[FONT=Arial, sans-serif]Hi CDPR and everyone, [/FONT]
[FONT=Arial, sans-serif]Here are my my 2 cents on the midwinter patch. I have a decent card player experience since the 90's (started with MTG) and (I believe) some understanding of the mechanics and gameplay of a card game.[/FONT]
[FONT=Arial, sans-serif]First of all, I stopped playing the game 2-3 weeks after the midwinter patch but I've had a LOT of fun with it before building decks (like much more than with any HS expansions, that's for sure). And I believe the potentiel is stil there.[/FONT]
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Big problems:[/FONT]
[FONT=Arial, sans-serif]- Interaction. The "Duel" mechanic is an acknowledgment of the problem but it's... poorly designed. To add interations between cards and players (tough but much needed thing), I think the right direction should be
movement: horizontally and vertically. There should be more placement mechanics or synergies and more cards should be able to move the opponent units (H/V) to disrupt the opponent game. Units in Gwent have no Attack/Defense stats (unlike in most card games) but we have 3 rows so i'm pretty sure placement/movement is the way. The Trio mechanic was not great (and is not missed) but I think the idea was right.[/FONT]
[FONT=Arial, sans-serif]- Building archetypes and then killing them. Since june, the turnover of archetypes is too unstable IMHO. Ex: why push for a discard (SK) or movement (ST) deck to then completely abandon them only few months later (RIP) ? There should be archetypes turnover, sure, but I feel like you're changing you mind too fast and that some changes got out of hand.[/FONT]
[FONT=Arial, sans-serif]Also the archetypes help build the identity of the faction, some of them them should be mandatory (just kidding, but you get the idea).
- The midwinter patch has buffed a lot the output of some cards, particularly bronze cards but has left in the dust most old ones (not only bronze, but silver and golden too). Some were well designed and balanced cards that are now completely unplaybale in a competitive game. It's a bad feeling but it is also a way of throwing a lot of your previous effort and brilliant work into the fire...[/FONT]
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Problems:[/FONT]
[FONT=Arial, sans-serif]- Balance issues have been covered a lot, but what I don't understand is the nerf on some cards that where not meta breaking at all. Ex: nerfing restore is fine (it was too strong), but nerfing prize-winning cow...? Why ?! Why spend time and energy on that ? Same thing here: nerfing mechanics like deathwish is understandable to limit carryover, ok, but to literally delete shieldmaiden mechanics? Why ?! And to make it THE SAME cards that we have on other factions? I don't get it. Those cards gave depth to deck creation, without being OP so why nerf them ? It reduces the depth of the gameplay and deckbuilding.[/FONT]
[FONT=Arial, sans-serif]- Create should be revisited: it is obviously close to the "discover" mechanic of HS (and I don't like it...) but it doesn't fit well in Gwent IMHO. It's not bad, it sometimes adds depth to the gameplay because you have to evaluate the value or tempo or strategy offered by of each possibility. But I'd rather have something less random, for example something based of the opponent deck, to add more interaction. And what was wrong with Dorregaray btw ? A slight (and balanced) touch of cross-faction isn't bad IMHO. There should be more (balanced) "swiss knife cards" like the old Dorregaray I think.[/FONT]
[FONT=Arial, sans-serif]- Skellige gameplay. Right now it's terrible. (
https://www.gwentdb.com/decks/41000-the-eight-row-do-not-go-gentle-into-the-midwinter )[/FONT]
[FONT=Arial, sans-serif]Ex: why kill the skirmishers and veterans ? They could get too powerfull sometime, it's true, but they also had huge counters (hi, vicovaro medics!). It is also true that the graveyard plays should not get out of control (like in some oldschool MTG) but this is going too far (freya, sigrfrida?!) and it's just killing the gameplay of an entire faction.[/FONT]
[FONT=Arial, sans-serif]Also I don't see the point in new cards like the clan beastmaster (I admit it, I hate this card, really). Play it, restore it. Wow.[/FONT]
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Details:[/FONT]
[FONT=Arial, sans-serif]- Lot of room for improvement for Leaders: right now they are just golden cards... but the gameplay could be deeper, with abilities used several times a game (yeah, I'm looking towards someting like HS heroes or MTG planeswalkers). I don't think it should be a priority right now, but it's a path I'm sure you've already thought of for future expansions.[/FONT]
[FONT=Arial, sans-serif]- And last but not least : the sound. The sound design of the patch is terrible... I've made Counter Strike (1.3, yeah I'm a relic) packs in the past (donkeypack, yeeha!!) and a lot of people liked it "without knowing why"... But I knew: I replaced the sounds of the game with my much "heavier" ones. It might look like a detail but it's really not.[/FONT]
[FONT=Arial, sans-serif]Now since midwinter patch, when we do damage to a unit (hi, Impera Enforcers), it sounds like a b... slap in the face, what the hell?!
( [/FONT][FONT=Arial, sans-serif]https://i.imgur.com/dCiecs4.gif )[/FONT]
[FONT=Arial, sans-serif]The previous sound was fine, why change it to something like that ?! There are guys in CDPR that actually think it now sounds BETTER ?![/FONT]
[FONT=Arial, sans-serif]Same thing with the game loading sound... I loved "the roar of the chains and the cracking of timbers" sound. Now we have... nothing. :/[/FONT]
[FONT=Arial, sans-serif]There's a lot of other things I'd like to write about but I realize probably no one will read my post entirely...
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[FONT=Arial, sans-serif]Oh well, I wanted to try to help in some way.[/FONT]
[FONT=Arial, sans-serif]Cheers.[/FONT]