My Goal: I love to think about and discuss game design and balance issues. I usually have a lot of ideas and think/post about them frequently, so I want a place where all my thoughts are gathered in an orderly fashion.
State Of Gwent, (09.01.2020 - see last post!)
State of Gwent, (31.08.19):
(DJ Balance patch 3.2)
Positive:
I did not talk about the leader changes and the visual changes, because it does not really affect me to much, save one thing: I don't like the 3D models, they are far inferior to the beautiful card arts and I don't understand why they get such a spotlight (other then the buisness perspective, but really? beautiful splash arts also sell well.. much could be done with this..)
Thanks for reading, I will add some thoughts I had about INSANITY and WEATHER effects later today or tomorrow, combined with an Eredin/Wild Hunt rework idea I plan to expand on in future.
Balance/Design Suggestions:
General goal: make as small a change as possible to improve viability, binary design and interaction.
Neutral Cards:
Artefacts:
General goal: make artefacts less binary in their design and give more options to play around them.
Ale of the ancestors: Deploy: Boost adjacent units by 3
Order: Boost a unit by 3
Refresh this ability when ever a friendly unit dies on your opponents turn.
Sihil: Zeal
Order: Damage a unit by 5 and reduce the order damage by 2.
Cooldown 1
Increase the cooldown by 1 when ever you destroy a unit. (from all sources)
Portal: Summon a random 4 provision card from your deck to both sides of this card, then damage the first and boost the other by 1.
Summoning Circle: Deploy: play a bronze unit from your deck.
After 6 turns, transform into this unit.
Tainted Ale: Deploy: give a unit poison.
Order: give a unit poison.
Special Cards:
General goal: special cards are in a very good spot atm, none feel overly strong and none feel absolute useless.
Commanders Horn/
Marching Orders: Add warfare tag. (there are tactic, organic and alchemic cards, so NR should have a few in neutral as well. Those two fit very well – Idea: some reddit post
Bandit Rework:
Goal: make them playable as an archtype and improve the useless cards. Make them interact with coins on the ranged row and most importantly, make poeple think about when to stack coins!
Carlo Varese: Melee: ...
Ranged: Damage a unit by 1 for each coin your opponent possesses.
Angouleme: Melee: Boost an ally by 1 for each card in your hand.
Ranged: Boost an ally by 1 for each coin your opponent possesses.
5 strength.
Gascon: Deploy: Boost self by 2 for each Bandit on the field and boost each bandit in your deck and hand by 1.
Gimpy Gerwin: Melee: …
Ranged: Play a minion from your deck with a provision cost below or equal to your opponent coin count.
Bomb Heaver: 1 strength
Melee: create and play a bronze bomb.
Ranged: boost by 1 for each coin your opponent possesses.
6 provision
Units:
Goal: Make the cards playable.
Ciri: Nova: When this dies on your opponents turn, summon it to a random row.
(or a rework: Melee: move 2 allied and 2 enemy units to the melee row, on the end of your next turn, move them back to the ranged row.)
Triss: Telekinesis: ... your starting deck.
Dandelion: Vainglory: Summon a Cockatrice for your opponent, then slay a beast
6 Provisions
Regis: Higher Vampire: Deploy: reset a unit.
Order: Boost self by the amount of points reset.
Vivienne: Oriole: Deploy: Discard 2 special or artefact cards from your hand and draw 2 new cards. Boost self by 2 for each artefact discarded.
4 strength.
Lambert: Swordmaster: Deploy: Duel a unit.
3 strength.
Vesimir (witcher trio): 3 strength
Wolf Pack: Bonded: Boost all beasts on this row by 1
Peasant Militia: Bonded: Boost adjacent units by 2.
There should also be some minor changes (+-1) in strength or provisions for cards like enrage colossus, myrgtabrakke, johnny+sarah,...
Thanks for your time, I look forward to your comments. If you want some explanation or reasoning behind these ideas, feel free to ask!
State Of Gwent, (09.01.2020 - see last post!)
State of Gwent, (31.08.19):
(DJ Balance patch 3.2)
Positive:
- Further improvements to the power level of Bronze cards and the removal options, this really is an awesome direction for the game.
- DJ/Bounty/NR gold changes are good.
- Vampire rework is a great start, I hope it will get some more love in the future! (Gael is way to strong though.. 7/7 + huge upside)
- Berserk rephrasing is nicely done.
- I approve of the restrictions of leaders to only play cards from the own faction – Calanthe is missing though.
- Welcome Walter Veritas! And Clever gaining some coins for playing low prov. cards is very nice.
- This all comes down to basically one big point: sloppy reworks:
- Again some of the Gold reworks gain way to much value without much setup. Gael ceiling is way to high for 7 provicions, Yennefer's Invocation is a hard removal for 9p – with a HUGE upside, heatwave is a strictly better Curse of corruption for only 1 additional Provision. Keltullis is now a target for hard removal, while at the same time snowballing even harder when unanswered, I'm torn on this one.
- Most reworks are an absolute mess this time, either they changed unique cards into generic point slam or stronger copies of already existing cards, or they changed totally fine and useable cards for no apparent reason.
- SK Rework: Beast Archetype: Bearmasters have never been a problem so far. They are easy to counter, require a huge set up and need a whole deck build around them. IMO they were a greatly designed card, that provided a big pay-off for full deck building dedication. Want to print strong beasts in the future? Just add a cap to the buff... Cerys an Craite is a flavour full rework for sure, BUT she was one of the only cards that supported a revive archetype and the graveyard mechanic which should be a core element of SK. Was she weak? YES, but was she boring and had no purpose? ABSOLUTELY NOT! This change will leave a another huge gap for SK variety.
- ST Rework: Call of the forest, WHY? Why why why why? This was one of the most interestingly designed cards to build around. It was not strong, but it had so many fun combos AND flexible gameplay. Roach/phoenix, witchers into some Geralt, Relics like aguara into Uni/shiro/johnny/sarah – all of these combo's where gimmiky and weak but fun. And even in regular gameplay, sending an injured unit back into the deck and then playing a freshly buffed card felt great and rewarding. IF, and only if, there was a design problem with it, just restrict it to ST cards only..
- ON TOP of that, the completely unusable Isengrim's council was a natural tutor to upgrade into this card. Now the card is just a ridiculously worse version of call of the forest. Which btw is WAY to strong of a card! 10P tutor that ALSO buffs by 2? Auto-include! But its not the only card pair that had a unique card turned into a stronger copy of an already existing card. We also got the ST Neophyte/Half-Elf Hunter duo.
- And then we get more reworks of unique but niche cards that support an archetype that already is very lacklustre (see bearmaster/cerys). I am talking about hand-buff/ resilience dwarves and Mahakam Marauder.. and some rework of cards that actually do see play (Ida).
I did not talk about the leader changes and the visual changes, because it does not really affect me to much, save one thing: I don't like the 3D models, they are far inferior to the beautiful card arts and I don't understand why they get such a spotlight (other then the buisness perspective, but really? beautiful splash arts also sell well.. much could be done with this..)
Thanks for reading, I will add some thoughts I had about INSANITY and WEATHER effects later today or tomorrow, combined with an Eredin/Wild Hunt rework idea I plan to expand on in future.
Balance/Design Suggestions:
General goal: make as small a change as possible to improve viability, binary design and interaction.
Neutral Cards:
Artefacts:
General goal: make artefacts less binary in their design and give more options to play around them.
Ale of the ancestors: Deploy: Boost adjacent units by 3
Order: Boost a unit by 3
Refresh this ability when ever a friendly unit dies on your opponents turn.
Sihil: Zeal
Order: Damage a unit by 5 and reduce the order damage by 2.
Cooldown 1
Increase the cooldown by 1 when ever you destroy a unit. (from all sources)
Portal: Summon a random 4 provision card from your deck to both sides of this card, then damage the first and boost the other by 1.
Summoning Circle: Deploy: play a bronze unit from your deck.
After 6 turns, transform into this unit.
Tainted Ale: Deploy: give a unit poison.
Order: give a unit poison.
Special Cards:
General goal: special cards are in a very good spot atm, none feel overly strong and none feel absolute useless.
Commanders Horn/
Marching Orders: Add warfare tag. (there are tactic, organic and alchemic cards, so NR should have a few in neutral as well. Those two fit very well – Idea: some reddit post
Bandit Rework:
Goal: make them playable as an archtype and improve the useless cards. Make them interact with coins on the ranged row and most importantly, make poeple think about when to stack coins!
Carlo Varese: Melee: ...
Ranged: Damage a unit by 1 for each coin your opponent possesses.
Angouleme: Melee: Boost an ally by 1 for each card in your hand.
Ranged: Boost an ally by 1 for each coin your opponent possesses.
5 strength.
Gascon: Deploy: Boost self by 2 for each Bandit on the field and boost each bandit in your deck and hand by 1.
Gimpy Gerwin: Melee: …
Ranged: Play a minion from your deck with a provision cost below or equal to your opponent coin count.
Bomb Heaver: 1 strength
Melee: create and play a bronze bomb.
Ranged: boost by 1 for each coin your opponent possesses.
6 provision
Units:
Goal: Make the cards playable.
Ciri: Nova: When this dies on your opponents turn, summon it to a random row.
(or a rework: Melee: move 2 allied and 2 enemy units to the melee row, on the end of your next turn, move them back to the ranged row.)
Triss: Telekinesis: ... your starting deck.
Dandelion: Vainglory: Summon a Cockatrice for your opponent, then slay a beast
6 Provisions
Regis: Higher Vampire: Deploy: reset a unit.
Order: Boost self by the amount of points reset.
Vivienne: Oriole: Deploy: Discard 2 special or artefact cards from your hand and draw 2 new cards. Boost self by 2 for each artefact discarded.
4 strength.
Lambert: Swordmaster: Deploy: Duel a unit.
3 strength.
Vesimir (witcher trio): 3 strength
Wolf Pack: Bonded: Boost all beasts on this row by 1
Peasant Militia: Bonded: Boost adjacent units by 2.
There should also be some minor changes (+-1) in strength or provisions for cards like enrage colossus, myrgtabrakke, johnny+sarah,...
Thanks for your time, I look forward to your comments. If you want some explanation or reasoning behind these ideas, feel free to ask!
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