Most BRONZE units have synergistic game play, with abilities that compliment one another, and make the cards stronger if conditions are taken advantage of. All factions have multiple key word archetypes. There is thrive, bloodthirst, deathwish, boost, etc.
On paper the addition of thrive to the game seems like a great concept. However, I can't help but feel like it's condition is far too easy to meet (compared to other archetype cards), for far too high value over provision cost. All a player has to do is simply make sure they are playing the units in their hand from lowest strength to highest, in what turns out to be the most basic, auto pilot game play the game has to offer. It is downright simple. What makes this worse is that not only is it the easiest archetype in the game to pilot by far, it is also the best, always finding incredible value.
Monsters were slightly tweaked with the consume units, Ghoul and Ozzrel, being changed, and the unit Old Speartip being changed from 13 strength to 12, making it an easier target for removal from cards such as Geralt Professional, which at the time of the nerf seemed smart because Geralt Professional had an extremely high play rate in the meta. Despite these changes I can't help but feel like the consume units were not the issue, thrive was.
Gernichora was the newest monster leader added to the game, and she is has no doubt become the most popular. Her ability to have an unlimited number of fruits (thrive units added to the game) as long as there is not any on your side of the board seems like a huge oversight. I understand just capping abilities is not really a great answer to design, but maybe limiting her to a certain amount of fruits per round, or match, could be an answer.
We don't have the statistics, CDPR does. So perhaps they should look at Gernichora's play rate and win rate across all ranks. And if possible look at the thrive archetype compared to other archetypes to see it's provision cost to value return. I'm not a dev, but I have played Gwent for years and have seen what is balanced and what is not in this game. I feel like Thrive and Gernichora are over tuned and overlooked.
On paper the addition of thrive to the game seems like a great concept. However, I can't help but feel like it's condition is far too easy to meet (compared to other archetype cards), for far too high value over provision cost. All a player has to do is simply make sure they are playing the units in their hand from lowest strength to highest, in what turns out to be the most basic, auto pilot game play the game has to offer. It is downright simple. What makes this worse is that not only is it the easiest archetype in the game to pilot by far, it is also the best, always finding incredible value.
Monsters were slightly tweaked with the consume units, Ghoul and Ozzrel, being changed, and the unit Old Speartip being changed from 13 strength to 12, making it an easier target for removal from cards such as Geralt Professional, which at the time of the nerf seemed smart because Geralt Professional had an extremely high play rate in the meta. Despite these changes I can't help but feel like the consume units were not the issue, thrive was.
Gernichora was the newest monster leader added to the game, and she is has no doubt become the most popular. Her ability to have an unlimited number of fruits (thrive units added to the game) as long as there is not any on your side of the board seems like a huge oversight. I understand just capping abilities is not really a great answer to design, but maybe limiting her to a certain amount of fruits per round, or match, could be an answer.
We don't have the statistics, CDPR does. So perhaps they should look at Gernichora's play rate and win rate across all ranks. And if possible look at the thrive archetype compared to other archetypes to see it's provision cost to value return. I'm not a dev, but I have played Gwent for years and have seen what is balanced and what is not in this game. I feel like Thrive and Gernichora are over tuned and overlooked.
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