You might just be on to something with that last comment. ;]Old Gwent: Play shit you have in appropriate order. It does not matter what your opponent does you both play your own game. Whoever play their order better wins. Oh wait they probably talking about mechanics where the first round your opponent just auto passes. How interactive.
New gwent: way more reactive with bunch of mechanics that are actually choice driven. But i guess people are just stubborn and entitled. Yes arguably some things are out of touch but with the new provision system CDPR has a great setup going into balancing cards.
The real problem is this: the game is way harder then it was before and people who cannot build decks ( which is majority ) are stuck with shitty decks that they just get steamrolled by people who have better understanding of the game. Yes it is not fun but you have to put effort and once you do the game feels super rewarding. The combos, outplay and setup you can pull of in this gwent are very very fun.
How is new 10 card limit is less engaging?I really want to enjoy new Gwent, new progression system is unique, art and sound is amazing, but gameplay feels less engaging now, 10 card limit is killing all enjoyment for me from playing.
Old Gwent: Play shit you have in appropriate order. It does not matter what your opponent does you both play your own game. Whoever play their order better wins. Oh wait they probably talking about mechanics where the first round your opponent just auto passes. How interactive.
New gwent: way more reactive with bunch of mechanics that are actually choice driven. But i guess people are just stubborn and entitled. Yes arguably some things are out of touch but with the new provision system CDPR has a great setup going into balancing cards.
The real problem is this: the game is way harder then it was before and people who cannot build decks ( which is majority ) are stuck with shitty decks that they just get steamrolled by people who have better understanding of the game. Yes it is not fun but you have to put effort and once you do the game feels super rewarding. The combos, outplay and setup you can pull of in this gwent are very very fun.
Not only the building of decks, but also the general understanding of the game core mechanics such as a max hand of 10. So many times I see players passing even though they still have 8+ cards in hand. It's gonna take time for the majority of players to get used to it I guess.
How is new 10 card limit is less engaging?
Was autopassing in first round more engaging for you?
How is making decision which cards to keep/waste and when to muligan is less engaging then just auto passing and wining because of card advantage?
How is new 10 card limit is less engaging?
Was autopassing in first round more engaging for you?
How is making decision which cards to keep/waste and when to muligan is less engaging then just auto passing and wining because of card advantage?
Dont know and dont care who "lifecoach" is (ironic name, really, shouldn't he get a life instead of being a "Gwent master"?)
However, most of what he says is true. Two rows is terrible - @tussauc said he feels it's more important on card placement now. Well, to a point, in that some cards just dont do anything unless you put them on a specific row! Hardly science, though, is it? A MUCH better idea would have been to bring in row mechanics to the old beta. Seige/ranged engines and crew only on the seige row, for one example, then just work out from there. Nekker, for example - you can remove the spam effect by only allowing them on one or two rows. It could have been brilliant, so much of Beta was, but this devastating mish-mash of a mobile game is not fit for purpose.
Keep it, CDPR, but restrict it to Thronebreaker and CALL IT Thronebreaker! Then get to work on Gwent and bring it back. Reopen the Beta and get to work testing new row mechanics, better deal, better allocation of cards.
I'm no Lifecoach, but I'll help for free if you want!!
People were constantly dry-passing R1 on blue to avoid getting punished by flip abuse. The thing is this flip abuse was not due to the flip. This is a fact numerous people seem unable or unwilling to grasp. The flip abuse essentially boiled down to tempo abuse.
Fun fact, you can orchestrate the exact same scenario in HC. The difference is it can only happen around the point where each player has 4 cards in hand (when CA starts to matter, interesting....).
Sorry but you don't really explain why 2 rows is terrible. What's exactly the difference in having nekker allowed on one or 2 rows in a 3 rows game and only on 1 row in a two rows game? This is just a basic matrix transformation from n+1 to n.
So far I haven't seen a single interesting argument as to why 3 rows is better than 2 on this forum. Still waiting for some real explanation from haters of the new system.