Which changes in particular were you missing, if you don't mind me asking?Okay. Now it's clear to me that I must say good bye.
Bye.
As for me, I wanted to see a few buffs to unused cards in their roster, you know, for more variety.
Which changes in particular were you missing, if you don't mind me asking?Okay. Now it's clear to me that I must say good bye.
Bye.
Exactly, you summed it all very nicely.8 of 10 games are against NG, clog or mill, all using the same cards. Plus, roach and dog is buffed.
What the hell...
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So now I have to forfeit every time I face:
- any NG deck
- any madoc, no unit, traps crap
That leaves me maybe 1 game out of 10. Is it an interesting game? No, it's probably battle trance op netdecked deck, or new invigorate netdecked deck, or some SY deck again using the same cards.
Disaster.
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Really, the worst state ever.
The level between op cards and trash ones is so freaking huge, that if you don't play op cards, you have zero chance to win.
Some time before, I could create custom deck with rarely played cards, have fun, surprise netdeckers and win sometimes, but now, I absolutely can't. The fun is not allowed.
I think it's finally the time to admin that Gwent I liked to play is no more, stop caring and move on for good...
I felt the same way about SK alchemy, and about old vs new Onslaught. Onslaught before at least provided a lot of freedom on what deck to make, now it's just a leader fully tied to a single meta deck and that's it.Hand buffs was fine before - run it constantly and it was very fun to play.
Not anymore now that everyone else is though...
NG clog and hyperthin its a nightmare and i really dont know why The devs continue buffing it.8 of 10 games are against NG, clog or mill, all using the same cards. Plus, roach and dog is buffed.
What the hell...
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So now I have to forfeit every time I face:
- any NG deck
- any madoc, no unit, traps crap
That leaves me maybe 1 game out of 10. Is it an interesting game? No, it's probably battle trance op netdecked deck, or new invigorate netdecked deck, or some SY deck again using the same cards.
Disaster.
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Really, the worst state ever.
The level between op cards and trash ones is so freaking huge, that if you don't play op cards, you have zero chance to win.
Some time before, I could create custom deck with rarely played cards, have fun, surprise netdeckers and win sometimes, but now, I absolutely can't. The fun is not allowed.
I think it's finally the time to admin that Gwent I liked to play is no more, stop caring and move on for good...
And the thing is, there's no good reason for any of that. The "Quality over quantity" excuse is laughable. Out of the recent patches, only 9.6 has anything to do with quality (and even then, CDPR didn't hotfix Milva, for some reason)...More importantly, added her to the game, even though the playtesters told them the card was a huge mistake (Spyro mentioned this probably ~5000 times over December)I felt the same way about SK alchemy, and about old vs new Onslaught. Onslaught before at least provided a lot of freedom on what deck to make, now it's just a leader fully tied to a single meta deck and that's it.
People should know by now that devs are consistently attacking, trying to destroy deck diversity by putting out changes that make cards too good, thus they obsolete a whole bunch of other cards and send them to the recycle bin of history. There is no hope of salvation for this game, at least not any time soon (and the community knows this too, that's why you see constantly less and less activity on the forums, apart from patch notes release days and even those are much less active).
I have not noticed this — are you sure your opponent did nothing to alter deck order? I will test a bit more; I don’t always play close attention.If I place Courier to melee row and choose which card to be put on top of opponent's deck, it is not put on the top. Happened 2 times in a row, I drew/banished the 2nd top card of opponent's deck...
I agree with most of them, only the immune status to Saskia dragon, people will play it with sabertooth, eldain and traps.I don't agree. I think so small changes is showing that the devs don't want to work with the game.
Let's look at several random dead cards:
-- Water Of Brokilon, 12prov!
Why the hell not make it 10prov, or even 9. Huge buff to Harmony, which has 0 playrate.
-- Saskia Dragon, 11prov unplayable Harmony card.
Why the hell not to make it 10prov and Veil or even immune.
Two buffs to Harmony. Breaks game? No. Toxic? No. HARD TO DO IT???? fking no!!!!!! took me 20sec to notice these cards. Takes another 20sec to alter provisions to them at their database. Is it hard work, can you screw something while doing it? Fking no, even my grandmother can alter number 11 to number 10.
Ok, going next. Neutrals.
-- geralt Aard. 10points for 10prov. When was the last time you saw it played? It Witcher 3 maybe, using Aard sign.
Why the hell not make it 9prov, or increase number of units. Breaks the game? No. Toxic? No. Well, I don't how hard to now target 4 units instead of 3, but 10 to 9 is easy for my grandma.
-- ciri nova, 8 for 9. Almost unplayable. (Gets heatwaved, invocationed, purified, even killed).
Ok, so let's try to increase provision restriction to 10 instead of 9. How many interesting possibilities we may have... Breaks the game? Time will tell. Toxic? No, everyone and their mother has heatwave anyway.
-- enraged ifrit, regis bloodlust. Both 8 for 10 with almost the same ability. Why the hell is that? Why the hell it's 8 for 10? Why the hell not give it something interesting, like:
Regis: Bloodlust: range, play a vampire from your deck.
See where it goes?
Ifrit: range, play a bronze special from your deck.
At least some variation.
-- Allgod, 10prov. Theoretically, you can play it at any deck. Practically? Lose a round after playing this card.
Why the hell not change provision from 10 to 9, or even 8? Or increase base power to 5, 6, so you don't lose a round instantly.
And so on, and so on, and so on.
It's so easy to tweak a little. It can be done very fast, without risk to screw something.
Why the hell it's not done then???
This particular aspect of the meta is rather nice, though. Allows you to experiment a bit more, provided you bring the right tech.This meta feels like it's all about playing 30-50 points in the final 2 turns. Whoever has the bigger hand usually wins, it's already quite tiresome...
Instead of arguing about the merits of specific tweaks, I'm surprised nobody else seems to have the same complaints I do with this patch, and have done with many previous patches - namely the pathetic number of changes.
It's a game with 1300-odd cards, in which a few dozen are OP and maybe 200, 300 are completely unused because they simply aren't good enough, and the developers think that tweaking 22 cards is enough for a month's work.
Given that many of these cards could be transformed with simple changes to power/provision cost, which surely would be very little work, I just think this is inexcusable, and it keeps happening, month after month. I have never played a game anywhere near as frustrating as Gwent, because the potential is so great, but it simply isn't being realised.
1000 x this. It has already been pointed out by quite a few top players and streamers. It looks like the amount of work that goes into the actual game, especially in terms of playtesting and game balance, is quite unbecoming of a large gaming company that is CDPR. This patch is the size of a hotfix while more than half of the card roster is critically outdated, and maybe 8 out of 10 main archetypes are unplayable on the ladder. This might bite Gwent in the bottom sooner or later.
However, I wanna point out it's not just tweaks. We did get some new cards. Speartip is a brand new package. Scapegoat is a completely new design. And changes itself are mostly good. Most glaring single-card op issues, namely Milva and King Beggar, were addressed in a way. But, seriously, gentlemen, there is an extent to which the volatile nature of Gwent meta can be used as an excuse for what genuinely seems like good ol' slacking.
It doesn't damage itself for how many dwarves you don't have. It damages for non-dwarves, and only when you play it from hand.Dwarwen Mercenary: deploy damage self by 1 for each non-dwarf unit your hand -> doesn't damage itself even if you have zero dwarves.
Mercenary damages self only for non-Dwarf units, not for specials or artifacts.Dwarwen Mercenary: deploy damage self by 1 for each non-dwarf unit your hand -> doesn't damage itself even if you have zero dwarves.
Obviously not if it gets summoned by Saskia instead of you playing it from your hand.Dwarwen Mercenary: deploy damage self by 1 for each non-dwarf unit your hand -> doesn't damage itself even if you have zero dwarves.