Patch Notes 11.7

+
Yet another patch with no balance fixes (wow, thanks for a minor nerf to annoying Equinox!), but a lot of new bugs.
Cycle, weekly and daily quests either don't progress at all or refresh progress after several relaunches. Maybe just kill the game already? It's sad to see it suffer like this.
 
Ogroids point slams are insane. Enraged cyclops - 10 points for a 4 Unit? LOL.
With an ogroid deck "might" could also be described as "might: have any card on both rows". xD
Just stumbled over an Renfri/ Ogroid Opponent. Phahaha. Let it die already. Seriously.
 
Last edited:
I think here or somewhere quintivarium mentioned that getting Might is hard. Not sure where or if I am imagining because I can't find that post (or did he delete it realising how wrong he was?). But how difficult it is to play 10 for 4P, or 8 for 4P or 15 for 8 or 12 for 8 and play 17+ for 14 with resilience? Seriously the amount of brain dead point slam with Ogroids is disgusting.

How can getting one row with 10 points be hard? The King reslience card doesn't even need Might as a prerequisite. So, if one row has 10 points, you can play him in another row and get resilience. So.. soooooo hard to get it done. I feel bad for MO players.

Meanwhile the most pathetic card ever printed Sticky Situation seemed like a bad card for qunitivarium. How in the hell did the devs come up with such a card and printed it for the provision it currently is. I thought Prism Pendent was the worst ever card printed, but Sticky Situation trumps it and would for ever be the champion of "how the hell this card was designed and printed?" category.
 
I use to be happy to see strong MO cards but this stuff is like many people say "Brain dead". Is sad to see that many ways to build cards like Chrum, with such an amount of design space and that poor level of creativity. Renfri-Triss-Giants needs a hot fix soon....
 
Seems like every time they release a new patch it becomes impossible to make any progress on journey or rank. STs new cards I are well balanced, but the rest? No. I must have lost 20 matches yesterday, and I didn't win even once.

It's hard to have any fun playing this game when all you do is hit a brick wall.

I'm running a NG status deck now and I've managed to win two matches today. So there is that I guess.
 
I think here or somewhere quintivarium mentioned that getting Might is hard. Not sure where or if I am imagining because I can't find that post (or did he delete it realising how wrong he was?). But how difficult it is to play 10 for 4P, or 8 for 4P or 15 for 8 or 12 for 8 and play 17+ for 14 with resilience? Seriously the amount of brain dead point slam with Ogroids is disgusting.

How can getting one row with 10 points be hard? The King reslience card doesn't even need Might as a prerequisite. So, if one row has 10 points, you can play him in another row and get resilience. So.. soooooo hard to get it done. I feel bad for MO players.

Meanwhile the most pathetic card ever printed Sticky Situation seemed like a bad card for qunitivarium. How in the hell did the devs come up with such a card and printed it for the provision it currently is. I thought Prism Pendent was the worst ever card printed, but Sticky Situation trumps it and would for ever be the champion of "how the hell this card was designed and printed?" category.
I suggest trying to play Ogroids before slamming them as OP. My experience (admittedly very limited) is that they are nowhere near as much fun as I expected (much more RNG than I would have thought) and they are significantly less powerful.

What I observed (which I believe will prove generally true) is the following.
  1. King Chrum is awkward and binary. If Chrum is heatwaved, Ogroid decks struggle to win more than one round. And while it is easy to trigger resilience, it is not easy to do so at convenient times. For example, Chrum does not get resilience if it is the only card played round two. Resilience is meaningless in round three. And in round one it can be purified unless it is the last card played. But systematically targeting 10+ power cards with damage pings often blocks last minute plays of Chrum.
  2. Enraged Cyclops are NOT the automatic 10 for 4 that is often quoted. If they are not drawn for round one (about a 50% chance for each), they don’t immediately go to 10. If they don’t immediately jump to 10, they are often locked or removed. Even if they remain on board to jump to ten, by the time they do so, the contribution to cards like Riptide, Tugo, and Ice Trolls that need ongoing Might is limited.
  3. It may be my deck, but I have yet to be able to sustain might long enough to get even average return on provision for Riptide, Tugo, Ice Trolls, or Ogre Warriors. This is also probably very binary as the cards potentially get great value against opponents who can’t produce enough damage to break might.
  4. Jotunn is a good card in Ogroids — mainly because it is the only Ogroid other than Chrum who is not easily pinged below the 10 point threshold. But he is NOT a straight 15 for eight. If you count the two 7 for 5 required Ice Giants, it 29 for 18 over three cards — an average of 9 2/3 for 6 which is pretty close to the meta cost/provision curve. Given Jotunn’s vulnerability to tall removal / reset, and the inert nature of all three cards, I doubt he will have use outside Ogroids.
  5. With virtually no control, Ogroids a vulnerable to a multitude of greedier decks. Substituting control cards for Ogroids quickly reduces the pointslam value.
  6. Ogroids in general are awkward to play. The cards are usually strongly tied to particular rounds — there is little flexibility between set up and payoff cards. And, contrary to my previous experience with MO pointslam decks, the card Order within rounds is both rigid and awkward. For instance, you want to play engines (Nekkers, Ice Trolls, Tugo) early. But you also want Enraged Cyclops early. And you need to create and sustain Might early. You want Lord Riptide in hand through all rounds to maximize his value, but you probably won’t play him til round three. Meanwhile, payoff cards like Witches Sabbath and Meteor Shower are complete bricks before round three. And finally, Might is somewhat antisynergistic with Sabbath and with Meteor Shower. I can’t claim Ogroids are unplayable, but I have not found a way yet to make them so.
Let me add a couple of comments that I consider opinion about the nature of the game. At this point, they are probably moot — there is no way to consistently “correct” issues related to them without breaking balance.
  1. I don’t believe a 10 for 4 bronze breaks Gwent. Bronze cards in general play for too little relative to golds — and that makes the game draw-binary. What is broken is 10 for 4 cards that are replayed 7 times, or that are played multiple times per turn.
  2. I don’t believe 4 point per turn engines (e.g. Sticky Situation) are ever acceptable. When engines generate more value than playing cards can generate, the game breaks. And four point per turn engines do that too easily. Essentially uninteractive engines are even worse. I haven’t tried to play Sticky Situation to know whether it’s limitations give it too little average value to be usable by good players — it doesn’t really matter to my assessment of the card. It is either OP or it is unacceptably binary. In fairness, I think Chrum is equally binary. But he is absolutely tied to the Ogroid archetype while Sticky Situation stands alone in any deck willing to spare the provisions.
 
Last edited:
Oh boy, where do I start? :D
I suggest trying to play Ogroids before slamming them as OP. My experience (admittedly very limited) is that they are nowhere near as much fun as I expected (much more RNG than I would have thought) and they are significantly less powerful.

What I observed (which I believe will prove generally true) is the following.
  1. King Chrum is awkward and binary. If Chrum is heatwaved, Ogroid decks struggle to win more than one round. And while it is easy to trigger resilience, it is not easy to do so at convenient times. For example, Chrum does not get resilience if it is the only card played round two. Resilience is meaningless in round three. And in round one it can be purified unless it is the last card played. But systematically targeting 10+ power cards with damage pings often blocks last minute plays of Chrum.
Here, I guess. I'll take a 20-point resilient card, which "awkwardly" requires a 10-point unit to exist on the board, of which I have about 8 in my deck (plus leader), just about any day of the week. I'll even somehow deal with the mindboggling strategic significance of resilience being meaningless in round 3 and just settle for those 20 points of point slam. Beggars can't be choosers, I guess.
  1. Enraged Cyclops are NOT the automatic 10 for 4 that is often quoted. If they are not drawn for round one (about a 50% chance for each), they don’t immediately go to 10. If they don’t immediately jump to 10, they are often locked or removed. Even if they remain on board to jump to ten, by the time they do so, the contribution to cards like Riptide, Tugo, and Ice Trolls that need ongoing Might is limited.
I would say for a 4p card, not drawing it in R1 as a restriction preventing it to go to 10 immediately is so minor that for all intents and purpose it IS an immediate 10 for 4. Not only it is that, it is also de facto new best friend of the Incubus, enabling it to often play for even more ridiculous value. But if it's such a pain, I'd be open to the fair trade for the excellent, brand new 4p Trapmaker.
  1. It may be my deck, but I have yet to be able to sustain might long enough to get even average return on provision for Riptide, Tugo, Ice Trolls, or Ogre Warriors. This is also probably very binary as the cards potentially get great value against opponents who can’t produce enough damage to break might.
Lmao, speaking of the 4 points per turn engines. I've seen Tugo do 5 :D It's like the old Triss Butteflies, except it lands with 10 points of meat! And again, with like 8 10-point pointslam cards, not even counting the engines (or renfri) in the deck keeping Might up is NOT hard.
  1. Jotunn is a good card in Ogroids — mainly because it is the only Ogroid other than Chrum who is not easily pinged below the 10 point threshold. But he is NOT a straight 15 for eight. If you count the two 7 for 5 required Ice Giants, it 29 for 18 over three cards — an average of 9 2/3 for 6 which is pretty close to the meta cost/provision curve. Given Jotunn’s vulnerability to tall removal / reset, and the inert nature of all three cards, I doubt he will have use outside Ogroids.
That Jotunn won't have value outside of Ogroid is an easy truism that illustrates very little. And yes, Jotunn IS straight 15 for 8 in the same way Equinox was 12 for 5 last season. Having to include two bad cards in the deck for it does not take away from its value, especially since those ice giants also contribute to King Chrum's base power by being there AND can enable Might in a pinch, with leader's help.
  1. With virtually no control, Ogroids a vulnerable to a multitude of greedier decks. Substituting control cards for Ogroids quickly reduces the pointslam value.
Obviously, it's not "virtually no control" when you have 2 cyclops and Lord Riptide in the deck full of tall units. The control reach here is QUITE good actually.
  1. Ogroids in general are awkward to play. The cards are usually strongly tied to particular rounds — there is little flexibility between set up and payoff cards. And, contrary to my previous experience with MO pointslam decks, the card Order within rounds is both rigid and awkward. For instance, you want to play engines (Nekkers, Ice Trolls, Tugo) early. But you also want Enraged Cyclops early. And you need to create and sustain Might early. You want Lord Riptide in hand through all rounds to maximize his value, but you probably won’t play him til round three. Meanwhile, payoff cards like Witches Sabbath and Meteor Shower are complete bricks before round three. And finally, Might is somewhat antisynergistic with Sabbath and with Meteor Shower. I can’t claim Ogroids are unplayable, but I have not found a way yet to make them so.
I feel really bad for everyone playing those awkward Ogroids on the ladder. So many people are out there, challenging themselves. I mean, I've barely even seen NG these last couple of days.
Let me add a couple of comments that I consider opinion about the nature of the game. At this point, they are probably moot — there is no way to consistently “correct” issues related to them without breaking balance.
  1. I don’t believe a 10 for 4 bronze breaks Gwent. Bronze cards in general play for too little relative to golds — and that makes the game draw-binary. What is broken is 10 for 4 cards that are replayed 7 times, or that are played multiple times per turn.
No, 10 for 4 don't break gwent. Mahakam guards have been around for a while. The difference is, enraged cyclops are too easy to cash in. Still, they aren't really the problem. 20-point BASE STRENGTH resilient units are the problem. 10-point base strength Triss Butterflies are the problem. 8-10 units in deck playing for over 10+ points of pointslam is the problem. Because pointslam is too easy, even with the " very awkward" Might.
  1. I don’t believe 4 point per turn engines (e.g. Sticky Situation) are ever acceptable. When engines generate more value than playing cards can generate, the game breaks. And four point per turn engines do that too easily. Essentially uninteractive engines are even worse. I haven’t tried to play Sticky Situation to know whether it’s limitations give it too little average value to be usable by good players — it doesn’t really matter to my assessment of the card. It is either OP or it is unacceptably binary. In fairness, I think Chrum is equally binary. But he is absolutely tied to the Ogroid archetype while Sticky Situation stands alone in any deck willing to spare the provisions.
Lmao, somehow Sticky Situation is as bad as Chrum! Wow. I must be really bad, because I just can't make it work. Not that it's awkward like those Ogroids, with its R1-only limit, small-unit-only-trigger and having to have units on both sides to get value. I'm just bad.
 
It's funny to me how Spring Equinox is at the front of this patch as if nerfing the failure of last patch is supposed to be some kind of feature of this one.

Meanwhile this patch brings even more ridiculous power creep with MO instant 10 for 4 pointslams or double She Who Knows in one card without the sabbath requirement or lock vulnerability. NR getting a basically spamable golden nekker unit (yeah because the more cards in one turn the more fun fun fun), NG of course being NG with replayable The Beast for 4P, SK with 5P Terror of the Seas.

I can't be bothered to go on, but each one of these card drops it becomes more and more clear that the devs think the more powerful a card is the more fun is it not only to play but also play against. Meanwhile normal decks that people have been enjoying become completely worthless because they cannot keep up with these ridiculous new cards.

Stopping the card drops and leaving the balancing in the hands of the actual players is probably the best that can happen to this game at this point because I am convinced at this point that the devs still remaining on this team, whereas they do not lack imagination, they are beyond clueless when it comes to actual balancing, which is a vital part of creating a good and enjoyable game.
 
I have tested some games with ogroids and the points mentioned by quintivarium arent that wrong. Keeping might up can be an issue - especially with all this Control out there - and some cards in it can be pretty useless when in hand at the wrong time.

But the deck is still terribly op and stupid braindead pointslam. I didnt have any fun playing this nonsense and deleted it after a few games…
 
Only thing you can do is Insta quit as soon as the first ogroid gets dropped. Simple as that. Let them bore each other out until they start playing interesting and diverse decks again.
 
Last edited:
one thing is playing standard mode (ranked), and another entirely different is to play training vs player. conclusions made from just playing training mode about how bad or awkward are playing these new ogroids setup does not stand against the reality of ranked matches. lot of words, analysis and justifications can be written explaining why ogroids is not a big deal. but the reality is different and as many have said, those pointslams just make the game boring.
 
I have tested some games with ogroids and the points mentioned by quintivarium arent that wrong. Keeping might up can be an issue - especially with all this Control out there - and some cards in it can be pretty useless when in hand at the wrong time.

But the deck is still terribly op and stupid braindead pointslam. I didnt have any fun playing this nonsense and deleted it after a few games…
I, too, am done with Ogroids. They are simply no fun in the current meta (and I enjoy the strategy of pointslam — avoiding overcommittment, knowing when one has to push a round, etc.) But Ogroids are so inflexible that it generally feels there is no real choice or challenge.

I also strongly believe they are not viable. I’ve already explained why and I don’t think those who disagree are convincable. If I am correct, I think we will see Ogroids virtually disappear in about a week.
 
Last edited:
It's not that they aren't beatable - it's just super annoying and extremely boring to play against.
Any move ist predictable like with opponents with cultists, relicts etc. The whole game feels like it became all about every player plays his/ her algorithm for each own decks, no dynamics, no playing "with" each other.
 
Last edited:
At the risk of generating more unintended controversy, I wanted to share some further impressions from this patch. They are still probably based on under 15 hours of play/observation so please take them as tentative. I am also interested in hearing other’s experiences that are different than mine, but I appreciate as much objectivity as possible.

MONSTERS
I have already said all I intend about Ogroids as an archetype, but I had not considered the new Ogroid cards as stand alone outside a committed Ogroid deck. In such a context, Chrum would be a worse version of she who knows, but other cards are worth considering.
  • Enraged Cyclops — you probably want at least three other Ogroids in hand to set the timer to a viable level. Thrive might play enough Ogroids for value here — but timing issues with Nekkers are enough to deter me. Have I missed other options?
  • Ogre Warriors. Warriors might be very useful in any number of tall - tending decks. I didn’t like them in Ogroid decks because I struggled to maintain units at 10 power, but monsters has lots of other decks without the same issues. Has anyone tried them in a consume, Keltullis, or thrive deck?
  • Lord Riptide. I don’t know whether might often occurs organically in non-Ogroid decks, but worst case scenario, he is an improved Rockslide.
  • Tugo the Elder. Tugo also has interesting possibilities. Without might, he generally plays for less value than typical cards at his provision level, but he might help protect vulnerable engines. If might can be established, he could really shine with spawn archetypes. This is on my list of things to try if I can find time.
  • Girdle of Giant Strength — 20 for 12 is good value. And the card can be used for good tempo or for carryover. I expect it to find its way into other decks.
  • Jotunn — although I had earlier stated that I saw no use for Jotunn outside Ogroids, I have reconsidered. Ice Giants would have value as thrive procs and Jotunn himself has great value. The combination would work well in a thrive deck.
I am not convinced that new MO cards are well balanced (although the likely issues are not the cards about which I see the most complaints). They do have considerable potential in a variety of contexts I had not considered. I think they will lead many hours of experimentation.

SCOIA’TAEL

I have moved from experimenting with monsters to trying new ST cards. Unlike with Ogroids, I have not reached a definite conclusion — partly because I have not drawn into the same quality opposition and partly because there are so many more options that feel very different. Nonetheless, let me take cards one at a time.
  • Trap Maker. Total garbage. Awkward to play and extremely unlikely to get more than eight for four.
  • Hostage Taker. I could undervalue this card and I haven’t tried it. But it feels very awkward and prone to brick,
  • Deception. Low tempo and dependent upon synergies for decent value. I usually play it only because I need another trap for desired effects. Not, I think, a good card.
  • Sticky Situation. This is a card I originally was concerned about. A four point per turn engine is too much — and working only in round one does not balance it; it makes it binary. However after running the card in a half dozen different decks, I am reconsidering that assessment. Across a multitude of decks including a one trap deck, I did not find it OP when opponents react wisely — even when I draw it round 1. Basically, the card seems OK because it usually takes three or more rounds to establish, plays for 0 initial tempo, and is locked when an opponent passes. Wise opponents play around it or pass immediately after it triggers. They may lose round control (although I would often go two cards down due to tempo), but that was never decisive. In a couple of decks, I found it far better to cut the card because I had more important things to establish early in round 1.
  • Angus Bri Cri. This IS a card I hate, but that might be a knee-jerk reaction against anything that supports Simlas/Waylay crap. I did test it in a meme style deck with Heist, Simlas, Vanadain, et. all. That deck is either OP or ridiculously binary — even when I had garbage draws I could not see a way for any opponent I faced to handle it. I did discard the deck after two test runs because I just didn’t feel good about using it. I admit provisions were an issue (I had to cut Alissa) — and board space was as well, but with six or seven point deadeyes, it didn’t matter. I will say that I did not find Angus to improve the more traditional elf deck. In pro play, I think Angus will be fine, but in memes he is very binary. An opponent must be able to remove both Angus and Vanadain or repeated Cargo triggers will doom the match.
  • Riodain. I find Riordain an excellent addition to the game. I don’t think he can be abused; he provides nice tempo and nice consistency to trap decks. He is probably a bit too pricey for elf decks, but I think that is probably a good thing.
On the whole, I understand the frustration of many ST players with this card drop. Good bronze support (which many ST archetypes still need) was not forthcoming. And I don’t think the cards are on a par with those received by SY, SK, NR, or even NG. Although I am enjoying a trap deck (it still needs testing though), I don’t expect traps can be meta. And I don’t think the drop helped other traditional archetypes (like elves). It does have significant meme potential (especially with Heist), but the ones I’ve tried are annoyingly binary.

OTHER FACTIONS
I haven’t played yet. I will comment after I have.
 
Top Bottom