Hello everybody,
I'd like to discuss some issues I've encountered with Gwent regarding the basic gameplay.
First of all, I love the concept of building your own deck, adquiring new cards, the provision cap, leader abilities, etc. So I don't think I can find fault with any of that (apart from imbalances, but the concept is great)
But let's go to the point, here is my rant:
1) Round 2 in most matches is just about dry passing in order to draw one more card or an attempt to bleed your opponent, doesn't feel competiive at all. Most of the time, we already know who is going to win that round and it's anticlimatic. So one player wins a hard-fought, heavily-strategic round 1 and then he/she just dry passes the second round to gift a temporary tie. Round victories should be hard-earned, not gifted, in my opinion. Maybe the concept should be revised.
2) Another issue is the drawing of cards and the maximum number in your hand. Let's say I like playing in a very aggressive kind of way, using my best cards/combos in the first turns in round 1, just to intimidate my opponent or for whatever reason. Well, it turns out, I can't. I'll explain why:
Let's say that after the first 3 turns I have an advantage of +20 points (7 cards left for each player), then if I pass, the opponent can play up to 3 more cards, win that round, dry pass the next, and then we will start round 3 with 10 cards apiece (ridiculous). On top of that, he/she gets last say and likely plenty of golden cards in R3. I don't mind if the opponent decides to play 3 more cards than I did in one round but should be punished for it in the next rounds, not rewarded. So, this means players are forced to keep their best cards for later stages, it kills strategic variety. Maybe the hand shouldn't be capped to 10 cards, thus avoiding this unfairness.
3) I don't personally like mulligans or the randomness of the drawing of cards. I think players should be able to choose from their decks the cards they want to use depending on the rival. What's the point of drawing a tall removal card if you are expecting a swarm player? So maybe, players should choose the golds and bronzes they want to have in their hand for a particular match. It would also be interesting to be given the chance to pick cards every round, thus adjusting your play to your opponent's. This way, it would be a more strategic game, in my opinion. As of now, many times I find myself playing cards I don't want to.
What's your take on all this?
I'd like to discuss some issues I've encountered with Gwent regarding the basic gameplay.
First of all, I love the concept of building your own deck, adquiring new cards, the provision cap, leader abilities, etc. So I don't think I can find fault with any of that (apart from imbalances, but the concept is great)
But let's go to the point, here is my rant:
1) Round 2 in most matches is just about dry passing in order to draw one more card or an attempt to bleed your opponent, doesn't feel competiive at all. Most of the time, we already know who is going to win that round and it's anticlimatic. So one player wins a hard-fought, heavily-strategic round 1 and then he/she just dry passes the second round to gift a temporary tie. Round victories should be hard-earned, not gifted, in my opinion. Maybe the concept should be revised.
2) Another issue is the drawing of cards and the maximum number in your hand. Let's say I like playing in a very aggressive kind of way, using my best cards/combos in the first turns in round 1, just to intimidate my opponent or for whatever reason. Well, it turns out, I can't. I'll explain why:
Let's say that after the first 3 turns I have an advantage of +20 points (7 cards left for each player), then if I pass, the opponent can play up to 3 more cards, win that round, dry pass the next, and then we will start round 3 with 10 cards apiece (ridiculous). On top of that, he/she gets last say and likely plenty of golden cards in R3. I don't mind if the opponent decides to play 3 more cards than I did in one round but should be punished for it in the next rounds, not rewarded. So, this means players are forced to keep their best cards for later stages, it kills strategic variety. Maybe the hand shouldn't be capped to 10 cards, thus avoiding this unfairness.
3) I don't personally like mulligans or the randomness of the drawing of cards. I think players should be able to choose from their decks the cards they want to use depending on the rival. What's the point of drawing a tall removal card if you are expecting a swarm player? So maybe, players should choose the golds and bronzes they want to have in their hand for a particular match. It would also be interesting to be given the chance to pick cards every round, thus adjusting your play to your opponent's. This way, it would be a more strategic game, in my opinion. As of now, many times I find myself playing cards I don't want to.
What's your take on all this?
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