So, ofc we cant talk yet with 100% certainty about the new faction before trying it, but since most cards have been released by now, we can start sharing our predictions and thoughts about it.
1st, i like that this new faction seems truly complex, compared to the existing ones, it might bring a layer of complexity that Gwent lost.
2nd, the coins mechanic - i noticed there are no cards to influence your opponent's purse, in case of a mirror match. This worries me a bit. For example, a player can start by using specials to get coins on the first few turns, reducing interactivity, a bit like no-units decks, which were dealt with so recently.
For example, a player can start with playing a few artefacts, denying possible damage from the opponent, but there's artefact removal as a counter. If a player is just getting coins with specials, there's nothing you can do about it.
3rd, this new faction divided into gangs, almost feels like 4/5 new mini-factions. I suppose each is an archetype:
The Fire guys with swarm strategy, similar to NG with Daerlan Soldiers/ Slave Infantry and Vreemde/Vrygheff.
The Intimidate dwarves are to Crimes like Ardal is to Tactics.
The 'Insanity' gang might a bit like Skellige self damage.
There is even a card that boosts with every special played during the match, like Scoiatel used to have (but this one is bronze, unlike the others that were 3x bronze)
It's good to have variety and being able to mix all these cards in a deck, but i fear the devs are looking at these archetypes individually, and when its released some crazy combo with cards of different gangs will be found and break the game, needing an urgent patch. Lets hope not, though.
What are your thoughts?
1st, i like that this new faction seems truly complex, compared to the existing ones, it might bring a layer of complexity that Gwent lost.
2nd, the coins mechanic - i noticed there are no cards to influence your opponent's purse, in case of a mirror match. This worries me a bit. For example, a player can start by using specials to get coins on the first few turns, reducing interactivity, a bit like no-units decks, which were dealt with so recently.
For example, a player can start with playing a few artefacts, denying possible damage from the opponent, but there's artefact removal as a counter. If a player is just getting coins with specials, there's nothing you can do about it.
3rd, this new faction divided into gangs, almost feels like 4/5 new mini-factions. I suppose each is an archetype:
The Fire guys with swarm strategy, similar to NG with Daerlan Soldiers/ Slave Infantry and Vreemde/Vrygheff.
The Intimidate dwarves are to Crimes like Ardal is to Tactics.
The 'Insanity' gang might a bit like Skellige self damage.
There is even a card that boosts with every special played during the match, like Scoiatel used to have (but this one is bronze, unlike the others that were 3x bronze)
It's good to have variety and being able to mix all these cards in a deck, but i fear the devs are looking at these archetypes individually, and when its released some crazy combo with cards of different gangs will be found and break the game, needing an urgent patch. Lets hope not, though.
What are your thoughts?