Hello!
I'm playing Gwent for about 1,5+ years, I really like this game and I wish all the best to CDPR. I have played PTR for 27 hours within these days and i'm really impressed with your work, I also highly appreciate that you brought to life some of my ideas I posted of forum and sent to Mr. Burza. In this post, I want to analyze current state of the game, and after that, talk a bit about community feedback issues. Let's start!
I played this version of the game only for 27 hours, it's not enough to give you the most accurate feedback on this version of the game, but the way you solved coinflip problem by adding handsize limit and draws is really impressive. I can't guarantee it couldn't be better, but it's still really good solution. Now, it's pretty hard to lose a card, without missplaying. Now, this game is all about resources and not about tempo, like it was before. Great job! Also, I like a lot of new CORE changes added to the game, aka Provision system (perfect for balancing issues), new cards and new leaders. But let's talk about what you could've improve:
Leaders, Mulligans and Provision
Right now, leader cards added a new huge depth level of strategy to the gameplay core, but you need right instruments to balance these cards. Usurper completely deletes this depth from the game. I believe that you gonna change his ability anyway, but just in case, I want to remind you about that.
Balancing leaders by amount of Mulligans? I'll tell you straight my opinion -
I don't feel that it's a good idea. That's why:
1) You can balance abilities only of SOME leaders. E.g., Eithne, you can slow her down just by decreasing amount of arrows she can shoot each round. But what you gonna do with UNIQUE abilities like Usurper or
Arachas Queen? Are you gonna just change such abilities? It will limit your opportunities in balancing and creating new extraordinary abilities for future leaders.
2)
Is Mulligan actually weakening leaders in the right way? When you have only 1 mulligan during whole game, it turns into real casino - you are 90% dependant on your lucky draws. Sometimes you will get good draws, sometimes bad. Smart deckbuilding improves your chances to win a game, but there is not enough skill involved, and moreover, it's not really weakening or strengthening leaders. You have ONLY CHANCE to improve your hand, yes, it will play in long range, but what about game experience and tournaments? Match being decided by lucky mulligan is not what you usually want to see.
Right now
I can see 2 real solutions to this problem. 1st solution, is that don't really like, but in case if you already discussed 2nd solution and still won't do it, 1st might be your way to go:
1) Dramatically
increase amount of Mulligans by each leader and, maybe, bring back Blacklist (which will not help in balancing, but will decrease amount of RNG). We draw more cards, we thin less, we have higher RNG impact. 1 or 2 Mulligans during the whole match is unsatisfactory experience, to be real. I think, the smallest amount of Mulligans by leader should be, at least, 3 (if you go 2nd).
2) I like this solution a lot, and would like to see it in the aggregate with the 1st one (just because 3 mulligans as a minimum feels fair). You can balance leader with amount of additional Provisions (let's name it PV) they provide for a deck. I believe, you may already discussed it in your developer team, but I don't see any real reason not to use this way of balancing leaders. It's pretty cool for deckbuilding,
increase your opportunities to power up or slow down some archetypes (since changing Card's PV cost will affect different leaders, and if it's a neutral card, it will affect all the leaders) without affecting other leaders/factions.
For example: Every faction gets 150 Basic (PV), and every leader provides you with additional 10-20 (not exact numbers, just for example) PV, depends on your balancing point of view.
What if you will create a very unique leader that SHOULD play only 30-35 cards minimum and you will give him 50 more PV? It's just an example, not a real idea.
So, you will have
3 huge instruments to influence leader's power:
1) Mulligans (which is the worst and I don't want to see, to be fair)
2) PV 3) Leader's power (if it's not way too unique).
Small notes about leaders
1) Eithne feels really strong. She got THE strongest deck in PTR and one of the best abilities (with help of Potions and artifacts) that makes Epidemic 5 PV cost a joke.
2) Eredin's ability gives not just Immune, but also buffs a unit, deciding his biggest problem - almost no deck can play a unit with 8-9 power from hand. Immune ability is underestimated, and this combo is a nightmare
3) Usuprer ability is really strong, but pretty dumb, but everybody knows that already
4) Filavandrel's ability is pretty strong in combo with 4 mulligans
5) Adda's ability is just almost never gets full value, compare it with Eithne
6) King Demavend's ability is really weak, IMO, since almost all units with Charge abilities, have also Deploy mark, and he either lose value on buffed unit getting killed before Activating, either losing value on waiting till some unit will stay alive for an activation. He would've be better with ability, for example, "Give 3 Charges to a unit. Refresh each round", for example. If you give a leader Cooldown ability, he should get get value from it every time he get an opportunity to use it, maybe i'm wrong, but it how I see it. For example, Crach almost always get value.
I think, we done here, so let's move on:
Artifacts (Weather from old Gwent)
I built
the strongest deck in PTR have seen on multiple streams and faced in the game withing hours of gameplay, there are, like 3 cards that could be changed. Here it is (click to see full):
Link
Sure, you can counter this deck by playing 4-5 units that destroy artifacts and some kind of White Frost. But will be this deck competitive in different matchups? I don't so. I don't think that you can nerf such a deck just by nerfing Sihil, deck is able to win without it. Here we came to an old
Weather/
Weather removals thing from old Gwent.
New weather - Artifacts.
New Weather Removals - bombers. Same story in new clothes, but came back stronger (since now you can't easily pass for card advantage in HC) - opponents have no targets to throw damage in, since there are only artifacts on a board, can't do anything, just watching their units slowly dying with no interaction.
To be fair, I don't know the right way to solve it. Maybe, it will be enough to just increase PV cost of such card, maybe it will not help the case. I heard some ideas like: "To artifact being able to use, there is a killable unit should be attached to an artifact, so you can stop it" or "timer should be added for all artifacts, after which they lose Charges/Stops working"/"limiting amount if Artifacts for each deck" etc. I just see a real problem with this type of card, making game interactive only for a 1 player, want to let you know this issue. That's it.