Patch Notes 11.7

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It took me close to a 100 games to get to pro rank, because I tried really really really hard to make the new Traps work. I had said earlier that I was hoping the new support the archetype received would offset the Spring nerf, but while the nerf made Traps more "fun" to play (since you are forced to be interactive), the new cards, especially the bronzes, just can't keep up with what the other factions got. In the end, I had to use a 4-trap Devotion Heist Waylay deck to climb, as that one is pretty much the only way to compete while using the new card drop. Incidentally, that deck does not use trapmaker, hostage taker, or Sticky Situation.
 
Your experience with Heist/Waylay sounds very similar to mine (although I included two Pellers as well as Sappers to really be able to use multiple cargoes on Riordain and/or Vanadain and I think I used Arcane Tome to better draw Heist). Sticky Situation just didn’t work, partly because of provisions, but more because by the time I played 0 tempo Heist and set up 0 tempo Sticky Situation (even if I drew it), I was typically behind so much in round one that I couldn’t keep playing to actually use the Cargoes.

I am curious what your trap deck(s) looked like. I have had good success with a 7-trap, almost-devotion (I do use Arcane tome for consistency) Heist deck. But the only new cards it uses are Riordain and Sticky Situation. Ironically, I am also finding that I am more prone to use Heist only in round 3 and the Cargoes on Ciaran and even Sappers than on the intended targets (Riordain, Isengrim, Toruviel, Yaevinn). But I haven’t been able to play it much and my competition has been suspect. Almost everyone has overcommitted against Sticky Situation and still either lose round 1 or go multiple cards down.
 
I use 8 traps, Gambit, Hattori, single trapmaker (those "use" is a stretch with this one), single hostage taker. No heist. Been actually playing it a bit more after the waylays got me into the pro rank, and it's not terrible.
 
Horse are noble animals, so for patch 11.8:

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Hi all, been playing a lot since the new cards released.
Strong suggestion on adding armor limites to the Skellige's leader skill ONSLAUGHT, like the total times that one armor adds to pirates and ships are limited to 5 maybe. Otherwise it's gonna be too unfair seeing the armor increases infinetely, and when some ppl chuck a 5p armorsmith into his deck and play more than 15 points a single round.
 
Once again the devs show an absolute lack of understanding of balance by letting Scoia'tael mass an insane amount of elves and deal a sickening amount of points all in a matter of a few turns...
 
Once again the devs show an absolute lack of understanding of balance by letting Scoia'tael mass an insane amount of elves and deal a sickening amount of points all in a matter of a few turns...
Exactly, now all those Elven Deadeyes are worth 4 points...
Like the Elves decks were weak before and needed a boost...It wasn't enough to have 6 Cargos, or Simlas playing 5-6-8 Waylays...
This is beyond ridicolous (Ridicolous is a polite word in this scenario).

And even more ridicolous is that, to "balance" Elves power we have now people costantly playing:
- Pirates with two scenarios (Endless Voyage and Rag Nar Rok) or a bunch of Pirates with infinite armor and Clash abilities
- All sorts of Renfri+Triss Meteor Shower decks
- Northern Realms orders decks with Flotsam+Dwimveandra (so repeating a similar situation to when Drakenborg came out)
- Nilfgaard with infinite poison cards
- Nilfgaard Enslave 6 (people with more than 4000 wins are still playing it - shame on you really)
- Nilfgaard Baccala'+Battle Stations (4 unit cards in 2 turns)
- Nilfgaard whatever else
- Vampires
- OP Ogroids
I really feel like I cannot breathe. I cannot stand it anymore. This was my favourite game! It's beyond ridicolous.
 
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Once again the devs show an absolute lack of understanding of balance by letting Scoia'tael mass an insane amount of elves and deal a sickening amount of points all in a matter of a few turns...
I, too, hate Elves — or at least Simlas Elves. But in fairness, the new cards really don’t help that deck. By taking Angus (and the requisite four traps), between provisions and cards, you give up about as much in elf synergies as you gain in better Deadeyes.

If there is a new issue, it’s with Angus/Heist combos creating 6 or 7 point Deadeyes.
 

DRK3

Forum veteran
Peak Gwent:
Thanks. That's pretty much what i had in mind when i shared an hypothetical deck in quintivarium's deck thread a few days ago, but that version is way more extreme, with Double Lippy and Dagur to double up on all the points.

Funeral boat and the reworked armorsmith are bronzes that are better than almost all golds, if anyone wanted to do that achievment to win with only bronzes, now is a great time to do it with SK. :shrug:
 

DRK3

Forum veteran
Remember that time when Gwent devs said they wanted to remove ways of playing multiple cards in one turn?
I guess all those devs must have left and been replaced, because looking at 'the tide rises' new cards, there are probably more cards that allow multiple cards in one turn than in all of the previous 3 years of expansions:

NR has both Demavend and Kimbolt
NG has Baccala and Battle stations
ST has Riordain
SY has the Acherontia
Not to mention the order ability of some of the new locations, which also open up some nasty possibilities.

I am divided by this choice: On one hand, it allows many interesting combos which keeps those cards interesting for a longer period of time, on the other, its almost guaranteed to introduce some gamebreaking, balancecrushing combos... :oops:
 
Hi all, been playing a lot since the new cards released.
Strong suggestion on adding armor limites to the Skellige's leader skill ONSLAUGHT, like the total times that one armor adds to pirates and ships are limited to 5 maybe. Otherwise it's gonna be too unfair seeing the armor increases infinetely, and when some ppl chuck a 5p armorsmith into his deck and play more than 15 points a single round.
BTW time to add caps on both Onager and F boat.
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Thanks. That's pretty much what i had in mind when i shared an hypothetical deck in quintivarium's deck thread a few days ago, but that version is way more extreme, with Double Lippy and Dagur to double up on all the points.

Funeral boat and the reworked armorsmith are bronzes that are better than almost all golds, if anyone wanted to do that achievment to win with only bronzes, now is a great time to do it with SK. :shrug:
time to add caps on both Onager and F boat.
 
Remember that time when Gwent devs said they wanted to remove ways of playing multiple cards in one turn?
I guess all those devs must have left and been replaced, because looking at 'the tide rises' new cards, there are probably more cards that allow multiple cards in one turn than in all of the previous 3 years of expansions:

NR has both Demavend and Kimbolt
NG has Baccala and Battle stations
ST has Riordain
SY has the Acherontia
Not to mention the order ability of some of the new locations, which also open up some nasty possibilities.

I am divided by this choice: On one hand, it allows many interesting combos which keeps those cards interesting for a longer period of time, on the other, its almost guaranteed to introduce some gamebreaking, balancecrushing combos... :oops:
This, and the ability to copy/reuse units has gotten out of hand. I remember when Idarran was first released looking for good (nontoken) targets and finding finding very few (based on two or three cards — mostly Igor the Hook). That has dramatically changed.

Idarran has gone from a weak, niche card to a meme Prince in the worst possible way — he is a remove or lose card in decks that usually play multiple remove or lose cards. And this has two very bad effects:
  1. It makes match results very dependent upon whether the opposing deck has the right control tools rather than upon quality of play.
  2. It pushes players to use only decks with massive removal — which reduces interesting card interactions (things other than the prosaic play a card / kill a card) because the board has nothing to interact with.
None of this expansion’s most abused cards (e.g. Onager, Funeral Boat) would be major problems without multiple, recurring copies of the cards and their best triggers.
 
This, and the ability to copy/reuse units has gotten out of hand. I remember when Idarran was first released looking for good (nontoken) targets and finding finding very few (based on two or three cards — mostly Igor the Hook). That has dramatically changed.

Idarran has gone from a weak, niche card to a meme Prince in the worst possible way — he is a remove or lose card in decks that usually play multiple remove or lose cards. And this has two very bad effects:
  1. It makes match results very dependent upon whether the opposing deck has the right control tools rather than upon quality of play.
  2. It pushes players to use only decks with massive removal — which reduces interesting card interactions (things other than the prosaic play a card / kill a card) because the board has nothing to interact with.
None of this expansion’s most abused cards (e.g. Onager, Funeral Boat) would be major problems without multiple, recurring copies of the cards and their best triggers.
Idarran could be easily fixed by adding Devotion to the cards that exploit his ability in the worst way possible...
 
This, and the ability to copy/reuse units has gotten out of hand. I remember when Idarran was first released looking for good (nontoken) targets and finding finding very few (based on two or three cards — mostly Igor the Hook). That has dramatically changed.

Idarran has gone from a weak, niche card to a meme Prince in the worst possible way — he is a remove or lose card in decks that usually play multiple remove or lose cards. And this has two very bad effects:
  1. It makes match results very dependent upon whether the opposing deck has the right control tools rather than upon quality of play.
  2. It pushes players to use only decks with massive removal — which reduces interesting card interactions (things other than the prosaic play a card / kill a card) because the board has nothing to interact with.
None of this expansion’s most abused cards (e.g. Onager, Funeral Boat) would be major problems without multiple, recurring copies of the cards and their best triggers.
Absolutely agree here. But its not only Idarran and the bronzes. Like DRK3 said: there are many golds that play multiple cards at once. I just faced the new SY cards and it felt like they played their whole Deck in one turn. All cards with high profits, spending some coins and playing the next one - and as a side Effect destroy my whole board. Its beyond ridiculous. If you don’t Play massive Control you are doomed against all these answer or lose cards.
 
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