Leader - Dettlaff Van Der Eretein Ability Weak?

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Improved ability for Dettlaff Van Der Eretein - "One who love so madly, and wildly".

  • New Ability (Bleed 2 enemy units by 2, Cooldown: 3. If you have a (...)

    Votes: 3 60.0%
  • Remain Unchanged (Damage a unit by 1. Charge: 3) Eithne Root!

    Votes: 2 40.0%

  • Total voters
    5
  • Poll closed .
Analysis:
Pre-Hotfix:
Dettlaff Van Der Eretein - Very Good but apparently "OP" - Charge: 3
Brouver - Does the same though does damage by 2 and boost by 2 for both allied and enemy units, - Charge: 3

After-Hotfix: Dettlaff Van Der Eretein - Very G...*Cough* - Charge: 3
Eithne - Does the same though aligns units whether enemy or allied, - Charge: 4

Overall: Abilities that Devs give is rather lazy or tedious, and copies the exact same concept from other already given leaders (unless if going to be doing so then at least have the initiative to better the ability than what was provided, - Dettlaff Van Der Eretein is ridiculous currently)
Theory: Not much effort or thought are going into the ability of units/leaders.

Example: "Damage", and "Boost". However, I have no problem with this type of abilities but it is more how creative you play with these for future added abilities on new cards. As such we had "Armour" though removed, as currently probably would not work as well until more cards comes into play with unique abilities. Although, an improvement we saw from the Crimson Curse Expansion, as it did brought new tags, statuses, and so on.

Either the fault goes towards the community of Gwent or Devs for most feedback that were not considered or completely ignored which in turn delivery to the standard of what the community actually want out of Gwent, was not so - failing to finally having the Gwent that was so patiently waited.

Ability Suggestion:
Dettlaff Van Der Eretein - Bleed 2 enemy units by 2 (or 1), Cooldown: 3. If you have a Vampire, Wild Hunt, or Beast with tag "Dominance" in your hand, decrease "Cooldown" by 1.

The art of the card is so beautiful yet ability does not match to that level of excellence, - a real shame. Dettlaff Van Der Eretein is a very good leader as well.

Addition - The abilities need uniqueness so that is why I suggested this approach of "bleeding" (a new mechanic), also to bleed 2 enemy units instead of 1 by 2 (or 1).

We need to put life into Gwent with its abilities, some EXCITEMENT, something INTERESTING in a ability which make you POP or jump OUT of your seat.
 
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All other leaders with a cooldown ability normally have 1 damage/boost per 2 turns + additional synergies. So a leader that has 4 damage per 3 turns + synergy seems pretty nuts to me, in particular, if he can reduce the cooldown to 2.
To balance that ability, it should only affect 1 target, thus dealing only 2 damage per 3 turns. With the delayed damage due to the bleeding that should be ok.

Nevertheless, I think that his current ability can be fixed without chaning it too much, just by adding bleeding 2 to it. This way he will always have 3 value, either by using the deathblow or by using the bleed.
 
Personally I think he's pretty good. In your Broover/Eithne comparison I think you forget that he has deathblow for a 2 power vampire, adding synergy to some cards. So before he was like broover, but possibly 6 points more.
After fix, he has one charge less than Eithne, true, but he can still spam 3 x2 point vampires...
Broover is stronger than Eithne in buffs/damage and can move units but has less provisions (still think he's better than Eithne though). Eithne is useful for more provisions and aligning units. Detlaff can align units but also finish a unit to add some vampire body. I believe he was designed like that not to copy Broover or Eithne but more to make a deathblow leader
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All other leaders with a cooldown ability normally have 1 damage/boost per 2 turns + additional synergies. So a leader that has 4 damage per 3 turns + synergy seems pretty nuts to me, in particular, if he can reduce the cooldown to 2.
To balance that ability, it should only affect 1 target, thus dealing only 2 damage per 3 turns. With the delayed damage due to the bleeding that should be ok.

Also I agree with that. The bleeding suggestion seems pretty strong. And if you target 1 unit with a cooldown he's more or less like Crach
 
All other leaders with a cooldown ability normally have 1 damage/boost per 2 turns + additional synergies. So a leader that has 4 damage per 3 turns + synergy seems pretty nuts to me, in particular, if he can reduce the cooldown to 2.
To balance that ability, it should only affect 1 target, thus dealing only 2 damage per 3 turns. With the delayed damage due to the bleeding that should be ok.

Nevertheless, I think that his current ability can be fixed without changing it too much, just by adding bleeding 2 to it. This way he will always have 3 value, either by using the deathblow or by using the bleed.

Good point. However, the sole purpose of "bleeding" is another way to damage so technically is not really damaging but minor scratches the player did to the opponent. The damage in an actual ability without bleeding does major hit by X amount or let's say by 1, 2 or 3 an example.

Plus side - The abilities need uniqueness so that is why I suggested this approach of "bleeding" (a new mechanic), also to bleed 2 instead of 1 by 2 (or 1).

We need to put life into Gwent with its abilities, some EXCITEMENT, something INTERESTING in a ability which make you POP or jump out of your seat.

I agree. An ability I've given does sound pretty nuts though it is not like it's taking full effect straight away but when turn ends from the opponent but in saying this maybe it is nuts when by 2. I would say Bleed 2 enemy units by 1, Cooldown: 3. If you have a Vampire, Wild Hunt, or Beast with tag dominance in your hand, decrease cooldown by 1.

I want this leader Dettlaff to be not just good but playing competitively and instead of players returning to playing big monsters (old leaders) because of this nerf done to Dettlaff in the hot-fix even though it is only a quick-fix and not permanent until something better comes to mind.

It is good to have diversity of leaders/units and not the same playing for or against.
 
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