Patch Notes 9.5

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I also don't get the nerf to Sorc. The problem was in Bountiful Harvest, devs had to tune this card down instead.
Well, they always do like this. Like, Viy is making trouble? Let's kill a leader ability then.
 
Damn ST got slapped hard...It is hard to play already and now it is even worse... Guess we need to switch to other decks.
 
Neutral
  • The Mushy Truffle: Provision cost changed from 9 to 10.
  • Not sure if justified. Did not consider this card to be problematic


Monsters
  • Dettlaff: Higher Vampire: Power changed from 5 to 6.
Huge buff makes him from a conditional 15 for 10 to an 18 for 10. Maybe reasonable.
  • Endrega Queen: Power changed from 5 to 6.
  • Provision cost changed from 7 to 6.
Reasonable buff
  • Golyat: Provision cost changed from 8 to 7.
Reasonable buff. So he is more alligned with Rat Catcheress
  • Miruna: Power changed from 5 to 6.
Reasonable buff
  • Old Speartip: Provision cost changed from 12 to 11.
Absolutely reasonable buff. Would even argue that he could go down to 10
  • Ozzrel: Provision cost changed from 9 to 8.
Reasonable buff
  • Toad Prince: Consume power limit changed from 3 to 4.
Absolutely reasonable buff. No he can be a 12 for 8 and can target much more opponent units.
  • Drowner: Provision cost changed from 5 to 4.
Reasonable buff
  • Phooca: Now has 1 Armor.
Reasonable buff

Skellige
  • Arnvald: Power changed from 4 to 6.
Absoultely reasonable buff. If he targets a 1 power damaged unit he can be at max a 11 for 6 but this is very unlikely. Would be nice if SK could do more with those Bear Abnomination token
  • Blood Eagle: The Bloodthirst condition no longer ignores the target unit when it becomes damaged by Blood Eagle.
Not sure if I like or not like. After MM SK warriors was completely dominating and no one key card gets a significant buff.
  • Fucusya: Power changed from 5 to 4.
Absolutely needed nerf but would much more prefer a limitation of the provision limit of the graveyard summoned unit to 9.
  • Skjall: Provision cost changed from 7 to 6.
Not sure about this one. MO has 10 for 7 with downside. SK has no a 10 for 6 with downside.
  • Wild Boar of the Sea: Power changed from 3 to 4.
Very strong finisher card. Not sure if it needs a buff.
  • Dimun Smuggler: Now has Zeal.
Reasonable buff.
  • Drummond Villager: Bleeding duration changed from 3 to 4 for both targets.
Back to old MMM. This card was nerfed because it was very strong
  • Primal Savagery: Provision cost changed from 5 to 4.
Absolutely reasonable buff. Can now be a 8 for 4 but can so easily be just a 2 for 4.
  • Svalblod Ravager: The Bloodthirst condition no longer ignores the target unit when it becomes damaged by Svalblod Ravager.
Not sure what I should think about it

Northern Realms

  • Reynard Odo: Deploy replaced with Formation; Order.
Reasonable buff
  • Thaler: Power changed from 6 to 7.
  • Provision cost changed from 8 to 7.
Reasonable buff
  • Vandergrift: Power changed from 5 to 6.
Not sure what I should think about this one. Compared to other resilience units (Zoltan, Gabor, Sausage Maker) he appears to be OP.
  • Vernon Roche: Provision cost changed from 11 to 10.
Reasonable buff
  • Vissegerd: Now has 2 Armor.
Strong support to "benefit from boost" archetype.
  • Windhalm of Attre: Power changed from 3 to 4.
Reasonable buff. I even would argue that his provision should go down to 6.
  • Aretuza Adept: Provision cost changed from 4 to 5.
Absolutely needed nerf of this strong card taking into account how many patience units we ave
  • Carroballista: Now has a Cooldown of 3.
Nice buff for the cooldown archetype.
  • Lyrian Landsknecht: Power changed from 3 to 4.
Needed buff
  • Meditating Mage: Power changed from 4 to 3.
To my mind also a needed nerf of a very strong new PoP card.
  • Redanian Knight: Power changed from 1 to 2.
Reasonable buff
  • Siege Master: Power changed from 4 to 3. Provision cost changed from 5 to 4. Now has 1 Armor.
This buff is too much. His resupply can be a +2 engine each turn. Do not like to have +2 each round at 4 provisions.

Scoia'tael

  • Saov Ainmhi'dh: Boost amount changed from 6 to 5.
  • Provision cost changed from 9 to 7.
Very needed buff , now this card is playable
  • Torque: Power changed from 4 to 5.
Needed buff for the handbuff archetype.
  • Dol Blathanna Sorceress: Provision cost changed from 5 to 6
This nerf is way too much. Did not consider this card to be problematic at all.
  • Elven Wardancer: Power changed from 3 to 4.
Reasonable buff
  • Vrihedd Brigade: Power changed from 3 to 4.
Reasonable buff

Nilfgaard

  • Coup de Grace: Provision cost changed from 9 to 10.
Reasonable nerf accoding to my view
  • Vypper: Now additionally gains Spying when Summoned from the graveyard to the battlefield.
  • Alchemist: Power changed from 4 to 5.
Okish. Sees only play combined with living armour
  • Ard Feainn Crossbowman: Power changed from 3 to 4.
  • Illusionist: Power changed from 3 to 4.
Not sure about these twos. There´s already a kind of strong NG deck being build on these two cards and now this deck will become much stronger
  • Mage Infiltrator: Now has an additional effect:
  • Deathblow: Move self to the opposite row and remove Spying.
Love this idea.
  • Ointment: Boost amount changed from 4 to 5. Category changed from Alchemy to Tactic.

Syndicate

  • Adalbertus Kalkstein: Provision cost changed from 7 to 6.
In line with Gremist buff. So reasonable.
  • Bincy Blumerholdt: Provision cost changed from 10 to 9.
Reasonable buff
  • Prophet Lebioda: Power changed from 6 to 8.
For NG shield strategies maybe a bit too much. Let´s see what happens.
  • Blindeye Apothecary: Boost amount changed from 3 to 4.
Completely reasonable
  • Cutup Lackey: Provision cost changed from 5 to 4.
In line with Crow Clan Preacher (To be honest I would prefer both cards to be at 5 as I do not like +2 4 provisions engine)
  • Line of Credit: Amount of Coins gained changed from 6 to 7.
Reasoanble buff
  • Mutated Hounds: Power changed from 4 to 5.
Reasonable buff
  • Payroll Specialist: Tribute cost changed from 2 to 1.
Reasonable buff
  • Witch Finder Executioner: Power changed from 3 to 4.
Bounty archetype is already kind of strong. Not sure if this is needed.
  • Wretched Addict: Boost amount changed from 1 to 2.
I do not like those 4 provisions + 2 engines. Would prefer to have it bonded on +2.
 
I see this on the journey's main screen but can't find it anywhere in the new pass. So I wonder how I can obtain it?
photo_2021-10-28_11-25-19.jpg
 
I want 2 big nerfs: oneiro and heatwave to 15 provisions. I'm tired to see them in 99.99% decks.

I also want buff or rework to dead or weak leaders:
NG: Usurper rework, Ardal buff, Soldiers buff, Imposter buff,;
NR: boosting thing big buff or rework, ex-Charges rework again and say sorry for stupid change, shieldwall buff (outdated), Uprising buff;
SK: onslaught big buff, blaze of glory buff, Patricidal fury buff;
SC: Invigorate buff, Harmony big buff like 2 charges, Broover-moving buff;
MO: deathwish buff to 3 charges, Vampires big buff;
SY: buff to every leader.

So this patch is joke again, like Fusycia or whatever its name, are you trolling us??? Bincy - useless before, now you think something changed???
I'd rather see no changes at all than this joke.
And clearly say goodbye to all hopes.
 
So you have REGIS as a card up there in your post. But the card sucks, not in a cool vampire way, but really a bad card to have in your deck.

Please explain why on earth in a REGIS journey, you leave the REGIS cards untouched?!!!

Make Regis a monster card instead of neutral, with the initiative as a non-devotion!
Also buff the other REGIS card, make it monster not neutral, add some devotion. Just an idea for this theme?

I just don't understand this, use REGIS minions i read in the intro, i see his card in this patch post, and i am DISAPPOINTED.

Please enlighten me.

Cool update otherwise, but this just annoys me.

And let's not forget REGIS: higher vampire..come on. Monster card with devotion: Zeal?
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Journey looks awesome-o 4000! I will buy.

Please do something with those neutral dead REGIS cards in this REGIS vampire themed patch.
 
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Nice to see the SY leader on the "starter" trees' page. There is no tree for Gudrun yet, but maybe this means there will be a SY starter deck and daily quests.
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I want 2 big nerfs: oneiro and heatwave to 15 provisions. I'm tired to see them in 99.99% decks.

I also want buff or rework to dead or weak leaders:
NG: Usurper rework, Ardal buff, Soldiers buff, Imposter buff,;
NR: boosting thing big buff or rework, ex-Charges rework again and say sorry for stupid change, shieldwall buff (outdated), Uprising buff;
SK: onslaught big buff, blaze of glory buff, Patricidal fury buff;
SC: Invigorate buff, Harmony big buff like 2 charges, Broover-moving buff;
MO: deathwish buff to 3 charges, Vampires big buff;
SY: buff to every leader.

So this patch is joke again, like Fusycia or whatever its name, are you trolling us??? Bincy - useless before, now you think something changed???
I'd rather see no changes at all than this joke.
And clearly say goodbye to all hopes.
Breathe in, breathe out. There are never big changes in balance when the journey starts. So there is always hope.
And not all people love Oneiro and KH. I never include them in my decks (except for the all-neutrals quest deck for daily quests).
 
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Cool changes, good stuff.

I really like the shop changes. It's great to have lots of options back there, including the older ones. And a board for meteorite powder, too, very nice!

I was planning on probably giving this journey a miss, as I loved the last one (boards & music are much more interesting to me than leader skins), but then I saw this one has some extra music too? Not sure, now. I love the Gwent music, I think they do a really great job with it. I'll probably cave and buy it at some point ;-)

Nice to see the beginner reward trees, too, making Gwent even more generous to new players.

In case any devs are reading, the change I most want to see wasn't included: Sacred Flame should be a location with resilience. Fits the theme perfectly, and would make fireswarm (my current favourite archetype) stronger.
 
So instead of getting 30rp for finishing all journey contracts we now get 0.
The stealth nerf we didn't deserve or need.
 
Was expecting to see some buff to the MONSTER decks such as Deathwish, Beast and Vampires. There are plenty of room for a rework or buff to I'd say half of the MONSTER cards, particularly the old ones. Shame we don't see any significant changes in this patch.

One of the biggest proble with the MONSTER now (except for Relic) is that they lack effective combo. The BEAST cards need to be separated from the Deathwish cards and given their own combo and strat, which is to say a REWORK is necessary.

The problem with the DEATHWISH cards is that they are too dependant on the "Consume" cards on hands. Also, the Comsume units with big boost on it are too vulnerable to cards like Geralt: Yrden and other "power reset and destroy" cards. One way to solve this is to replace some Consume Units with Cyclops-like ability, to damage your opponent's units instead of boosting your own units so that the risk of stacking too much boost on a single unit can be avoided.

Here's a list of the MONSTER cards that I think deserves a buff or rework:

Cockatrice (Beast specific ability needed)
Forktail (Beast specific ability needed)
Ice Troll (Ability needs rework)
Hycrid (Beast specific ability needed)
Siren (Beast specific ability needed)
Fiend (Beast specific ability needed, combe with Beast instead of Deathwish units)
Werewolf (Beast specific ability needed)
Noonwraith (Deathwish ability should favor self, not opponent. Can be reworked as a Rat spawning Unit with Zeal, Order: spawn 1 rat on its row, Cooldown: 1. Can be a nice combo with Beast Units)
Wywern (Beast specific ability needed)
Vran Wzrrior (Beast specific ability needed)
Cyclops (give Zeal, Order Cooldown: 2)
Penitent (Limited to cost 7 unit, and not able to pick your choice)
Werecat (Ability is weak, rework and give Beast specific ability instead of Deathwish?)
Mourntart (Needs cards that can effectively purify Doom units such as drones and rats, which we have none currently lol)
Morvudd (Nice combo with Plague Maiden and Were rat, needs more cards to spawn rats for its combo though)
Succubus (Needs to respawn on a fixed row instead of random, or else hard to get comsumed by SlyZard. OR rework ability to fit in Relic group)
Abaya (Can increase provision cost and give ability to trigger both gold and bronze unit's Deathwish)
Jotunn (Ability needs rework)
Alpha Wrewolf (Ability needs rework)
Kikimore Warrior (give Deploy: Zeal)
Wererat (too risky to stack huge boost on it and pass turn, rat spawning ability changed to be able to activate before turn end?)
Plague Maiden (Give it Deloy instaed of Deathwish, and then lower power or increase provision)
She-Troll of Vergen (Cost too high for its ability, ability rework?)
Tattrwing (Can only combo with Caranthir's spawning high base pwoer unit, which is not even a powerful combo, replace with beast specific ability?)
Ice Giant (please give him something, anything lol)
 
In case any devs are reading, the change I most want to see wasn't included: Sacred Flame should be a location with resilience. Fits the theme perfectly, and would make fireswarm (my current favourite archetype) stronger.
That would be a potential 14+ point carry over. :D Broken af. Actually pleasantly surprised they refrained from doing this since we've seen insane changes before too. :p
 
as expecting to see some buff to the MONSTER decks such as Deathwish, Beast and Vampires.
You should try a Vampire Devotion deck. You then will be crushed over and over again. It has no oneiro, no heatwave, no tutor for units, no xavier, no squirrel.
 
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That would be a potential 14+ point carry over. :D Broken af. Actually pleasantly surprised they refrained from doing this since we've seen insane changes before too. :p
Hmm, when you put it like that, it does sound a bit broken... Lucky I'm not on the balance team :p But only large carryover for a long round, I think maybe it could be counter-able. Anyway, if they ever implement it, you know who to blame :D
 
The save and exit button should be on the most left side while the save and exit should be on the most right.

I lost my new build decklist by click the exit without save 2 times.
 
Every time I see a slight buff for soldiers, I go to try to build a deck. And then immediately get disappointed. The archetype literally lacks viable cards.
It is so hilarious how they can't do any noticeable changes to soldiers or vampires for more than a year.

But time and card slots was wasted on memes like Vypper instead. Like, what the purpose of making such cards? Ah, whatever.
 
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