I've read a few comments on the forum advising of a NG deck. It appears there's a certain NG unit that can destroy locked units.
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Just why should a high unit of 9 point or more, which clearly states 'NO ABILITY', be lockable simply for the purpose of being destroyed- despite having nothing to lock? There is no reason, is the answer to that question.
CDPR, please sort out this mess of a lock mechanic, thanks.
Before I give my opinion about your point, I want to make it clear that I have absolutely nothing against you and fully respect you and your opinion.
It may be kinda weird to say but since it's the second time on two different topics in a row that I disagree with you, I wanted to point that out. It just happens to be like this, I'm not stalking you or any weird stuff like this.
So, as you may imagine from the intro, I disagree with your point and I'm going to explain why. There is two reasons why I think this whole interraction is fine and why lock shouldn't be nerfed.
The first one being, in its primary form, lock is very conditional. It's a tech that find no value whatsoever if your opponent doesn't have a good target to lock.
Now, you could argue that there's quiet a few target for it in the current meta but still, it's not an effect that provide guaranteed value, you need a target and a good one.
Therefore, giving this effect a chance to get additional value with the support of other cards is not only a genius idea from CDPR (at least imo) but should be what they need to do with every hyper tech effects in the game. This is what the game needs, conditional effects that can now be used and shine even if your opponent don't play what our tech effect is supposed to counter (because, as I said many times before, Gwent doesn't have a side board, tech cards cannot be implemented as just tech cards in this game).
The second reason being, the interraction isn't nearly as powerful as you may think.
It kinda shocked you because you didn't know it was a thing, you weren't prepared for it and couldn't play around it.
Once you do, however, it's just like any other hard removal. It's a 1 for 2 even, since you have to lock the unit with another card prior to destroying it with Vanhemar.
You can see it coming, Purify your big fatty after it got locked or try to deploy reasonably sized units so your opponent doesn't find a good target.
It's strange this is the interraction that attracted your attention though because the game is full of them (any pin effect + Vabjorn, Gaunter + ...well, Gaunter, Status + Vincent Van Moorlehem (which btw, could have been the dude responsable for this topic since he can target locked unit as well), Bounty + Graden...).
Long story short, I think it would be sad if lock gets nerfed since it would be litteraly doing the opposite of what the game need right now (nerfing tech effects to make sure nobody play them anymore instead of making them more relevant and find ways to make them provide value even if your opponent don't play what they're supposed to counter).