Patch 3.1 Patch Notes

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Burza46

CD PROJEKT RED


Check out the full list of changes coming to GWENT with Patch 3.1!

  • All Premium Cards from the Syndicate expansion are now available in-game
  • Reworked filters in deckbuilder. Now text search is smarter in finding a match for text in cards, i.e. won't show all cards with "damage" when searching for "mage" cards
  • Redesigned reward popup lets you page through full list of rewards, and allows you to go directly to open new kegs if you receive any
  • Kegs can now be opened faster by clicking anywhere on the screen or by pressing the X / A button (PS4 / Xbox) to open the next keg in your inventory
  • Syndicate gang leaders demanded respect; their Reward Book icon will now have "Syndicate" written under it
  • Message tab removed from social panel until we find a better use for it
  • Reach removed from all cards: Starys of Spalla, Nivellen, Wolf Pack, Dudu, Regis: Bloodlust, Carlo Varese, Lambert: Swordmaster, Dandelion: Vainglory, Cockatrice, Wild Hunt Hound, Wyvern, Wild Hunt Warrior, Cyclops, Adda: Striga, Imlerith, Alba Spearman, Impera Enforcers, Mangonel, Nauzicaa Brigade, Master of Disguise, Blue Mountain Elite, Dwarven Skirmisher, Elven Wardancer, Panther, Yaevinn, Sheldon Skaggs, Dimun Light Longship, An Craite Warrior, Dimun Corsair, Dimun Pirate Captain, Dimun warship, An Craite Longship, Sigvald, Madman Lugos, Ulfhedinn, Hvitr and Aelydia
  • These Northern Realms cards with reworked abilities will have full mill value for 5 days:
  • John Natalis
  • Winch
  • Bombardment (previously known as Trebuchet)
  • Bloody Flail
  • Foltest's Pride
  • Battering Ram
  • Siege Tower
  • Siege Master
  • Siege Support
  • Keira Metz
  • Dethmold
  • Damned Sorceress
  • Ban Ard Tutor
  • Roche: Merciless
  • Bloody Baron
  • Mad Kiyan (previously known as Kiyan)
  • Falibor
  • Thaler
  • Hubert Rejk
  • Prince Stennis
  • Odrin
  • Reynard Odo
  • Forbidden Magic
  • Kaedweni Cavalry
  • Temerian Drummer
  • Dun Banner
  • Rivian Pikeman
  • Black Rayla

New Features
  • New Syndicate Leader available in-game
  • Syndicate Leader Trees & Skins added to reward book
  • New Products availabe in the shop:
  • Passiflora Bundle
  • Season of the Elves Bundle (available for a limited time - August)
[*]Special Arena Mode Weekend (Aug 2 - 5) - Pick your leader, then build your deck[*]Cards revealed in Keg opening can now be switched between when viewing them in Full Screen Preview, without closing one card and opening another.[*]Re-added board reactions (e.g. components on the board swinging/reacting to big explosions on board)[*]Added clickable elements in the Syndicate board

Neutral
  • Alzur's Double Cross: provision 9->8
  • Alzur's Thunder: provision 6->5
  • Artefact Compression: provision 6->5
  • Bomb Heaver: power 3->4
  • Carlo Varese: added Melee restriction to ability
  • Commander's Horn: provision 11->10
  • Elder Bear: power 5->6
  • Eyck of Denesle: ability threshold increased from 8 to 9
  • Geralt of Rivia: ability threshold increased from 8 to 9
  • Golden Froth: provision 6->5
  • Iris' Companions: provision 10->9
  • Ivo of Belhaven: ability changed to "Order (melee): Damage an enemy unit by 2. Cooldown 2. Reduce cooldown by 1 whenever you play a witcher."
  • Johnny: ability changed to "Whenever you play a special card, damage random enemy by 2."
  • Lady of the Lake: power 4->5
  • Land of a Thousand Fables: provision 11->10
  • Mahakam Ale: provision 4->5
  • Marching Orders: provision 9->8
  • Myrgtabrakke: ability changed to "Deploy: Damage 2 enemy units by 2."
  • Red Haze: provision 6->5
  • Regis: Bloodlust: added Melee restriction to ability
  • Renew: provision 13->14
  • Royal Decree: provision 11->10
  • Sandstorm: provision 6->5
  • Sarah: ability changed to "Whenever you play a special card, boost random ally by 2."
  • Swallow: provision 6->5
  • The Last Wish: provision 9->8
Monsters
  • Abaya: provision 7->6
  • Bruxa: power 2->3
  • Celaeno Harpy: provision 6->5
  • Cockatrice: power 2->4, ability changed to "Deploy: Damage an enemy by 1 for each adjacent Beast"
  • Cyclops: provision 6->5, removed Reach and added Melee row restriction
  • Devan Runestone: provision 6->5
  • Fleder: power 3->4
  • Gael: power 3->4
  • Golyat: provision 10->8
  • Hideous Feast: provision 6->5
  • Ice Giant: provision 8->7
  • Imlerith: provision 9->8, removed Reach and added Melee row restriction
  • Jotunn: power 1->3
  • Morvudd: power 5->6
  • Mourntart: provision 10->9
  • Plumard: power 3->4
  • Queen of the Night: provision 8->7
  • She-Troll of Vergen: provision 10 ->9
  • Siren: provision 5->4
  • Toad Prince: provision 9->8
  • Vran Warrior: power 3->4
  • Whispess: Tribute: provision 9->8
  • Wild Hunt Navigator: power 2->3
  • Wyvern: removed Reach, added Ranged row restriction
  • Naglfar: provision 10->9
Skellige
  • An Craite Armorsmith: provision 5->4
  • An Craite Blacksmith: power 3->4
  • An Craite Greatsword: power 3->4
  • An Craite Longship: provision 6->5, added Ranged restriction
  • An Craite Marauder: power 2->3, damage 4->3
  • Brokvar Archer: power 3->4
  • Brokvar Hunter: power 3->4
  • Corrupted Flaminica: power 4->5
  • Delirium: provision 7->6
  • Dimun Light Longship: added Ranged restriction
  • Dimun Pirate: power 6->7
  • Dimun Warship: power 2->3, added Ranged restriction
  • Drummon Queensguard: provision 7->6
  • Drummond Warmonger: power 4->5
  • Ermion: provision 9->8
  • Giant Boar: power 3->4
  • Gutting Slash: provision 5->4
  • Hammond: power 5->6
  • Hemdall: power 4->5
  • Heymaey Flaminica: power 4->5
  • Heymaey Herbalist: boost 2->3, heal 2->3
  • Heymaey Protector: power 3->4
  • Heymaey Skald: power 3->4
  • Heymaey Spearmaiden: power 4->5
  • Madman Lugos: provision 9->8, added Melee restriction
  • Mardroeme: provision 6->5
  • Raging Bear: power 6->7
  • Savage Bear: power 2->4, provision 5->4, damage 2->1
  • Sigvald: added Melee row restriction
  • Skjall: power 3->5, damage 4->3
  • Stribog Runestone: provision 6->5
  • Tidecloak Hideaway: power 3->4
  • Tuirseach Axemen: power 3->4
  • Tuirseach Veteran: damage 4->3
  • Ulfhedinn: added Melee row restriction
Northern Realms
  • Added new keyword Inspired
  • Added new keyword Crew
  • Added new keyword Resupply
  • Added new category Siege Engine
  • Added new category Warfare
  • Aedirnian Mauler: power 3->4, provision 6->4, damage 4->2
  • Anna Strenger: ability changed to "Every allied turn, on turn end, boost the allied unit to the right by 1. Inspired: Boost adjacent units by 1 instead."
  • Aretuza Adept: power 3->4, cooldown 2->1
  • Ballista: added Siege engine category, power 4->3, provision 5->4, ability changed to "Deploy: Damage an enemy unit by 1. Order: Damage an enemy unit by 2."
  • Ban Ard Tutor: power 4->2, provision 5->4, ability changed to "Deploy: Boost an allied Mage by 4."
  • Battering Ram: added Siege engine category, ability changed to "Order (Ranged): Move self to the melee row, then damage highest enemy unit by 3. Crew: Gain Zeal."
  • Black Rayla: power 3->5, provision 7->8, ability changed to "Order (Melee): Damage a unit by 1. Cooldown: 1. Inspired: Damage a unit by 2 instead."
  • Bloody Baron: power 7, provision 10, added category Soldier, ability changed to "Formation. Order: Restore a unit to its base power. Inspired: If target was boosted, give it Bleeding with duration equal to the amount of boost removed from it."
  • Bloody Flail artefact changed to Bloody Flail special card. Provision 6, category: Warfare, ability: "Give an enemy unit Bleeding for 8 turns. For each allied Soldier, decrease Bleeding duration by 1 and deal 1 damage."
  • Cintrian Artificer: provision changed 5->4
  • Cintrian Enchantress: power 3->4
  • Cintrian Royal Guard: boost increased 2->3
  • Coodcoodak: power 4->6
  • Damned Sorceress: power 1->5, provision 4->5, category Cursed added, ability changed to: "Zeal. Order: Remove Shield from a unit and then boost self by 2."
  • Dandelion: power 5->6
  • Dethmold: power 5->6, provision 7->8, ability changed to: "Deploy: Boost all allied Mages by 1."
  • Dun Banner: ability changed to "Whenever this unit is boosted, Summon copies of it from your deck to this row."
  • Falibor: power 7, provision 11, ability changed to "Deploy: Damage enemy by 3. Deathblow: Repeat the deploy ability and decrease damage by 1."
  • Field Medic: provisions 5->4
  • Foltest's Pride: added Siege engine category, power 4->6, provisions 9->8, ability changed to "Zeal. Order (Melee): Damage a unit by 1. Charge: 1. Crew: Damage a unit by 2 instead."
  • Forbidden Magic: ability changed to "Damage an enemy unit by 2. Deathblow: Spawn a Kaedweni Revenant and Summon it to random ally row."
  • Hubert Rejk: Power 5, provision 7, ability changed to "Zeal. Order: Give Bleeding to enemy unit for 2 turns. Charge: 1"
  • John Natalis: Power 2, provision 8, ability changed to "Deploy (melee): Play a Warfare from your deck."
  • Kaedweni Cavalry: ability changed to "Shield. Whenever this unit loses shield, boost self by 2."
  • Kaedweni Knight: provision 5->4, ability changed to "When played or Summoned from the deck, boost self by 3."
  • Kaedweni Revenant, Draug, Cursed Knight - added Cursed category
  • Kaedweni Sergeant: provision changed 5->4
  • Keira Metz: power 2->7, provision 9->10, ability changed to "Deploy: Give Vitality to adjacent units for the duration equal to their base power."
  • King Foltest: provision 14->15, ability tweaked "Order: Boost an allied unit by 2 and give it Zeal. Charge: 3"
  • King Henselt: Provision 17->16, ability tweaked "Order: Play a copy of an allied unit on the battlefield from your deck, boost it by 3, and give it zeal."
  • Knighthood: provision 7->6, added category: Warfare
  • Lyrian Arbalest: provision 5->4
  • Lyrian Cavalry: power 3->4
  • Lyrian Landsknecht: ability changed to "Formation. Order: Damage a unit by 1. Inspired: Damage a unit by 3 instead."
  • Lyrian Scytheman: power 2->3, added category Soldier
  • Mad Kiyan: power 6, Provision 8, Ability changed to "Formation. Order: Damage an enemy unit by the Mad Kiyan's Boost. Deathblow: Destroy Mad Kiyan"
  • Margarita Laux-Antille: provision 8->7, ability changed to "Zeal. Order: Lock an enemy unit."
  • Nenneke: power changed 6->4, ability changed to "Zeal. Order (ranged): Boost a unit by 1. Charge: 4"
  • Odrin: power 4->6, provision 7->8, ability changed to "Resupply: Boost self by 1. Inspired: Boost self by 2 instead."
  • Poor F'ing Infantry: provisions 5->4
  • Prince Anseis: ability changed to: "Formation. Order: Damage an enemy unit by 4. Inspired: Duel enemy unit instead."
  • Prince Stennis: power 2->4, provision 7->8, ability changed to "Deploy (Melee): Boost an ally by 4. Deploy (Ranged): Boost 4 allies by 1."
  • Princess Adda: Provision 16, ability changed to "Order: Damage an enemy unit by 8. Deathblow: Give Bleeding to adjacent units for the duration equal to excess damage dealt."
  • Priscilla: ability changed to "Formation. Order: Give a unit 1 Charge. Cooldown: 1. Inspired: Give a unit 2 Charges instead."
  • Queen Calanthe: Ability changed to "Order: Play a Northern Realms faction card from your hand, then draw a card of your choice."
  • Reinforced Ballista: added Siege engine category, power 3->4, ability changed to "Formation. Order: Damage a unit by 1. Charge: 1. Resupply: Gain 1 Charge"
  • Reinforced Trebuchet: added Siege engine category, ability changed to "Ranged: On turn end, damage a random enemy unit on the ranged row by 1. Inspired: Damage a random enemy unit instead."
  • Reinforcements: Changed primary category to: Warfare
  • Reynard Odo: power 5->6, provision 8->9, ability changed to "Melee: Whenever you play unit boost it by 1."
  • Rivian Pikeman: ability changed to "Deploy: Damage enemy unit by 2. Resupply: Boost self by 1."
  • Roche: Merciless: Power 5, Provision 11, ability changed to "Deploy: Damage an enemy by 2. Deathblow: Gain Zeal. Order: Spawn Blue Stripes Commando on own row."
  • Ronvid the Incessant: provisions 8->6
  • Siege Master: power 5->3, ability changed to "Deploy: Boost an ally by 2. Resupply: Boost adjacent Siege Engines by 1."
  • Siege Support: power 2->3, ability changed to "Deploy (Melee): Give 1 Charge to an allied unit. Deploy (Ranged): Boost an ally by 1. Order: Give ally Zeal."
  • Siege Tower: power 3->4, added Siege engine category, ability changed to "Deploy: Gain Vitality for 3 turns. Crew: Boost self by 3 instead."
  • Sile de Tansarville: provision 8->7
  • Temerian Drummer: ability changed to "Every allied turn, on turn end, boost the allied unit to the right by 1."
  • Temerian Infantry: power 3->4
  • Thaler: Power 5, Provision 8, ability changed to "Formation. Order: Give 3 Charges to an allied unit."
  • Trebuchet unit changed to Bombardment special card. Provision 5, category: Warfare, Ability "Split 4 damage randomly between all enemies. Increase damage by 1 for each Siege Engine you control."
  • Vandergrift: ability changed to "Resilience, Shield."
  • Vandergrift's Blade: ability changed to "Deploy: Boost an allied unit by 6. Whenever you play a Knight, boost it by 1."
  • Ves: power 3->5, provision 9->8, Damage 4->2
  • Vissegard: Added Formation
  • Winch: Provision 4. Changed primary category to: Warfare, ability changed to "Boost an ally by 3 and give it 2 charges."
  • Zoria Runestone: provision 6->5
Scoia'tael
  • Blue Mountain Elite: Power 1->3, Damage 4->3. Removed Reach, added Ranged restriction
  • Braenn: Provision 7->6
  • Dennis Cranmer: Power 3->4
  • Dol Blathanna Archer: Power 3->4
  • Dol Blathanna Bomber: Provision 5->4
  • Dol Blathanna Bowman: Power 2->3
  • Dryad Matron: Power 3->4
  • Dryad Ranger: Power 2->3
  • Dwarven Mercenary: Power 3->4
  • Dwarven Skirmisher: added melee restriction
  • Elven Scout: Power 3->4
  • Elven Swordmaster: Power 3->4
  • Elven Wardancer: Provision 5->4
  • Fauve: Provision 9->8
  • Forest Whisperer: Power 3->4
  • Hawker Healer: Power 2->3
  • Hawker Support: Provision 5->4
  • Isengrim Faolitiarna: Power 4->6, Provision 9->8
  • Mahakam Defender: Provision 6->5
  • Mahakam Guard: Power 2->3, Provision 5->4
  • Malena: Cooldown 2->1
  • Morana Runestone: Provision 6->5
  • Panther: Provision 6->5
  • Sage: Power 3->4
  • Saskia: Provision 9->8
  • Sheldon Skaggs: added melee restriction
  • Toruviel: Power 3->4
  • Treant Mantis: Awakened: Provision 7->6
  • Treant Mantis: Dormant: Provision 7->6
  • Vrihedd Brigade: Provision 6->5
  • Vrihedd Dragoon: Power 4->5, Provision 4->5
  • Vrihedd Officer: Provision 5->4
  • Vrihedd Sappers: Power 4->5
  • Weeping Willow: Power 5->6
  • Yaevinn: Power 3->4
Nilfgaard
  • Alba Armored Cavalry: Power 3->4
  • Alba Spearman: Power 2->3. Initial damage 2->1
  • Artorious Vigo: Provision 9->8
  • Assassination: Provision 6->5
  • Cahir Dyffryn: Power 4->5
  • Ceallach Dyffryn: Power 3->5
  • Combat Engineer: Provision 5->4
  • Courier: Power 4->5, Provision 4->5
  • Cynthia: Provision 8->7
  • Dazhbog Runestone: Provision 6->5
  • Experimental Remedy: Alchemy -> Tactic
  • False Ciri: Add Agent
  • Fangs of the Empire: Power 3->4
  • Fire Scorpion: Power 3->4
  • Fringilla Vigo: Provision 9->8
  • Hefty Helge: Power 3->4
  • Impera Enforcers: added ranged restriction
  • Imperial Diplomacy: Provision 6->5
  • Imperial Golem: Provision 8->7
  • Joachim de Wett: Provision 11->10
  • Magne Division: Power 2->3
  • Mangonel: added rangeded restriction
  • Master of Disguise: added melee restriction
  • Menagerie Keeper: Power 2->3
  • Menno Coehoorn: Provision 9->8
  • Nauzicaa Brigade: Provision 5->4, Removed Reach
  • Nauzicaa Sergeant: Power 3->4
  • Nilfgaardian Knight: Power 6->7
  • Palmerin de Launfal: Provision 8->7
  • Rainfarn of Attre: Power 5->6
  • Recruit: Provision 5->4
  • Roderick of Dun Tynne: Provision 7->6
  • Rot Tosser: Power 3->4
  • Standard Bearer: Power 3->4
  • Sweers: Provision 10->8
  • The Guardian: Power 4->3
  • Tibor Eggebracht: Provision 10->9
  • Toruney Shaelmaar: Provision 9->8
  • Tourney Joust: Boost/Damage 3->4
  • Vanhemar: Power 2->3
  • Vicovaro Novice: Power 4->5
  • Vilgefortz: Provision 10->9
  • Xarthisius: Power 4->5
Syndicate
  • Eavesdrop: Profit 4->5
  • Eternal Fire Inquisitor: Power 2->3
  • Eternal Fire Priest: Power 3->4
  • Firesworn Scribe: Power 3->4
  • Hvitr and Aelydia: added Melee restriction
  • Knife: Provision 9->8
  • Prophet Lebioda: Provision 10->9
  • Sly Seductress: Power 3->4
  • Sukrus: Provision 10->9

Game Fixes
  • Fixed a rare issue whereby it was not possible to boost units with appropriate categories with Barnabas Beckenbauer's ability
  • Fixed a rare issue whereby counter for the ability of Harald Gord could get reset and not count every Special Card played
  • Fixed a rare issue whereby ability of Isbel of Hagge did not draw a card for a player

Developers' comments

@Overall for power, provisions, and reduced Damage

We have increased the power of cards across the board while reducing the provision cost for many of them. On average, many cards should be a lot more efficient now, with this trend being most obvious for cards at the lower end of provision costs. Apart from that, we tweaked many high-damage cards. Bronzes in particular – in our opinion – shouldn’t dish out 4 or more damage. We want to limit those high-damage abilities to specials cards, which we believe are better suited for it. Right now, the meta mostly revolves around units with high damage output, but for the future we want to limit the overall damage output in favor of small pings here and there.

@Reach & row restrictions

Reach was introduced with homecoming to make rows more meaningful; unfortunately, the idea didn’t quite pan out. There was a huge gap between units with Reach 1 and Reach 2. The former in most cases didn’t see any play, while the latter for the most part didn’t really seem restricted. Instead of trying to make it work, we’ve decided to remove the mechanic altogether and replace it with row locked abilities which in our opinion feel better to play and are more intuitive. We already introduced some of those in this update and more of them will be coming in future updates.

@Northern Realms overall and respective faction identities

We want all factions to have a different feel as players pilot them. Northern Realms has already achieved that thanks to their greedy approach to amassing points: if you leave one or two engines on the board, they can run away with point value very quickly. We don’t want to change that. NR will remain the greediest faction; however, we believe some tweaks to their floor and ceiling is in order (no pun intended).
Apart from adding 2 new categories, Northern Realms will now have access to 3 new unique keywords. On top of that, for the future we want to be more liberal with giving Zeal and Formation to cards which should make the faction a lot more dynamic - akin to Syndicate.

@Warfare category

We want all factions to rely not only on units but also on special cards. For that reason, many factions have certain categories tailored towards them. This best example is in Syndicate, where Crimes were a huge success. We would like to repeat this in other factions. Northern Realms were sort of working with Spells but we’ve decided to move towards something that would flesh out the army feeling even better. Warfare will include all sorts of war-related activities which we will expand upon in future updates.

@Machines, Crew and Resupply keywords

Machines never really formed a proper archetype; their underlying issue was being too reliant on Charges. It didn’t matter if the player controlled 10 machines or 1; the charges were given to only 1 of them - the most efficient one. We hope adding Crew and Resupply will open up some deckbuilding possibilities where a mix of Machines are played in a variety of decks.

@Zeal, Inspire, Formation

Formation already appeared on few cards prior to this update, yet Zeal was a much more common keyword. We want to shift this balance in favor of Formation. It is a more interesting keyword in comparison to Zeal because it demands players to make more important gameplay decisions. It works especially well with another new keyword – Inspired. The combination of Formation and Inspired will hopefully result in a lot more engaging gameplay where players will have to decide not only on how to build their decks, but also make many crucial in-game decisions, such as whether they are able to sacrifice one turn in order to make their abilities more powerful in the future turns.

@Shield

Shield is a really nice status that goes nicely with what Northern Realms wants to achieve. We plan to continue supporting this “archetype” both with this update and with future updates as well.


 
An impressive and extensive array of adjustments! Well done! I'm looking forward to trying a couple new combinations in Scoia'tael (Dwarves, naturally!), but will also give Northern Realms a fresh try. I played them in the Betas, but rather lost track of the Realms after Homecoming.

I believe removing Reach, and focusing on row-locked abilities is a good decision. I've often tried to include the Dwarven Skirmishers in my deck, but the limited Reach was a constant discouragement. Thank you for this change!

I particularly appreciate the developer's comments, as they always help place the changes in perspective.

  • New Products availabe in the shop:
  • Passiflora Bundle
  • Season of the Elves Bundle (available for a limited time - August)
Intriguing.
 
Looks like it'll be time to bid Ivo goodbye. :sad:

Other than that, really looking forward to the update. There are a lot of things on that list that I'll want to check out. :D
 
Re-added board reactions (e.g. components on the board swinging/reacting to big explosions on board)[*]Added clickable elements in the Syndicate board
(Somehow overlooked this point in my initial reading.) Not bad! I enjoy an interactive battlefield, and would welcome more such elements.
 
Impressive work! Looking forward to try it and see how the game works with more decks being able to build something instead of fighting to keep anything alive.

One comment though: Calanthe? Whoa, you can take anything? What's Calveit's point now? On the paper it sounds reaaaaaaaaaaaaaaaaaaaaaaaaaaaally strong, no?
 
  • RED Point
Reactions: rrc
They could have added:

"Sweers: Now can't steal anything of value and whoever uses this card as a base comparision to Phillipa will be perma banned."

Apart from that, the unit buff strategy should be a good strategy against bounty, let's see how it goes.
 
Shield is a really nice status that goes nicely with what Northern Realms wants to achieve.

Kind of goes back to the discussion that eredins power is better suited to NR.
Regardless this is definitely a nice step in the right direction. I was hoping for some more fundamental card changes but I understand why NR got the treatment first
 
Were not easier nerf some cards instead buff hundreds cards?
Nerfs don't address cards dying too fast and making removal too strong.
Nerfing cards would just make everything weaker. The game will be better if cards can land and stick on the board.
 

rrc

Forum veteran
There are many questionable seems-like-broken-OP cards in this patch (even after digesting the fact that every faction got buffs), but Queen Calanthe should be THE MOST OP BUFF in the history of buffs. If not there is a text missing like Provisions is changed to 10 or there is a typo that "draw any bronze card of your choice", I can't even try to comprehend the logic behind the change. So, her ability goes like this: "Play an NR card and then spawn and play Royal Decree or Land of Thousand Fables". I mean come on. Drawing any card is super uber powerful. Like someone asked above, "now, what is the point of Calveit? Hah?". I can extend the question to "what is the point of Cleaver and Dana?" She can reliably play any combo she wants with no restrictions whatsoever? And having 16 provisions?

As usual, it may be too early to tell, but if the text and her ability remains the same, she is the most broken leader in the game. Leaders like Cleaver and Dana has deck building restrictions to achieve a good potential and has restriction on the type of cards they can play. I don't know, this seems unacceptable to me, given her provisions. Time will tell I believe.
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Don't get me wrong. I am excited about the patch, there are so many new mechanics and buffs and deck building will be much more interesting with all the additional provisions we get due to provision buffs. I am particularly happy about Malena's buff now that row lock is going to be a thing; Isengrim's change is also awesome. There are some decent buffs to ST. But every faction had got it, even SK. But my worry is not SK anymore. I am worried about the NR. I am afraid that NR will be the August's SY. Lets see how it goes.
 
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This has to be a bad joke... I thought you wanted to make NR more playable... Foltest Pride nerfed (SY Bounty Hunter Gun not nerfed...), Roche nerfed (Philippa not nerfed...), Bloody Flail nerfed, Thaler + Demavend combo useless... I reached rank 0 every month with my NR deck. Its not that I just played NR, but it has been my favourite faction. Now every card I used has a different ability. And just because whining net deckers could not play NR. I hope your glad now...
Never thought I would write a pissed comment in my life, but here we are.
I'm just so sad, because every past quality of life update since Homecoming felt done right. A lot of people in the community felt betrayed when Homecoming was released, because "devs didn't care about their feedback". Now this time I get my personal secound Homecoming, where just the cards I liked to use got completely crushed. And this time because devs
listened to community feedback... I don't get this.
I really hope people will play NR now and I'm the only one sad about this, so the game shall prosper.
 
Nice one,I like it,I think it‘s time to try my Boost Cintra Deck again!:LOL:
By the way,I am hoping cards will fit more to the lore in the future update.I think its werid some support characters get Formation:shrug:,and then,its better to make some combos aviliable between cards from the same nation or troop,such as old Redania kinghts' armor system,not like a socceress take shield away from a soilder.;)
And I’m hoping we can see nationality and clan categories come back one day,consider that SY has gang categories already.:howdy:Its real important to the Witcher lovers and Lore lovers like me!:sad::sad::sad:
Another advise on categories is,they are too complicated,can’t we just make Warfare and Crime into Strategy?:DIt might be confused with such numbers special cards.This change can make Arena mode be more playable,cards from different factions can make combo,such as using John Natalis play a NG Strategy card,that will be interesting,consider about this,please!:sad::sad::sad:
Anyway,quite nice updating,thank you Gwent team,its seems things are going on the right track ;):beer::beer::beer:
 
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I thought you wanted to make NR more playable... Foltest Pride nerfed (SY Bounty Hunter Gun not nerfed...), Roche nerfed (Philippa not nerfed...), Bloody Flail nerfed, Thaler + Demavend combo useless...

Foltest's Pride and Co were unhealthy to begin with. You remove it and win the game, you don't and you'll lose. It was a draconian design that needed to be changed. Now, almost all NR cards got boosted, including a few borderline OP ones, like Keira. Even most NR leaders got a huge boost. Because of this, there are lot more interesting decks to be made, including using Caretaker + Portal for some insane power plays. And then you complain about the single subset of cards that were changed. That's not fair. Besides, no one was playing Thaler to begin with (well, except you, I guess).
 
Foltest's Pride and Co were unhealthy to begin with
It was easy to remove, lock or move in row. And you really had to set it up. Normalising the enemy boards max health is not that easy. Foltests Pride has just been my backup win condition in this deck anyway. But it was always fun to play against a lot of locks and removal, because in such matches you had to use a lot of decoys to be able to use this card in or near the end. Are which hunters unhealthy for the game as well? You can only counter it when you remove all bounties before its played. Foltests Pride had no Zeal. And its not that you could save your charges like you can with coins. The change in NR here is inconsistent in my eyes.

no one was playing Thaler to begin with (well, except you, I guess)
Thaler was a fun charge storage when playing with Demavend, Pricilla and/or Dandaellion/Bloddy Flail. Now its just another boring give X amount of charges card.
 
I really like those changes.
As expected charges will be worth about 1 point now, which is a lot better for the faction.
Though that makes me wonder, what happened with the leader balance. Having the values of charges reduced is quite a heavy nerf for Demavend. In comparation Aretuzas who were basically the same as Demavend before got their cooldown halfed and their power increased by 1. Henselt was nerfed too, loosing 1 boost and provision, without an apparent power increase through the patch. On the other hand Foltest got +3 on his boosts, while those cards he was combined with are all still as strong as before. And Calanthe seems to be pretty overbuffed. Playing Calanthe with Aretuza and Priscilla seems to me as a better option than Demavend now.

I'm a bit sad, that most of the overcharge archetype is gone with Bloody Baron and Ban Ard Tutor changed and their being no reason left to stack tons of charges on units. I can understand that they would likely have been too powerful, but in that case why was Dandelion not changed and even boosted.
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It was easy to remove, lock or move in row. And you really had to set it up. Normalising the enemy boards max health is not that easy. Foltests Pride has just been my backup win condition in this deck anyway. But it was allways fun to play against a lot of locks and removal, because in such matches you had to use a lot of decoys to be able to use this card in or near the end. Are which hunters unhealthy for the game as well? You can only counter it when you remove alle bounties before its played. Foltests Pride had no Zeal. And its not that you could save your charges like you can with coins. The change in NR here is inconsistent in my eyes.
There is another reason, why they were unhealthy besides being binary. Thanks to those cards, the value of a single charge had to be balanced so high, that giving a charge to a unit that only got 1 power out of it was never worth it. And that was a really huge limit in design space and already made decks not including those few cards pretty bad.
Instead of that, now we got a lot more viable variance when building a charge deck and charges are a lot easilier available now. For that reason Thaler had to be changed too, because he would have become too strong.
 
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Because of this, there are lot more interesting decks to be made
Here are my decks. Sorry for german version. I'm just salty because so much has changed so suddenly again. I will try the new cards for shure, but i cant stand that the NR gameplay will be totally different (for me) from one day to the other.
NR1.png
NR2.png
 
I'm just salty because so much has changed so suddenly again. I will try the new cards for shure, but i cant stand that the NR gameplay will be totally different (for me) from one day to the other.

That's a fairer argument to make. I can understand that some beloved archetypes will potentially be gone. We have seen this happen throughout Gwent's history. However, in this case, I do think we get a lot more in return. I would try out NR first and see how the meta develops before giving your (final) judgement.
 
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