depended on long round with last say so 1) could draw bad for R1 and 2) could be bled. But even with those drawbacks, it was already one of the strongest decks. And this is what was added in MM:
1. Best value bronzes => 1) any hand has great value so R1 consistency is through the roof, and 2) can't be easily successfully bled (also, replayability contributes here, as you can commit a pricey play without really committing it). This already removes the two drawbacks described above. But this is just a tip of an iceberg.
2. Premium power plays and veteran cards = good short round if needed, beats most decks on a bad draw for both sides (thx to the bronzes and veteran).
3. Primo removal cards = deals with even a wider range of decks and prevails in even a wider range of situations.
So the problem can't be solved by micro tweaks and removing x value here or there. The whole deck - every card, new or old - is a steaming ball of brokenness because of how MM changes empowered the faction's archetypes. It's got everything at the highest level of overtune. Since the balance crime has already been committed and there is no way to unmake those cards, the whole package must be completely re-balanced. Ideally based on feedback by top players who tested these decks thoroughly. There's no easy way out of it.
However, I've encountered a very interesting opinion lately - and from different people - saying that it's not SK that needs re-balancing. SK is pretty good in how the power between bronzes, epic golds and legendaries in proportioned. It's all the other factions that need to pack shit bronzes that you never wanna draw because golds give you disproportionately more value. CDPR should really go the hard way here and revamp the whole game at this point.