Last year around the same time I started a similar thread about removal and locks:
Interestingly there has been some progress made since then in the form of lower provision cost and/or taller body.
Although locks see a bit more play in certain factions in the last couple of patches removal cards still have the upper hand.
The reasons are simple:
1 Removal is cheaper
2 Larger fill rate due to plenty of faction and neutral options
3 Denies your opponent to regain an engine because locks can be purified
4 A lot of removal decks got more support: Bombs/Madoc, Tunnel drill, Serpent trap
My conclusion would be there is still no balance between locks and removal, the latter actually got more support over time.
Just take a look at the huge amount of bronze specials in the deckbuilder that do 4 damage (which I consider removal zone):
Neutral
Dimeritium Bomb
Piercing missile
Moon dust
Northern wind
Rock barrage
Alzurs thunder
MO
Natural selection
Predatory dive
NG
Tourney joust
Coated weapons
Assassination
NR
Boiling oil
ST
Making a bomb
Nature's Rebuke
SK
Gutting slash
Stunning blow
SY
Assault
Bloody good fun
Payday
*The cards which are color marked blue see a lot of play
What this gamedesign delivers, which also can be seen in metareports, is that control decks accompanied with big value on deployment dominate the game.
There is no room for engine decks because all engines get removed and deliver most of the time negative points compared to their provision costs or deploy counterparts.
On top of that deploy value got buffed bigtime so it's way better to play such cards instead of engines.
My analysis on the problem is that there are way to many damage mechanics not only in the bronze cardpool but also in golds and leader abilities.
This makes an huge cardpool not worth playing because you won't stand a chance from the beginning.
If you are a tryhard that likes to play engines all the game offers right now is frustration & anger instead of fun.
For me this is a reason to play Gwent much less (or perhaps quit at some point) because a game that is themed around having the most control and deploy value is very boring.
Don't know how you guys think about this after this breakdown?
POLL: Removal and lock need rebalance?
As for now removal is better than locking cards. With removal engine value gets instantly denied while a locked card can be purified. Most lock cards have a body while most removal don't. Still lock is worse and won't see much play. The main problem is centered around the provision costs. Locks...
forums.cdprojektred.com
Interestingly there has been some progress made since then in the form of lower provision cost and/or taller body.
Although locks see a bit more play in certain factions in the last couple of patches removal cards still have the upper hand.
The reasons are simple:
1 Removal is cheaper
2 Larger fill rate due to plenty of faction and neutral options
3 Denies your opponent to regain an engine because locks can be purified
4 A lot of removal decks got more support: Bombs/Madoc, Tunnel drill, Serpent trap
My conclusion would be there is still no balance between locks and removal, the latter actually got more support over time.
Just take a look at the huge amount of bronze specials in the deckbuilder that do 4 damage (which I consider removal zone):
Neutral
Dimeritium Bomb
Piercing missile
Moon dust
Northern wind
Rock barrage
Alzurs thunder
MO
Natural selection
Predatory dive
NG
Tourney joust
Coated weapons
Assassination
NR
Boiling oil
ST
Making a bomb
Nature's Rebuke
SK
Gutting slash
Stunning blow
SY
Assault
Bloody good fun
Payday
*The cards which are color marked blue see a lot of play
What this gamedesign delivers, which also can be seen in metareports, is that control decks accompanied with big value on deployment dominate the game.
There is no room for engine decks because all engines get removed and deliver most of the time negative points compared to their provision costs or deploy counterparts.
On top of that deploy value got buffed bigtime so it's way better to play such cards instead of engines.
My analysis on the problem is that there are way to many damage mechanics not only in the bronze cardpool but also in golds and leader abilities.
This makes an huge cardpool not worth playing because you won't stand a chance from the beginning.
If you are a tryhard that likes to play engines all the game offers right now is frustration & anger instead of fun.
For me this is a reason to play Gwent much less (or perhaps quit at some point) because a game that is themed around having the most control and deploy value is very boring.
Don't know how you guys think about this after this breakdown?
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