Playing against these decks feels like crap. Maybe I'm playing the wrong deck vs them, but that goes against what Gwent is about (at least, how I remember it).
Most decks you play a card, and then the opponent plays a card. You try to build your board, balancing immediate points, with some cards that may do something later for a bonus, giving you time to counter it perhaps.
The problem with charge/order is that they play a card, and that card gets value for the rest of the match. There's not enough removal/counterplay if you choose to play a deck that goes for points, because they'll just ping you down the whole time. So what, has gwent become like hearthstone where we need to have specific decks to counter other decks? Rock/paper/scissors is not good game design. And it's not like NR just has a few cards that do this, all of their cards have some minor effect that synergizes with any other card they can play more or less. So it's not good enough to just "remove this" because they'll just adapt and play into something else. I think this flexibility is actually fine, but other factions don't have these capabilities.
Should I be playing unitless decks? More decks that are anti fun for the game.
I don't remember NR having anything this broken before, but every time I face this deck, it's just super annoying to go against. This would be fine to go against if there were more answers, allowing for more flexible decks, but there are not. This also goes back to another complaint I made with weather... either you can counter it, or not (specifically RNR).
I don't know what they can do fix these annoying issues, short of completely reworking NR charge units, or reworking other factions to make them more flexible.
Perhaps have more cards behave differently depending on their row. Why not give all cards a melee/ranged effect, giving players more choices.
Edit: Let me clarify. I don't care if I lose. I care that I know exactly what's happening, and have 0 counterplay ... It's not even a problem with top-decking. It's a problem with absolutely no chance of comeback because they played X and you played Y. I'm not talking about random cards. I'm talking about properly put together decks, at max provisions -- I just think the game would be better if your cards had more flexibility and counterplay.
Most decks you play a card, and then the opponent plays a card. You try to build your board, balancing immediate points, with some cards that may do something later for a bonus, giving you time to counter it perhaps.
The problem with charge/order is that they play a card, and that card gets value for the rest of the match. There's not enough removal/counterplay if you choose to play a deck that goes for points, because they'll just ping you down the whole time. So what, has gwent become like hearthstone where we need to have specific decks to counter other decks? Rock/paper/scissors is not good game design. And it's not like NR just has a few cards that do this, all of their cards have some minor effect that synergizes with any other card they can play more or less. So it's not good enough to just "remove this" because they'll just adapt and play into something else. I think this flexibility is actually fine, but other factions don't have these capabilities.
Should I be playing unitless decks? More decks that are anti fun for the game.
I don't remember NR having anything this broken before, but every time I face this deck, it's just super annoying to go against. This would be fine to go against if there were more answers, allowing for more flexible decks, but there are not. This also goes back to another complaint I made with weather... either you can counter it, or not (specifically RNR).
I don't know what they can do fix these annoying issues, short of completely reworking NR charge units, or reworking other factions to make them more flexible.
Perhaps have more cards behave differently depending on their row. Why not give all cards a melee/ranged effect, giving players more choices.
Edit: Let me clarify. I don't care if I lose. I care that I know exactly what's happening, and have 0 counterplay ... It's not even a problem with top-decking. It's a problem with absolutely no chance of comeback because they played X and you played Y. I'm not talking about random cards. I'm talking about properly put together decks, at max provisions -- I just think the game would be better if your cards had more flexibility and counterplay.
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