Found some time to put in a first impression review after having playing about 10 matches last night before getting so good, that no worthy rivals can be found for me anymore.
I played Eithne Trapper, then Francesca Spellcaster (with Johnny and Sarah) both worked quite fine, although I think I won most times because opponent misplayed in the new ruleset.
Looks:
- I don't care about it that much. Looks nice and all, but as expected it really bogs down my laptop. Maybe on Sunday if I get to my somewhat stronger, but still outdated desktop, I'll see if it'll go better (assuming I get past matchmaking), but I'm not very hopeful.
- UI feels unintuitive first, but it became none-issue for me after first couple matches. Same goes for "I have to push end turn now" concern everybody seems to have: it takes literally 0.5 secs once you get used to the fact you have to do it.
Gameplay:
- Coinflip fixes took effect, so it's not horrible now to go first with Tactical Advantage, +1 mulligan, hand limit and Order. I cannot tell so far whether it's maybe bit too much, too little or just right, but an advantage (if there's any) for either player is far less obvious. Dry-passing still is a thing in 2nd round though, and I'm wondering whether it isn't the smartest play possible to give opponent 1st round after 3 turns, where he's then forced to play to not lose CA, but without Tactical Advantage to balance.
- I actually welcome less consistency with 2 bronzes and less tutors, so not every match plays out exactly the same and basically decided at the moment we get our opening hand (we pretty much only played matches to the end because we didn't know what the opponent holds or hoped that he'll misplay). It's also very nice that decks don't revolve around playing the same frickin bronze card over and over again. I like the idea that you have to divide your mulligans between rounds, but still some leaders having only 1-2 mulligans
for the whole match is maybe a bit too much decrease in consistency.
- New base mechanics (order, artifacts, leaders being more distinct than just "cards you have every match") makes the actual gameplay interesting as there seems to be more thinking ahead than just pick the next card in your playbook to play. It may be just the novelty though.
- As an "I always build my own decks" guy I find provision system more interesting and less restrictive than what we had before (also easier to balance). Even if it was a bit confusing to start.
- My single biggest concern is the individual abilities that really feel bland and uninteresting (most of them are just boosts and damages). While factions have unique mechanics, still they all feel more the same because of that. That alone makes a long way to counter the more interesting base mechanics during matches and despite the potential the provisioning system holds it made the deck building (my favorite thing in Gwent this far) actually a worse experience for me than what we had before. Maybe there are some less obvious, subtle synergies, that I didn't discover so far (so maybe finding combos is just not as simple anymore as searching for a keyword), but to be honest I'm skeptical about this so far.
- It also seems we have more uncontrolled randomness (Reveal and such) though I stayed clear from it so far, so I can't really judge.
While Homecoming fixed a lot of core issues, so far I'm a bit uncomfortable with it, but I'll definitely keep playing after release to see how it feels.
I'm also optimistic because my main concern is about the individual card abilities which can be easily changed later on (honestly it feels a bit to me like they just didn't have enough time to come up with some more interesting ideas).
Also I would be really happy if they would extend PTR a bit , so I can put in some more matches, before PTR ends, but matchmaking bug makes this impossible (also I'm quite busy this weekend).
Also a bug I found: Hattori's text says Order, but it really seems to be Deploy in effect.
Also Roach and cards like that seem really OP, both in thinning and tempo (and too cheap in Recruit costs to that).