Back again with my conclusions on Homecoming after around 24 hours playing it.
A lot of people have already talked extensively about all the good things (art, coinflip fix, deckbuilder, etc) so I won’t spend any time on them. I also won’t mention gameplay issues due to bugs, wrong voice lines and the horrendous, awfully loud snow storm sounds wild hunt units make when entering the board. Finally, I will not mention issues related to balance of cards as I believe that it is, for now, with barely 24 hours on the game, impossible to make good comments on.
What I will focus on are what I think are the biggest problems I have with the current version of Homecoming.It is naturally my opinion and if someone thinks differently, then please share your opinion as well, any criticism can help right now.
On a purely visual level :
On a gameplay level :
That’s it, I think I’ve summarised most of the things I have to complain about about homecoming after 24 hours of PTR. Don’t get me wrong though, I think homecoming is really good and I’m really excited to see how this game is going to evolve but for now, it is a work in progress and IT SHOWS. I think it’s perfectly normal and that time will fix most of the things that are currently going wrong.
To you fellow, unhappy players, please consider being patient. CDPR made a whole new game in 6 months, half the time such game would demand under other circumstances so OF COURSE it wasn’t going to be perfect from the start, and especially not in PTR. give homecoming its last weeks of preparations and a couple months of life before condemning it. I’m certain that all of our complaints will be heard and answered in amazing ways.
A lot of people have already talked extensively about all the good things (art, coinflip fix, deckbuilder, etc) so I won’t spend any time on them. I also won’t mention gameplay issues due to bugs, wrong voice lines and the horrendous, awfully loud snow storm sounds wild hunt units make when entering the board. Finally, I will not mention issues related to balance of cards as I believe that it is, for now, with barely 24 hours on the game, impossible to make good comments on.
What I will focus on are what I think are the biggest problems I have with the current version of Homecoming.It is naturally my opinion and if someone thinks differently, then please share your opinion as well, any criticism can help right now.
On a purely visual level :
- The whole game is a tad too dark. I don’t mean that the colors need to be more vibrant but that the luminosity and contrasts should get turned up a little bit.
- During the enemy’s turn the camera moves to focus on the board, reducing your view of your own hand by 50%. While I don’t think it is a BIG issue, I believe that it should be changed so that the player can move the camera the way they want with, for example, the mouse’s wheel. I found myself trying to scroll down to look at my hand a couple times, wanting to get a good look at my hand while I was waiting for the enemy to play. I think that what I said would be a welcomed quality of life change.
- I think that ordering categories buttons for “artifacts”, “special cards” and “units” should be added to the deck builder. It’d make some researches for a certain type of card quicker and easier.
On a gameplay level :
- I think that “ZZZ” engines are too easy to kill. The only reason as to why some manage to stick to the board right now, is because you’ve been lucky enough to face a deck without removal.
- Some card descriptions are more than unclear, sometime missing words (I am conscious that this probably is already being fixed but I had to mention it).
- Rows STILL don’t matter, or at least not enough. Now maybe that was an expected comment that can only be answered in time once we start seeing some kind of balance and meta in the game, I don’t know. I think that whoever is in charge of card effects at CDPR shouldn’t be afraid to add row restrictions here or there. It's also open more “movement” possibilities. The movement archetype right now does practically nothing but if all engines end up having some kind of row limitations, then movement becomes a good counter for engines heavy decks as just by changing the row on which an engine is, you either stop or change its power.
- In homecoming we have more archetypes than we used to in old gwent. Skellige : Bloodthirst, Discard, Self wound, and maybe pirates. Scoia’tael : Traps, Dryads, Dwarves, Elves, and maybe movement. Northern Realms : Charge, Zeal, machines and maybe specters. Nilfgaard : Reveal, Wichers, Tactic and maybe Spies. Monsters : Deathwish, Consume, Immunity (?), Wild hunt and maybe Thrive. I am very excited about how all these new archetypes but it is obvious that all of those where I used “maybe” just “aren’t quite there yet”. There are too few dryads, pirates, specters, spies or thriving units for these archetypes to really be a thing despite having interesting mechanics. Now that may be because CDPR is expecting to release new cards for these archetypes in the future but for now some cards have very little synergy with others and that is kind of a problem.
- The game, as many have said, is too slow. It feels like actions take forever to happen, leaders’ charged abilities’ animations are way too slow and feel unresponsive. And there is the “end turn” button as well which participates in making a round last forever. If CDPR sped up the overall game animations by let’s say 20% or something, the game would feel way more dynamic but for now I feel like I’m playing in slow motion. I also think that at the end of your turn, once you’ve played everything you could play, a window should pop up and ask you directly if you want to end your turn or not, so that the player never forgets to press “end turn”.
- And finally, last but not the least, the handsize limit. I’m not against a hand limit and 3 draws per round in itself but in facts, the way it translates is : Player A uses big tempo and passes after 3 turns. Player B catches up at their own pace, before winning R1 3 cards down. R2, each player draw 3 cards and player A ends up with 10 cards while player B has only 7 and can easily dry pass. So player A now has to play 3 cards to free spots in his hand for the cards that he will draw next turn. While the coinflip was a problem in itself and the card advantage was, in my opinion, TOO important in old gwent, the current situation is just as bad because “getting a good pass” isn’t really a thing anymore and the game feels overall less complex when it comes to its management as a whole. Per round the complexity of the game rose while the match’s complexity decreased which gives a very weird tempo to the game and it’s, I think, the main reason why so many people got disappointed in homecoming.
That’s it, I think I’ve summarised most of the things I have to complain about about homecoming after 24 hours of PTR. Don’t get me wrong though, I think homecoming is really good and I’m really excited to see how this game is going to evolve but for now, it is a work in progress and IT SHOWS. I think it’s perfectly normal and that time will fix most of the things that are currently going wrong.
To you fellow, unhappy players, please consider being patient. CDPR made a whole new game in 6 months, half the time such game would demand under other circumstances so OF COURSE it wasn’t going to be perfect from the start, and especially not in PTR. give homecoming its last weeks of preparations and a couple months of life before condemning it. I’m certain that all of our complaints will be heard and answered in amazing ways.
Last edited: