Some good suggestions to improve the game. It also includes Co-op design.

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-Rework Nenneke in this way: Zeal. Order (Ranged): Boost an allied unit by 1. Charge: 4. This nerf is important to avoid cheezy Scorchs... but keep Vysogota of Corvo untouched with his 'Boost a unit by 1' because you need more turns with him to be able to align units. So yeah Vysogota is fine as it is but not Nenneke.

-Buff Ciri Nova by reducing her provision cost from 11 to 10. This card is not that good with the limit of having 13 units in your deck. She will also be locked against every Nilfgaardian deck or consumed against any Monster deck because all of them are playing Ozzrel these days. Add also a viable archetype for this card because her ability is super cool. Xavier and few cards like Olgierd have synergies with her but we need some more options. Something like having a neutral big unit for some tempo with a Doomed tag would help to have some synergy with her.

-Buff Olgierd von Everec: There are a lot of big and cheap removals like Gigascorpion Decoction and leader abilities that can kill him in their next turn as soon as he enters the board. Rework his ability to this: Order: Heal and Purify self. This way he will be able to heal himself from all those poison cards. This card is not that good so at least buff him in that way.

-Buff Keltullis a bit. This card is meh because there are plenty of heavy removals and movement cards. He can also kill himself (ok, that's fun, but add this to his description...) and if you have the same units as your enemy the effect will not be activated. This unit is bad, expensive and hard to play, so please buff him a bit. Small units with 1, 2 or 3 base power usually means nothing. He will be killed also after a couple of turns but most of the time he will be disabled in the next opponent's turn. He deserves some love because his ability is very unique and I really like it.

-Nerf Barghest with 4 base power instead of 5. The reason is that Slyzard has 5 base power but Order ability. Barghest has deploy ability so do this for balance.

-Buff Cockatrice with 2 Damage for each adjacent Beast. Reduce its base power to 3.

-Nerf Endrega Warrior with 3 base power instead of 4. Keep the ability untouched.

-Buff Avallac'h: Sage with 2 base power instead of 1.

-Rework Shupe Knight: Damage an enemy unit by 4 to Damage a random enemy unit by 4. Destroy an enemy artifact to Destroy a random enemy artifact. Boost an allied unit by 4 to Boost a random allied unit by 4. Lock a unit to Lock 3 random enemy units. The reason behind these changes is that Shupe Knight has 8 base power and half of the abilities from this tree don't have RNG. Another option could be reducing his base power to 7 and keep artefact removal and Lock without RNG. Reduce also his provision cost to 12 because Shupe is not that good nowadays.

-Add more scenarios for those who play dryads only, dwarfs, reveal, mages, spells, assimilation with spies, soldier decks, mill etc to improve other archetypes. Buff and add more cards for old archetypes like reveal, mill, etc.

-Add more units that can create spells like Triss: Telekinesis, Zoltan: Scoundrel or Aguara: True Form, specifically for Scoia'tael and Syndicate factions. This way decks with special cards that have Harald Gord as a finisher will be more viables.

-Buff Aguara: True Form with 10 provisions. The reason is simple: RNG dependent and half of the time this unit will create useless 4 provision special cards like Spring Equinox, Dimeritium Bomb or Clear Skies. This is a disagreeable joke considering that this unit costs 11 provisions.

-Rework Iris' Companions. 99,9% of the time this unit will Discard the drawn card. This is another disagreeable joke.

-Buff Mangonel, Impera Enforcers and Spies archetype. Add also an scenario for these cards. They have a lot of counters: low base power (Damage) and row limit (Movement)... so they need a buff or something else to improve this archetype. Mangonel's ability... I don't know but it feels weird having only a deploy ability and being a Machine card... It feels very weird for sure. If you want rework Mangonel's ability to something different, but at the same time close to what it is Reinforced Trebuchet or something like that. Not being exactly the same ability but similar. Keep the Ranged limit for both cards (Mangonel and Impera Enforcers) and just improve this archetype with more options or power.

-Blue Mountain Elite: Change Deploy (Ranged) to Deploy (Melee). The reason is simple, saboteurs work in the front, behind enemy lines, not in the rear of your army.

-Trained Hawk: Change Deploy (Melee): Damage an enemy unit by 2 to Deploy (Melee): Give an enemy unit Bleeding for 2 turns. Keep Harmony bonus and Deploy (Ranged): Move an enemy unit to their other row ability. Why that change? because it's more lore-friendly for a Hawk and also the bleeding it's reactable. Harmony is op so this is a good change and a minor nerf for all those decks. It's also more fair.

-Buff Dol Blathanna Bomber with 2 base power. (But don't touch Iron Falcon Knife Juggle. He already has 1 armor and he is a neutral card).

-Buff Field Medic, maybe giving Vitality for one turn to one of the two adjacent units, but keep also her actual ability and her base power untouched for Draug decks.

-Change Peasant Militia: Increase the base power from 2 to 3. Keep the ability untouched.

-Change Oxenfurt Scholar: Decrease his base power from 3 to 2. Give an allied unit Vitality for 3 turns instead of 2.

-Buff Wolf Pack: Damage an enemy unit by 2. Deathblow: Repeat this ability. (or Deathblow: Give bleeding to an enemy unit for 2 turns). This way this unit will be viable in some decks.

-Nerf Crowmother with 3 base power. The reason is that she has also the ability of The Flying Redanian. She will come from your cemetery after playing Freya's Blessing and all Skellige players have this card.

-Buff Lambert, Eskel and Vesemir (witcher trio) with 7 provisions instead of 8. They're completely useless if you don't play the witcher archetype deck. 24 provisions is a lot for 6 base power... (even with the thinning)

-Buff Wyvern Scale Shield and Mastercrafted Spear with 6 provisions (because they have low tempo, these cards are a waste of 1 turn when the average number of turns played are 4 - 5 or 6 per round). These cards have very low tempo and they are not viable at all unless you play Scorch or Regis or any deck with a lot of boosted units. They're almost useless so buff them in that way.

-Buff Sihil because the same reason. Low tempo card and you can use the ability only 2 - 3 - 4 times per round / game. This card is useless after the patch with armor mechanics and now is even more useless with all those defensive (and boosted) units over there. Lower the cooldown to 1 after some requirement, you know something like Elven Swordmaster, only in this way this card will be relevant without being op. Right now is very bad with all those big units over there.

-Bring back artefact removal cards per faction. I don't want to play the same human bandit with my Monster or Scoia'tael decks. This awful change removes immersion. To remove binary add a second ability to these factions cards. False Ciri was the perfect example of this. Bring back that.

-Bring back the old Epidemic ability. This card is atrocious now. You could make it a Gold card with 8 provisions I don't care. This card was fine before this change so revert the ability as before.

-Adrenaline Rush: bring back the old ability for meme reasons. We are sick of boost / damage cards. This card was fine even if few people played it. Revert this change along with Epidemic. You should make it a Gold card with 7 - 8 provisions with Resilience ability. This way you could replay a big unit or keycards like Keltullis to push and win a second round. Do it.

-Buff Hanmarvyn's Blue Dream with 12 provisions. This spell is very expensive for Spella'tael decks so buff it with 12 provisions, It has some RNG depending on your opponent's faction/deck, sometimes you will catch a decent card, few times a good card to mess the opponent's strategy but most of the times you will catch a card with literally 0 sinergies for your deck. This is the reason of the change. It is also very expensive for Spella'tael decks with Mystic Echo or even for Assimilate decks so reduce its provision cost because of that or buff the provisions for Mystic Echo ability.

-Nerf Onslaught ability with 15 provisions.

-Nerf Reckless Flurry with 14 provisions because if you win the first round and you have this ability, you won the game.

-Bring back leader artworks (cards) when you use their abilities in-game and also at the start of the match (versus screen).

-Buff and change Drummond Warmonger to this: Deploy (Melee): Damage 3 adjacent enemies by 1. Bloodthirst 4 (instead of 5): Damage all enemies on a row by 1 instead. Deploy (Ranged): Destroy an enemy artifact. Increase his provision cost to 6. (Lorefriendly now with that artwork)

-Dimun Pirate. He can be completely useless for sure but I like his ability. Please add a viable archetype for this card.

-Increase Tuirseach Axeman base power to 6 because his ability is interesting but it's literally useless in 90% situations. I tried it myself, an unit with 4 base power without any utility is not worth it. His ability is very difficult to activate so buff him a bit.

-Nerf Skjall. 10 base power is too much for this unit even with the Berserk ability. Give him Doomed status and reduce his base power to 9.

-Wild Boar of the Sea. Bring back its old ability: damage all damaged enemy units by 2. This card is op in long rounds with Dagur or An Craite Greatswords... so nerf that card or improve the non-units decks to be able to counter this card with some specific decks with less units. Currently half of the specials cards bring random units to the board, (at least the expensive ones) so you will have always more than 13 units for sure in your deck... rework the non-unit limit a bit because of that.

-Madame Luiza: This unit is broken with Savolla. Add Order. Her ability says "Your next Tribute this round is free" and you can't counter that, so yeah, Order please and change her provision cost to 8.

-Nerf Savolla with 10 provisions. 17 points in one turn is too much so increase his provision cost for sure.

-Nerf Ewald Borsodi with 9 provisions and lower his base power by 1 (3 base power in total). He is better than Milaen for sure because he can remove key cards with more than 4 base power or several cards, so 9 provisions with 3 base power would be fair. He is also auto-included in all Syndicate decks that's why a little nerf is needed. He can also remove half of your board if you have a couple of bounties in your units, he will shoot over and over again in the same turn he has been played with literally any counter. That's broken.

-False Ciri: Give her the artifact removal ability again. Boost an Agent by 3 is bad. We don't understand this change. She was fine before this change. Now she isn't.

-Nithral: Bring back his old ability: Deploy (Melee): Destroy an enemy artifact and damage adjacent units by 2. Add another ability for Ranged row like False Ciri. (E.g. Order (Ranged) : Spam a Wild Hunt Hound on his left) Increase his provision cost to 11. He was unique and now he isn't. We have the same boring damage engine with 5 base power in every faction. That's boring. Please use your brains and think about some differences or every faction will feel the same and the game will be boring because of that. A good game can have different factions, all being completely different from each other and still maintain balance. I know this because of other games. 'Asymmetric multiplayer' is called.

-Rework Tunnel Drill to this: Profit 1. Fee 3 (Melee): Damage an enemy unit by 1. Increase damage by 1 for each adjacent Crownsplitter. (Ranged): Destroy an enemy artifact.

-Rework Rainfarn of Attre OR add him this aditional ability. Here's the idea: This unit will change to the opposite row and gain spy status only if your opponent plays Windhalm of Attre. He will come back to your side (Nilfgaard) again if Windhalm of Attre dies or is seized by you. (Super lorefriendly change against Northern Realms and fun to watch it) It's more or less like Caldwell, but the idea here is that if Rainfarn of Attre change sides he is still useful because you're playing the spy archetype and he also gains spy status.

-Rework Slave Hunter: Keep Assimilate, reduce his base power from 3 to 2, remove entirely his damage ability and add this: If your opponent has 4 units in one row, steal the enemy unit with the lowest base power from that row. Something like that to support a seize deck with Vigo's Muzzle, Sweers, Enslave, etc. The stolen unit could also be locked for balance, so you won't be able to use his ability without using purify.

-Buff Master of Disguise with 1 armor. Why this change? because Magne Division is a better engine. You must wait 2 turns to use Master of Disguise: one turn to lock an unit and another turn to start boosting Master of Disguise. Magne Division is a better engine because you can use it from the beginning and he will start boosting at the end of your first turn. This little buff to Master of Disguise is needed because of that. This change is lore-friendly as well because the spy is dressing himself with a breastplate.

-Buff Ard Feainn Light Cavalry: Deal 2 damage to an enemy. If the target has Armor, damage it again by 3 instead. Why this change? because his ability is very situational. If you don't like this change at least buff him with 1 more base power. He's weak and situational in its current state.

-Buff Cintrian Knight: Deploy (Melee): Damage an enemy unit by 2. Deathblow: Gain Vitality for 3 turns. This card is useless so this little change is needed. A knight with 2 or 4 base power is a joke. Poor Fucking Infantry is better so buff this poor knight a bit.

-Buff Farseer: Deploy (Ranged): Reveal a random card from your deck. If it's a special card, boost self by 4. The reason of this change is simple, you're giving a huge information of your deck to the enemy. There is also only a 45% chance of activating this ability because you will have more units than spells all because the unit limit. This change is necessary to have some tempo against certain decks.

-Nerf Falibor: Increase his provision cost to 12. Why this change? because he can remove 2 units and activate Sabrina. A lot of damage and removal in 1 turn for only 11 provisions.

-Nerf Philippa Eilhart With 12 provisions. The reason: She can steal any unit with 9 base power and you can use the ability of the stolen unit. (Same provisions like Vigo's Muzzle, because huge point swing).

-Nerf Percival Schuttenbach with 2 armor instead of 3. Why this change? because Harmony is op. Percival is also a better engine than Glynnis aep Loernach. Why? because with Assimilate decks you have a lot of RNG (opponent's faction, create, etc) with Harmony decks you're playing your own cards and you can deal damage, Percival will be boosting himself meanwhile. Glynnis is also a soldier so she deserves more the extra armor. Trust me, this is a good change. Another option could be reducing Percival Schuttenbach's base power to 3 but keeping entirely his armor. This way you will need Figgis Merluzzo to protect him (Lore-Friendly) from cards like Sweers, etc. Harmony is op so this is a good change.

-Rework Dimeritium Bomb to disable (Lock) any mage unit (E.g. Sabrina) but keeping also the artifact removal ability. (This is a more lorefriendly change and that card will be more useful)

-Crow's Eye: The problem with this card now is that its description says the opposite: "A certain famous pirate once so loved this INTOXICATING herb, he earned the nickname 'Crow's Eye' and bla, bla, bla. So why the purify effect? It has no logic. Change the ability to this: Purify an allied unit, boost it by 3 and give it poison status. If the unit has Deathwish ability activate it. Change also its provision cost to 5 or 6 maximum if you want (if you raise the provision cost to 6 you can make it even a Gold card). With this change this card will be played on Monster and Syndicate decks for auto poison units and give them a boost, etc. in Monster decks it will also activate a Deathwish ability. This way this card will be finally perfect: lorefriendly and useful.

-Give Caretaker's old ability to another card to replay an artifact. (That ability was fun with Portal and Assimilate archetype)

-Add Weather keyword to Clear Skies, Sandstorm, Tempest, Torrential Rain, Impenetrable Fog, Biting Frost, Korathi Heatwave.

-Add Spell keyword to Skellige Storm and Bekker's Rockslide.

-Add Amulet keyword to Bone Talisman.

-Add Season keyword to Spring Equinox, Thaw, White Frost and Inspirational Ballad (change the name of this card to Ballad of Belleteyn or something like this).

-Add Tactic keyword to Decoy, Vigo's Muzzle, Rock Barrage, Trophy Catch and Duda: Agitator/Companion.

-Add Raid keyword to Naglfar, Imlerith's Wrath and Gutting Slash.

-Add Beast keyword to Primal Savagery.

-Add Warfare keyword to Surrender, Armorer's Workshop, Armory, Piercing Missile and Commander's Horn.

-Add Nature/Organic keyword to Wolfsbane. One of those.

-Add Organic keyword to Epidemic.

Add more interactions between your own units and enemy units. I'm talking about Damage and Boost. There are a lot of "Boost a friendly unit" instead of "Boost an unit" or "Damage an enemy unit" instead of "Damage an unit". The last text is what we enjoy most because you have more options. Take this in consideration because this kind of things are those that add more options, depth and strategy to the game.

We need more mechanics and the third row from Gwent Beta. It'll fit perfectly on mobile screens and PC's if you zoom out the camera a little further to increase the point of view. Mobile screens are big enough nowadays so this is not an excuse. Please don't be lazy, we want also that row. The game feels also boring after some matches in its current state because there are a lot of boost/damage cards. Please add other mechanics as well. Something fresh.


*Add a Coop gamemode: 2 vs 2.

You could play with another random player on your side with a lorefriendly ally faction or even the same faction.
E.g: Scoia'tael + Nilfgaard on your side vs Northern Realms + Skellige in the other side or Monsters + Monsters in one side vs Skellige + Monsters in the other side.

Explanation: 2 players in one side against 2 players in the other side. Leader skins will be positioned on each corner. 4 in total.

There are 2 different ways to make this gamemode possible:

1.-Each player will draw only 5 cards (10 maximum per side in the first round, is the same thing we have now)
2.-Your ally player on your side would interact with your cards on the board or not. You could do the same with his cards on board or not. If you CAN'T interact with your ally units the balance is the same as a normal game, the difference here is that the space available on your battlefield is splitted into two, so your ally player will have his own space and you will have your own available space. Visually the board do not change and remains the same, but the battlefield is splitted into 4. If you CAN interact with his units the game will be much more fun but there may be some little problems depending of the decks or your ally attitude. If you CAN interact with his units the battlefield will remain visually the same as other gamemodes, both allied players will be able to use the 9 limit per row BUT the cemetery will be mixed, the same thing will happen with your two decks (50 cards, 1 mixed deck now, 1 mixed cemetery, etc) This way you will be able to interact with his units on your cemetery and your ally will be able to do the same thing because both players have the same cemetery.
If both allied players CANNOT interact between their units, then there will be 4 different cemeteries, one per player.
 
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I haven't seen anyone play witcher trio since forever. Before that, everyone was playing it. Is there not some middle ground? One of the issues at the time was Lippy and witcher trio not only thinning, but adding alot of tempo which was often difficult to respond to (so most people responded by using witcher trio themselves). But with the development of the game since that time, I don't think it would be an issue to bump them to 7 provisions (again) even with Lippy (it's not really a relevant move anymore). If they are kept at 2 power. This is how they should have been nerfed in the first place, just reduce their power from 3 to 2. It would have worked.

I hate seeing how Witcher trio went from being a big thing to being a no thing. I would like to see them again (I never used them myself), but not as an auto include.

Adding warfare keyword to commanders horn sound obvious, but it sounds a bit risky and could become overpowered (Natalis). But Natalis seems really bad at the moment with the current warfare cards being so underwhelming.

Regarding Yennefers Invocation I don't think nerfing to 10 would silence all the critics, but as someone who includes this card in my deck, it doesn't sound unfair. Perhaps it would silence some critics.

Epidemic I agree, revert it, but make it a gold card at 8 provisions (old) instead of 9.

Adrenalin Rush was fine, but make it a gold card and same as it was before.

Great Oak yeah, who isn't tired of always seeing this card?


Just thought I would add my views on your post.
 

DRK3

Forum veteran
@jmoyano92 Wowww, what a huge post. Gotta be honest, i didnt have the patience to read all of it, but from a fellow user who often posts huge texts and gets little feedback, i wanted to share some thoughts.

1st, i gave you a RED point, which is usually something i only do when i completely agree with a post, and even though i saw a lot of things i disagree with, the effort for writing such a detailed suggestion list must be rewarded, even if with something merely symbolic.

- I found it funny you started with Ciri Nova, when i just ranked up from 9 to 2 this week, mostly with a Ciri Nova consume deck (ok, to be fair it also has Ruehin and Dethlaff HV, but still), with almost no defeats.
But from someone who used her a lot (with Xavier Lemmens), yes, she shouldnt cost as much as Ruehin since she's so hard to use, can be locked, seized or banished, not to mention she's only 5pts if played late game.

- From the underused cards that need a buff, i would point the witcher trio. I really really hated them when they were everywhere but now i just feel sorry for them, 24 provisions for 6pts is laughable and there's so many better thinning options nowadays. I would make them 3x3pts and 21 provisions, with the powercreep that wouldnt even be scary like it used to be.

- I like the idea of a coop mode, but i seriously doubt CDPR would commit to such a gargantuan task, if they already have so muc trouble balancing the regular modes, a coop mode with so many extra variables would just be a total clusterf*** that would bring more negative than positive.
 
Regarding False Ciri, this was always a bad card, now they made it terrible.
It was a bad card to have in your hand in general, but good in some situations and a good card to have in the deck. Now it's trash. Row move or 3 buff to agent?
As she was before was also bad, perhaps she should have 6 base power, then it wouldn't be so awful to have this card in your hand. But yes, please bring back the old ability. Or if that's impossible, then "purify".

I preferred the old ability of Master of Disguise, despite the order ability. Anyways, there is no way back now I guess. But this card isn't really something you plan for, it's an opportunistic card for an opportune moment, so it's not really a normal engine unless you play some super oppressive lockdown decks. I disagree with the armour, he is fine as he is.

Don't add tactic keyword to Vigo's Muzzle, this card is already powerful enough, and neutral. Don't need to be able to play it at will and not making it into a dual neutral/nilfgaard card.
 
Regarding False Ciri, this was always a bad card, now they made it terrible.
It was a bad card to have in your hand in general, but good in some situations and a good card to have in the deck. Now it's trash. Row move or 3 buff to agent?
As she was before was also bad, perhaps she should have 6 base power, then it wouldn't be so awful to have this card in your hand. But yes, please bring back the old ability. Or if that's impossible, then "purify".

I preferred the old ability of Master of Disguise, despite the order ability. Anyways, there is no way back now I guess. But this card isn't really something you plan for, it's an opportunistic card for an opportune moment, so it's not really a normal engine unless you play some super oppressive lockdown decks. I disagree with the armour, he is fine as he is.

Don't add tactic keyword to Vigo's Muzzle, this card is already powerful enough, and neutral. Don't need to be able to play it at will and not making it into a dual neutral/nilfgaard card.

Indeed.
 
Although I did not read the entire post, many ideas seemed great.
One thing I'd like to add : nerf Isengrim to 5 base power for 9 provisions
 
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