Patchnotes 7.3

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Hey everyone,

Patchnotes are here and with it comes a developer video in which Burza is joined by Molegion to go over all the changes.

If you want to read up on the changes yourself, look no further:

Changes
  • The following leader abilities have been tagged as Spam abilities (desynced from leader animations): Carapace, Blood Scent, Overwhelming Hunger, Shieldwall, Guerilla Tactics, Natures Gift
  • Veteran keyword contracts now progress correctly
Neutral
  • Bomb Heaver ability changed to: Deploy: Damage an enemy unit by 1. If you have a Bomb in your hand, damage it by 3 instead.
  • Vivienne: Oriole ability changed to: Deploy: Boost self by the provisions of the unit on the right.
  • Frenzied D'ao power changed from 6 to 7. Provision changed from 8 to 7. Ability changed to: Deploy: Move a unit to other row.
  • Dimeritium Bomb ability changed to: Damage a unit by 3 and give it Veil.
  • Dancing Star ability changed to: Damage an enemy unit by 3. Deathblow: Damage the unit to the right by 1 less.
  • Blizzard provision changed from 6 to 8. Ability changed to: Destroy the lowest-power unit. Initiative: Destroy all units with the lowest power instead.
  • Shupe Hunter: Resilience ability changed to Destroy an artifact.
  • Shupe Knight: Destroy an artifact ability changed to Resilience.
Developer comment: In 7.3 we decided to rework most of artifact removal cards. The ones we've chosen felt overly impactful when they found the target, and very underwhelming when they didin't. This lead to very polarising gameplay experience, as the games often came down to presence (or lack of) cards like Bomb Heaver. To compensate for this change, we decided to slightly nerf the two most powerful scenarios - Masquerade Ball and Passiflora.

That being said, not all ways of removing artifacts have been deleted from the game. Korathi Heatwave can still target artifacts, as we believe it's a card that trades fairly with scenarios and finds good targets even when your opponent isn't playing any artifacts. Moreover, Shupe can still remove artifacts, but now as Hunter (and the Resilience option came back for Knight).
  • Phoenix provision changed from 13 to 11.
Developer comment: Since Caranthir can no longer copy Phoenix, its provision cost can go down to 11.
  • Olgierd von Everec now has a Bandit category.
Monsters
  • Ruehin primary category changed to Insectoid.
  • Ard Gaeth provision changed from 10 to 9.
  • Ghoul power changed from 1 to 2.
  • Celeano Harpy ability changed to: Deploy: Consume an allied unit, Bonded: Spawn a Harpy Egg in this row.
Developer comment: When Papa harpy and Mamma harpy really love each other...
  • Naglfar's Crew now has 1 armor.
  • Siren ability changed to: Deploy: Boost an ally by 1. If it's a Beast, boost it by 3 instead.
  • Haunt is now Doomed.
  • Mourntart armor changed from 0 to 1.
Skellige
  • Derran power changed from 4 to 7. Ability changed to: Deploy (Ranged): Damage self by 3, then move a card from your deck to your graveyard.
Developer comment: Derran played on ranged row still plays for the same amount of points, but now also synergises with all the heals Skellige has to offer. Moreover, if you feel like you don't need his Deploy ability, you can play him on melee row and get a 7 point unit.
  • Olaf provision changed from 11 to 10.
  • Rage of the Sea provision bonus changed from 14 to 13. Ability changed to: Order: Spawn Rain on enemy row for 2 turns and Deafening Siren on the opposite row. Charge: 2
Developer comment: Rage of the Sea has proven to be very strong in 7.2 patch. It's both powerful and flexible ability, so we lowered the provision bonus it offers, as well as limited its flexibility - now you have only 2 charges and you need 2 turns to get full value from each of them.
  • An Craite Greatsword damage dealt to self changed from 5 to 6.
Developer comment: We like the new Greatsword a lot, but he is a little bit too powerful. With this change, he should be slightly easier to remove before getting his full value.
  • Stunning Blow provision changed from 4 to 5. Ability changed to: Damage a unit by 5. If it has Armor, increase damage to 6.
Developer comment: Stunning Blow was a staple part of Skellige decks since its release. We think that such a good removal tool should have a cost, so we decided to bring it up to 5 provisions and 5 damage to be in line with cards like Nature's Rebuke and Boiling Oil. If you want to spend 4 provisions on removal, Gutting Slash is your friend. If you are willing to spend more, Stunning Blow remains a great, albeit more expensive option.
  • Gedyneith is now Doomed.
Northern Realms
  • Viraxas: Prince, Viraxas: Outcast, Viraxas: King provision changed from 11 to 12.
  • Amphibious Assault provision changed from 12 to 13.
  • Shieldwall provision bonus changed from 14 to 13.
  • Damned Sorceress ability changed to: Zeal. Order: Remove a unit's shield and boost self by 2. Charge 1.
  • Siege is now Doomed.
Scoia'tael
  • Feign Death provision changed from 13 to 14. Ability changed to: Doomed. Scenario: Progress whenever you play an Elf. Prologue: Spawn an Vernossiel's Commando in this row. Chapter 1: Spawn 2 Elven Deadeyes in this row. Chapter 2: Spawn and play Waylay.
Developer comment: Feign Death, as all the other scenarios, now spawns an engine card on Prologue, but its provision cost has been increased by 1.
  • Ithlinne Aegli provision changed from 11 to 10.
  • Zoltan: Warrior provision changed from 12 to 11.
  • Vrihedd Dragoon provision changed from 5 to 4. Power changed from 5 to 4.
  • Vrihedd Officer ability changed to: Deploy (Melee): Damage an enemy unit by 2. Deploy (Ranged): Boost an allied unit by 2. Bonded: Use both abilities.
  • Paulie Dahlberg ability changed to: Deploy: Move a unit to the other row. Order: Give an allied unit 2 armor.
Nilfgaard
  • Masquerade Ball is now Doomed. Provision changed from 14 to 15.
Developer comment: As a result of changes to artifact removal, Masquerade Ball is now Doomed (like all the other scenarios) and slightly more expensive. But worry not - this change also comes with a bunch of buffs to the faction.
  • Palmerin de Launfal ability changed to: Deploy: Damage an enemy unit by 2. Deathblow: Apply Spying to adjacent enemy units. If Milton is in your hand, always trigger Deathblow ability.
Developer comment: Palmerin applying Shields might've been cool, but there weren't many practical uses for this ability. We decided to change his Deploy into something that synergises with Milton more. Since Miltons ability is best used with with Disloyal units, Palmerin will also go on a mission to find and expose every spy in Toussaint.
  • Milton de Peyrac-Peyran provision changed from 8 to 7.
  • Slave Infantry provision changed from 5 to 4.
  • Vicovaro Novice provision changed from 5 to 4. Power changed from 5 to 4.
  • Slave Hunter power changed from 3 to 4. Ability changed to: Assimilate. Order: Damage an enemy unit by 2.
  • Slave Driver now has a Soldier category.
  • Vrygheff provision changed from 9 to 8.
  • Letho of Gulet power changed from 6 to 8.
  • Shilard Fitz-Oesterlen power changed from 4 to 5.
Syndicate
  • Sigi Reuven power changed from 3 to 4.
  • Passiflora ability changed to: Doomed. Scenario: Progress whenever you play a Blindeye. Prologue: Spawn Passiflora Peaches in this row. Chapter 1: Gain 6 Coins. Chapter 2: Spawn Sly Seductress in this row.
Developer comment: Passiflora's main strength comes from the fact that it spawns two engine cards. With changes to artifact removal, we decided to swap the order of chapters - to get both Passiflora Peaches and Sly Seductress on the board, you need an extra turn.
  • Caesar Bilzen Fee changed from 3 to 2.
  • Payday ability changed to: Damage an enemy unit by 5. Gain a coin for each point of excess damage dealt.
Developer comment: Payday joins the cool kids group with Nature's Rebuke, Boiling Oil and Stunning Blow. This new version has lower point ceiling, but is also way less risky.
  • Firesworn Scribe tribute changed from 4 to 2.
  • Eavesdrop provision changed from 6 to 5.
 
First feelings: NG's buffs don't seem adequate enough to compensate for the HUGE nerf to their best card (ball). I expect Palmerin, Milton and Shilard to get more play, but the buffs don't address the core problem for NG right now: not enough value on the board.
Regardless, glad they enhanced the spying archetype. Excited to try some Coup De Grace decks!
 

DRK3

Forum veteran
RIP Bomb Heaver meta (09/12/19 - 30/09/20)

So now, no more double scenarios, but the only artefact removal is with heatwave or Shupe. Not sure how i feel about that.

The rest of the changes, most are pretty good but are coming too late - quite a few had been suggested in these forums and others, and the nerfs to Shieldwall, Viraxas, Rage of the Sea and GS - this should've been in a hotfix, instead we had to wait a full month of this broken BS.

On a small sidenote: the buff to Phoenix is welcome, but still not enough. Misterhabbla did a video recently where he mentioned some unplayable cards, Phoenix was one, and he said it would have to be 8-9 provisions to see play. Personally, i would say 10. 11 is still too much and will see 0 play.
 
I doubt that Feign Death with additional provision and give one engine is worth it or not.
sad that gold epic in ST won't touch at all (Sirssa, Milaen, Morenn) and no harmony unit get any buffs too.
 
People have been suggesting making scenarios doomed for many months now. I always thought of this solution to not be elegant enough for cdpr to implement. I am actually kind of shocked that this is the answer after all :coolstory:
Changes look decent overall but I wonder why they can always only address like max. 5 cards per faction when there are so many cards waiting for a buff.
 
The changes themselves seem mostly decent. I like some of the more flavourful ones.

Having said that, once again it's a case of "a day late and a dollar short".

As others have said, the scenario changes were suggested by many people several months ago. I'm also concerned (but sadly not surprised) that SK's most powerful decks will remain largely the same for another season.

I'd also like to have seen something done about the shielded duel issue, although perhaps the few provision point nerfs for that deck will tame it a bit overall.

The trouble is, we are still left with the usual issue of only certain decks being competitive. Worse still, it will probably be pretty much the same ones as last month, which is rather dull.
 
Finally! Overall a good patch. Love what you did to scenarios, Stunning blow, DESYNCING LEADER ABILITIES FROM ANIMATIONS :D , and NR nerfs, ty! The Dancing Star simply screams 4 provisions though, idk how the hell is it at 5 prov. :eek:
A small but welcome patch. Btw I still haven't played MO since they removed Death's Shadow, I can't seem to think of a fun archetype for them, seems like too much focus went into Frosty WH stuff...
 
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Happy with the Scenario changes. Long overdue.
Neutral changes are kinda meh, though Vivienne is kinda interesting.
Blizzard is the new "old" Epidemic.
Decent changes to SK and NR. We'll see if they're enough.
Now, to important things :D :
Good changes to ST. A ton wasn't addressed at all, of course (i.e. Harmony), but at least what was done will see use for the most part. (Maybe not the Dragoon...?)
 
Happy with the Scenario changes. Long overdue.
Neutral changes are kinda meh, though Vivienne is kinda interesting.
Blizzard is the new "old" Epidemic.
Decent changes to SK and NR. We'll see if they're enough.
Now, to important things :D :
Good changes to ST. A ton wasn't addressed at all, of course (i.e. Harmony), but at least what was done will see use for the most part. (Maybe not the Dragoon...?)
The ST changes arent very satisfying imo apart from dragoon. Officer bonded is a joke it still plays for 5 but plays for 6 on bonded wtf? :giveup:
 
I like the palmerin change but it hardly makes up for all the nerfs NG received lately. All the other buffs are just insignificant to the faction
 
First feelings: NG's buffs don't seem adequate enough to compensate for the HUGE nerf to their best card (ball).
I would argue that removing Bomb Heaver counts as Masquerade Ball being buffed. The extra 1 Provision and removal of Assire shenanigans are nowhere near as important for Nilfgaard as the removal of Bomb Heaver. Scenarios are now going to be even more important than they were, and Nilfgaard's is basically the only one that can be played in practically every deck.
 
Scenarios are now going to be even more important than they were, and Nilfgaard's is basically the only one that can be played in practically every deck.

I'm not so sure about Ball being auto-include anymore. Yes it's unlikely it will be removed anymore, but it's 15 provs for a single ball. Even though NG stays in bottom tier (competing with MO ofc), the one time limit on scenarios will definitely see a widening of NG archetypes being played (Imperial formation with Cahir, spies etc.)
 
the neutral artifact removal cards becomes very underwhelming and unplayable now though.
e.g. bomb heaver becomes a conditional 7 for 5, otherwise 5 for 5, why would anyone use?

As for Syndicate, firesworn swarm was already seeing more play than passiflora on pro rank.
with the nerf to passi and buff to crimes:

SY now has 6 bronze removals in bloody good fun, assault, and payday. all 6 are Crime cards which synergize with Intimidate engines

think this is overdoing it when other factions only have 1-2 reliable bronze removals without going non-devotion for alzurs thunder.
 
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