iamthedave;n10241452 said:
Nekkers? Really? They were problematic before when they provided absurd carry over, but there's an awful lot of ways to deal with nekkers these days. Would a better fix not be to have warriors create only one copy? That would make it so control-minded players could just gun them down before they become a problem, and require nekker decks to have a backup plan. Not sure if that would nerf the deck into the ground but I think it might be a baby step approach rather than scorched earth. At worst nekkers would then be an equivalent of the spellatael finisher.
Agreed on enforcers, though the math on them seems a little complex unless you have more than one on the board. Your first enforcer, after all, is simply reducing the 'extra' points you got from having spies, after all. If you then remove the buff from the Impera Brigade, the enforcers are points neutral, aren't they? I seem to recall them being a fairly minor annoyance before the change. Would dealing 1 damage instead of 2 balance them better?
Slave Driver definitely needs to be looked at. The funny thing is the Slave Driver is the most fun, but it's one-sided fun. I can't imagine how frustrating it is when a SK greatsword player sees me doing their own strategy right back at them. All the summon bronzes have proven to be too powerful, save maybe elven scout. Runestones should probably be removed from the game, or at least banned from ranked play. I think they need to sit down and assign three cards to every card that has 'create' on it right now. It'll be a pain in the neck, probably create some overlap, and will definitely make a few current good create cards rubbish, but 'choose three' cards weren't a problem before and I doubt they will be if they make the change I'm suggesting. I think it'd be a good change to attempt, at the worst.
And for god's sake they need to fix the new Leader cards. They're all awful, save the Usurper, because he can pretend to be other, better leaders, and that's actually quite a neat idea without being OP.
Nekkers are a huge problem because, as I said on another topic, the only decent way to deal with them is Sweers and you have to time it right too. The other counters are not doing anything on their own, Coraled a Nekker? Sure let's play another one and carry on from this point. At best you're just gaining a turn but that's about it.
Not later than a moment ago, I played consume against someone who muzzled it....I won the game and at the end of the day, muzzle just gave a turn to my opponent.
The first step would be to bring them back to 3 str (this way, it opens up a whole lot more counters including Peter for example) but they may even have to rework them completely.
Honestly the biggest problem with Nekkers isn't exactly how good they are but the fact that they ruin the entire game when you get the right set up (because nothing in the game can beat 4O~5O points in a single turn, it's just too ridiculous).
And again, please guys stop thinking "this card has counters so it's fine". no it's not, having a balanced game means that nobody is forced to play a card in order to stand a change on the ladder. Everyone should be free to choose whatever card they want and as soon as you're like "let play Sweers because Nekkers" you're proving that the game isn't balanced and said units needs to be nerfed.
Enforcers just need to be rewinded to what they were before the patch. When I understand CDPR changing things by time to time I sometimes don't understand all of their choices. Because Enforcers were indeed a little too strong before the MW update but honestly that was okay, it wasn't that necessary to change them and certainly not to buff them...
Slave drivers aren't just annoying they're flat out OP.
1/ They're 2 str on a bronze, which may not sound like a lot but if you look at all of them, they represent 12 points over your opponent (6 SD since you can resurrect them with ointment) which all of the sudden, represents a huge amount of free points.
2/ They allow you to choose among 3 bronze units from your opponent's deck. A deck of Gwent is typically 25 card, including 4 Golds and 6 Silvers. That leaves us with 15 bronze cards that are usually played at 3 copy of (some of them will probably have only 2 copies but it doesn't change the math a whole lot). So, on average, each player will have 6~7 different units in their deck right? So at this point, you can consider Slave drivers a soft tutor for whatever your opponent have in their deck. In fact it's completely possible to have some synergy going with this unit.
3/ They're not bound to the usual limit for bronze in the game and since you can resurrect them (as said earlier) that mean, if you're playing reveal for example, they can pull 6 Nilgaardian knights.
Finally, I don't think Create needs to be removed from the game but it needs some serious rework.
For example, Create shouldn't be able to spawn units from your own deck (because right now it's kinda ridiculous when you make a second Dennis Cramer or a second Iris).
This is where create is the most problematic imo because CDPR set up some limitation about how many cards you can run in a deck, depending on their colors, which now doesn't mean anything anymore because you can play a Silver (or even a Gold) more often than a Bronze...