Patch notes 8.4

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This time, we introduce some quality of life changes (like the renaming of the tabs in the Quests section), visual improvements (Adrenaline has now additional VFX!), and balance changes. Some of the things, we already made available during last month, like the new Reward Trees and Seasonal Changes. We decided to release them earlier, since they didn't require a client update, so we were happy to bring them in as soon as they were finished. In this update, we're expanding on them even more, adding fresh content to both features.

You can read all the details below.
Changes
  • The tabs in the Quests section of the Social Panel have been renamed to be more specific.
Neutral
  • Phoenix provision changed from 11 to 10.
  • Living Armor provision changed from 11 to 10.
  • Olgierd Von Everec power changed from 7 to 8
  • Olgierd: Immortal power changed from 7 to 8.
  • Iris von Everec provision changed from 7 to 6.
Monsters
  • Wererat power changed from 5 to 6.
  • Provision changed from 7 to 6.
  • Ice Troll power and provision changed from 5 to 4.
  • Queen of the Night provision changed from 7 to 6.
  • Succubus power changed from 4 to 5.
  • Garkain power changed from 3 to 4.
Skellige
  • Sukrus now has Pirate category.
  • Arnaghad armor changed from 0 to 2.
  • Derran provision changed from 7 to 6.
  • Gerd adrenaline changed from 4 to 3.
Northern Realms
  • King Belohun provision changed from 9 to 8.
Scoia'tael
  • Ida Emean aep Sivney provision changed from 7 to 6.
  • Yarpen Zigrin power changed from 5 to 6.
Nilfgaard
  • Slave Infantry power and provision changed from 4 to 5.
Syndicate
  • Tunnel Drill provision changed from 6 to 7.
  • Prophet Lebioda provision changed from 9 to 8.
New Features
  • Seasonal Mode now changes weekly.
  • New Seasonal Mode added: At the start of your turn, transform all cards in your hand into random ones that cost 1 provision more
  • Two new Reward Book trees celebrating new year in GWENT: The Great Oak and Stalwart Leadership
  • Five new Reward Book trees connected to the Master Mirror expansion
  • Cards with Adrenaline will now be highlighted when their ability is stronger.
Game Fixes
  • Fix for random crashes after match on Android
  • The "Hide Cards" option is once again consistently available when selecting a card to Create
  • Hybrid will now boost itself correctly when Brewess consumes any allied units
  • Fixed a rare issue in which a high number of Cahir on the board could desync the game.
  • Fixed an issue where discarding a single card on devotion would lower the counter by 2 for Eist Tuirseach.
 
There's the Drill nerf many wanted.

New seasonal mode sounds interesting, and new reward trees are always welcome.
I hope the Adrenaline indicator is optional.

"Hide cards" is back, very nice!
I also like the buffs to Neutral cards; both Olgierds are among favourites of mine when it comes to non-competitive decks.
 
What The devs have with slave infantry.

Its a card that almost noones use it and Everytime it changes.

Maybe thet whant People using with devotion ehmir to transform The spies units, but I dont think players Will do that
 
8.4 looks rather underwhelming... If we don't get some sort of event or big hidden change for April fools im probably gonna pass this month...
 
Ah, also, derran should have pirate tag (i really dunno if he is a pirate, but his abilityes fit well in a pirate deck)
 
Everything we got in this patch is fine (always tons of very underperforming bad cards in the likes of Sile De Tanserville, Liryan Arbelist, Aretuza Adept, Aguara: True Form, Myrgtabrakke, Ice Giant, Colossal and Enraged Ifrit, Eskel, Nenneke, etc. that could be buffed into usefulness. :] I hope this comes soon).
The issue however is in the things that aren't here but should be!

No nerf to Eldain and Eist and no buff for Meve (the most useless card of the recent bunch, after her maybe comes Whoreson Jr. but I don't play SY so idk :p). Also a nerf for Nauzica Sgt. so it doesn't proc on disloyal units which just makes the card too strong rn.

Also I don't see the point in the indicator for adrenaline cards, just seems like too much effects imo, it's good for beginners though, that's for sure.
What would be much more useful (esp for beginners) would be to give us a counter for how many cards are there on a row! And I've asked for this a couple of times but apparently I am the only one who would like this. Also how the hell is a new player to know that the row limit is 9??? The game never tells us this! just give us a counter to the side saying x / 9 where x = number of cards on that row. And when you reach 8 / 9 it goes orange to warn you that the next card played there will fill the row. Then at 9 / 9 it becomes red so you know that row is blocked now. :]
 
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That's not much I guess it's a good month to take a break from Gwent :sleep:.

Also it looks like another month without any changes to Draft Mode:giveup:.
 
The changes are good, however very few.
Tunnel Drill is a fair change.
Also were there not people stating we should be prepared for Dwarves to get a few buffs ?
I would not call this almost invisibly small buff an even remotely relevant buff to dwarves.
 
Also were there not people stating we should be prepared for Dwarves to get a few buffs ?
People also stating Eist's nerf, Meve's buff etc... which definitely should happen.
Of course these modifications can be small, they mentioned in the video that they know cards should be modified, but they want to collect more data beforehand. Let's not talk about Eist since there are some controversies on whether it should receive a nerf, but Meve? Do you really need more data to see if Meve is underperforming? I would rather hear that they haven't decide how to change the card.
 

Guest 4375874

Guest
That Drill nerf will do literally nothing to prevent them wiping the board, they can just swap a crime card to compensate for the provision.

Nothing done about Viy, Eldain, Eist, Lippy, Arnaghad or Anna. Very underwhelming
 
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Might as well be called April Fools Patch. I welcome the adrenaline VFX ( and, as suggested above, even an indicator to see how many units are in a row ) but the rest of the patch is underwhelming.
Drill nerf won't change anything ( just change a 5 provisions crime for a 4 provisions one ), really problematic cards are still left untouched, NR has no real identity apart from the "buff units faction", Slave infantry buff is a joke. The only savable changes are the pirates and olgierd one.
 

DRK3

Forum veteran
Lets take a deep breath... and go through all of these:

1. From the dev video, and now the patch notes, disappointed that the 12 leader cards arent getting any changes. They justify this with 'things are still settling down', but that is BS, we'll keep seeing Cleavers, Eists and Eldains even more than this month.

2. Phoenix is ALMOST gettin into 'playable status'... Come on, just 1 less provisions, otherwise it still will only be for certain seasonal modes.

3. The buffs to Living Armor and Olgierds... are CDPR trying to make us play the NG alchemist meme deck? Cuz i love it.

4. Love the massive buff to Wererat, now we can play it pre-emptively, without fear of being killed by a 5dmg special before he gets a consume

5. So, the change to slave infantry is reverted. I will try it for nostalgia, this bronze unit was one of my favourites both at the end of open beta and beginning of HC Gwent, although the NG alchemist strategy might be worth more now. need to do the math...

6. This new seasonal mode is the best news for me, its the first brand new seasonal mode we get in 12 months, and it seems very chaotic, definitely not for the RNG haters

7. The new reward trees are welcome, but definitely a bit strange getting trees for an expansion that happened 9 months ago, i was confused when watching the dev video, even thought i might be watching an old video, seeing new trees on the page for Year of wereat (last year)

8. The change to get the 'hide cards' option again is finally here! Unnaceptable how long it took to revert this mistake.
 
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