Really love most of the changes in aesthetics, including the more direct and clear arrow for card effects. Loved the tutorial better teaching a lot of the stuff new players need to know, and really like the rewards tables to let everyone know where they are. Overall a big step up, even if some things are still missing, namely:
- original card status and abilities before they're damaged/affected during gameplay (hover over the card shows original status, somehow)
- card details when hovering over them need to be available when opening kegs, so you can make an informed selection on the last card.
- amount of cards in stock needs to be relative to normal+promo+all different arts of the same unit, and maybe put up the same kind of warning you get for trying to craft a card you already have all the copies you need of, when you craft a 4th card of those you can have different arts of.
Now, in terms of game balance, I loved the changes to leaders, and love the fact that faction passives are gone, and that you get the extra mulligan for rounds 2 and 3. What I think needs to be better balanced:
- weather should affect both sides of the battlefield, regardless of the cards color type.
- weather immunity should come back, but for specific types of weather for each faction/unit type, as well as increased synergy with weather for all factions. This should be the way to make weather more versatile, but still make it so you have to create your deck around using it, and not simply put it into any deck)
- some cards blatantly need balancing, most particularly the gold weathers (these would be fine with the change mentioned above) and the guardian (if it were one card maybe it'd be a fine disruption, with the new mulligan rule, but two is too much), but also tibor eggerbracht shouldn't limit the draw to a bronze card (have it be revealed but any card, otherwise it feels too strong) and daerlan foot soldiers probably should limit the draw to bronze cards.
- the permadeath tag and limitations should come back. It makes no sense for each medic to revive all the others in the GY in a dumb chain. (making every medic doomed and applying that for any way of entering the GY, instead of only when destroyed would be another solution, but I actually think that overcomplicates something that it was trying to simplify in the first place. Nothing wrong or too complicated with having the "revive non permadeath unit" text, IMO).
That's about it, and sorry for the wall of text. Really love the direction gwent is taking, and I hope the feedback can be of use so that we keep having good balancing in this amazing game! o/
- original card status and abilities before they're damaged/affected during gameplay (hover over the card shows original status, somehow)
- card details when hovering over them need to be available when opening kegs, so you can make an informed selection on the last card.
- amount of cards in stock needs to be relative to normal+promo+all different arts of the same unit, and maybe put up the same kind of warning you get for trying to craft a card you already have all the copies you need of, when you craft a 4th card of those you can have different arts of.
Now, in terms of game balance, I loved the changes to leaders, and love the fact that faction passives are gone, and that you get the extra mulligan for rounds 2 and 3. What I think needs to be better balanced:
- weather should affect both sides of the battlefield, regardless of the cards color type.
- weather immunity should come back, but for specific types of weather for each faction/unit type, as well as increased synergy with weather for all factions. This should be the way to make weather more versatile, but still make it so you have to create your deck around using it, and not simply put it into any deck)
- some cards blatantly need balancing, most particularly the gold weathers (these would be fine with the change mentioned above) and the guardian (if it were one card maybe it'd be a fine disruption, with the new mulligan rule, but two is too much), but also tibor eggerbracht shouldn't limit the draw to a bronze card (have it be revealed but any card, otherwise it feels too strong) and daerlan foot soldiers probably should limit the draw to bronze cards.
- the permadeath tag and limitations should come back. It makes no sense for each medic to revive all the others in the GY in a dumb chain. (making every medic doomed and applying that for any way of entering the GY, instead of only when destroyed would be another solution, but I actually think that overcomplicates something that it was trying to simplify in the first place. Nothing wrong or too complicated with having the "revive non permadeath unit" text, IMO).
That's about it, and sorry for the wall of text. Really love the direction gwent is taking, and I hope the feedback can be of use so that we keep having good balancing in this amazing game! o/