All it takes to win a game in Gwent nowadays is luck and ability to click on cards.
The amount of meaningful input in this game is equal to amount of input you can do while building a deck.
It's a battle of decks, not the players.
Also the cards in this game are retarded, yet the environment they are played in is very strict.
So the game turns into a battle of "who can abuse the game's faults as much as possible" (or more precisely -- who builds a better deck to do it).
To explain what I mean by the "environment", let me start by comparing Gwent with MtG.
In MtG you can draw as many cards as you want, in Gwent -- only 6. In MtG you can have up to 3 copies of any legendary card you want, in Gwent -- only 1. In MtG, the amount of abilities that let you generate additional cards is massive, in Gwent -- very limited.
Now let's show how illogical the design of cards in this game is in general, but also how it's just unearthly stupid to design such cards for such an environment.
You can have only 1 defender in this game, but the amount of things that kill it (in the opponent's deck or even hand) is billion. You can have only 1 copy of important card in your deck, but the amount of things that kill it is billion.
You can see that this has already manifested in the comical situation where you are either forced to play full deck of engines or none at all. ANYTHING in between is IMPOSSIBLE.
Now for more direct examples.
The poison cards are completely broken -- they take no skill and kill ANYTHING while having no chance of backfiring or any cost for the deck.
The design of poison makes it always valuable and therefore very abundant in the game. The design of purify and veil (the other side of this dynamic) and the cards with said abilities make them very lackluster and not worth running therefore very rare in the game.
Geralt: Yrden is a card that is COMPLETELY absurd, takes no skill, always works and has no counterplay. And no, just because it has a "deck cost" and a "chance of not finding the target" doesn't make it a fair card. Just like giving the players in a shooter game the ability to equip a wallhack and aimbot, but with a downside of halving their health and having a 50% chance of not working, is not fair and definitely is not an example of the ethical game design. Design of every card should be striking for making said card fair, skill based and for it to a have counterplay in EVERY game -- not making it completely useless in one game and completely unfair and plain absurd in another.
Maybe, just maybe in an ideal world where Gwent is not a bad game and you can have as many defenders as you want to battle all the removal, to cover as much rows as you want so you can spread your cards across all rows as much as you want and the cards themselves are not row locked (keep in mind -- there are only 2 rows anyway)... Geralt: Yrden would be SLIGHTLY less hideous card.
Lack of sophistication and low skill ceiling.
The game in general is very dull, uninspired and lacks any sophistication. Literally everything STARTS and ends with giving points. There are no cool abilities or even any non-point related ones. And where there are no cool abilities there is no skill requirement. Every action player makes in this game is straightforward, doesn't require any foresight or even has any variations (forget uncertainties) in outcome.
The worse example of this is "spies". You promised us "big support for the spies archetype" in the last expansion. And call me naive but I expected something new or even fun (from a video game of all things, I know). And what did we get? There are literally no abilities for spies or spy related cards. All there is are cards that get +1 point for each "spying" tag, in boost to themselves or damage, -- that's it. Even 2 out of 3 total "conspiracy" cards simply boost the card you played or targeted on the enemy side to steal by 2. Only a single a card does something interesting, but it's not helped by the fact that it is absolutely horrible, overpriced, not supported (how about adding actual good spies for a faction for starters?) and it's ability is irrelevant and therefore sees no play.
Solutions.
Stop printing so much removal and make it so after one player plays a card players can have a fair battle for it's life or at least make the removal have counterplay and some skill involved in using it (not point and click -- sorry, you are dead). Make the amount of threats and removal equal for most games, and introduce a serious cost to running only removal or engines in your deck (they would still have a strong representation and be seen in abundance, just not the default choice for a lot of factions -- like a SPECIFIC archetype with it's unique deck mechanics and/or costs). If you introduce the above you can still print as much removal as you want and players will have a better choice.
Nerf and rework poison. Keep the theme and overall purpose but don't be afraid to be creative -- no one is going to die in real life from a drastic change of a design of a card in a video game.
Rework or remove Geralt: Yrden.
Please try to make the game actually fun and design fun abilities. Start from the lore and go from there.
The amount of meaningful input in this game is equal to amount of input you can do while building a deck.
It's a battle of decks, not the players.
Also the cards in this game are retarded, yet the environment they are played in is very strict.
So the game turns into a battle of "who can abuse the game's faults as much as possible" (or more precisely -- who builds a better deck to do it).
To explain what I mean by the "environment", let me start by comparing Gwent with MtG.
In MtG you can draw as many cards as you want, in Gwent -- only 6. In MtG you can have up to 3 copies of any legendary card you want, in Gwent -- only 1. In MtG, the amount of abilities that let you generate additional cards is massive, in Gwent -- very limited.
Now let's show how illogical the design of cards in this game is in general, but also how it's just unearthly stupid to design such cards for such an environment.
You can have only 1 defender in this game, but the amount of things that kill it (in the opponent's deck or even hand) is billion. You can have only 1 copy of important card in your deck, but the amount of things that kill it is billion.
You can see that this has already manifested in the comical situation where you are either forced to play full deck of engines or none at all. ANYTHING in between is IMPOSSIBLE.
Now for more direct examples.
The poison cards are completely broken -- they take no skill and kill ANYTHING while having no chance of backfiring or any cost for the deck.
The design of poison makes it always valuable and therefore very abundant in the game. The design of purify and veil (the other side of this dynamic) and the cards with said abilities make them very lackluster and not worth running therefore very rare in the game.
Geralt: Yrden is a card that is COMPLETELY absurd, takes no skill, always works and has no counterplay. And no, just because it has a "deck cost" and a "chance of not finding the target" doesn't make it a fair card. Just like giving the players in a shooter game the ability to equip a wallhack and aimbot, but with a downside of halving their health and having a 50% chance of not working, is not fair and definitely is not an example of the ethical game design. Design of every card should be striking for making said card fair, skill based and for it to a have counterplay in EVERY game -- not making it completely useless in one game and completely unfair and plain absurd in another.
Maybe, just maybe in an ideal world where Gwent is not a bad game and you can have as many defenders as you want to battle all the removal, to cover as much rows as you want so you can spread your cards across all rows as much as you want and the cards themselves are not row locked (keep in mind -- there are only 2 rows anyway)... Geralt: Yrden would be SLIGHTLY less hideous card.
Lack of sophistication and low skill ceiling.
The game in general is very dull, uninspired and lacks any sophistication. Literally everything STARTS and ends with giving points. There are no cool abilities or even any non-point related ones. And where there are no cool abilities there is no skill requirement. Every action player makes in this game is straightforward, doesn't require any foresight or even has any variations (forget uncertainties) in outcome.
The worse example of this is "spies". You promised us "big support for the spies archetype" in the last expansion. And call me naive but I expected something new or even fun (from a video game of all things, I know). And what did we get? There are literally no abilities for spies or spy related cards. All there is are cards that get +1 point for each "spying" tag, in boost to themselves or damage, -- that's it. Even 2 out of 3 total "conspiracy" cards simply boost the card you played or targeted on the enemy side to steal by 2. Only a single a card does something interesting, but it's not helped by the fact that it is absolutely horrible, overpriced, not supported (how about adding actual good spies for a faction for starters?) and it's ability is irrelevant and therefore sees no play.
Solutions.
Stop printing so much removal and make it so after one player plays a card players can have a fair battle for it's life or at least make the removal have counterplay and some skill involved in using it (not point and click -- sorry, you are dead). Make the amount of threats and removal equal for most games, and introduce a serious cost to running only removal or engines in your deck (they would still have a strong representation and be seen in abundance, just not the default choice for a lot of factions -- like a SPECIFIC archetype with it's unique deck mechanics and/or costs). If you introduce the above you can still print as much removal as you want and players will have a better choice.
Nerf and rework poison. Keep the theme and overall purpose but don't be afraid to be creative -- no one is going to die in real life from a drastic change of a design of a card in a video game.
Rework or remove Geralt: Yrden.
Please try to make the game actually fun and design fun abilities. Start from the lore and go from there.
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