Weather and tempo issues in open beta. Solutions rather than complaints thread
So I was one of the earlier players to receive an invite to the closed beta and have seen multiple variations of CDPR's attempts at weather. The biggest problem atm IMO is the tempo plays that weather can cause (particularly with monsters) they can pull off these large swings due to the changes to leaders and not enough units that have weather abilites to buff or negate those effects (there are the odd general cards across a few factions) and I feel this is part of the cause to so many posters commenting on weather.
I'll start by saying I think in it's current format they definitely have more options in the ways they can get weather balanced correctly and they now have more options in the way they can tweak it, that in itself, is a good start.
Currently first lights are a must have for every deck and thats not great design for deck building and creativity when you have to spec for just one faction archtype. Part of the issue is the tempo swings factions can do while also dropping weather onto your side. Monsters for example have 3 tempo plays they can pull off atm.
1. Woodland spirit 14 points (19 with roach) and fog on one of your rows
2. Eredin into navigator into hound 13 odd points cant remember how much eredin is atm + (5 more with roach) and frost on another of your rows
3. Crones immediately after these plays. Deck crazy thinned going into next 2 rounds.
Obviously the other factions have one tempo swing they can do with their leaders as well so I can see roach being changed at some point again to reign this in a bit. My 2 pence worth is;
I feel CDPR could look at weather affecting say one unit and x amount either side or select x amount of random units on the board for bronze and choose x amount of units for silvers and golds, that way the effects are on units themselves and not a row and there would be clear value differences in bronze/silver/gold weather cards. CDPR can then adjust the weather damage effects accordingly to balance and you could then give other units or new units abilities like for example clear x amount of units of a weather effect, this would reduce tempo plays and make clear skies less of an auto include as there would be units with a body value and an ability. It could potentially lead to new cards with interesting abilites for the future, keep weather as a viable play option as there would be more ways to balance both sides but also make it a bit more interesting and complex.
Anyone else have viable ideas that would tweak it for the better? I would rather this thread be a constructive one for CDPR than the others that have become weather is op/broken/not right nerf nerf nerf.
Lastly, keep it up CDPR, the game is getting better and we appreciate the time you put in to keep making this a great game for the future.
So I was one of the earlier players to receive an invite to the closed beta and have seen multiple variations of CDPR's attempts at weather. The biggest problem atm IMO is the tempo plays that weather can cause (particularly with monsters) they can pull off these large swings due to the changes to leaders and not enough units that have weather abilites to buff or negate those effects (there are the odd general cards across a few factions) and I feel this is part of the cause to so many posters commenting on weather.
I'll start by saying I think in it's current format they definitely have more options in the ways they can get weather balanced correctly and they now have more options in the way they can tweak it, that in itself, is a good start.
Currently first lights are a must have for every deck and thats not great design for deck building and creativity when you have to spec for just one faction archtype. Part of the issue is the tempo swings factions can do while also dropping weather onto your side. Monsters for example have 3 tempo plays they can pull off atm.
1. Woodland spirit 14 points (19 with roach) and fog on one of your rows
2. Eredin into navigator into hound 13 odd points cant remember how much eredin is atm + (5 more with roach) and frost on another of your rows
3. Crones immediately after these plays. Deck crazy thinned going into next 2 rounds.
Obviously the other factions have one tempo swing they can do with their leaders as well so I can see roach being changed at some point again to reign this in a bit. My 2 pence worth is;
I feel CDPR could look at weather affecting say one unit and x amount either side or select x amount of random units on the board for bronze and choose x amount of units for silvers and golds, that way the effects are on units themselves and not a row and there would be clear value differences in bronze/silver/gold weather cards. CDPR can then adjust the weather damage effects accordingly to balance and you could then give other units or new units abilities like for example clear x amount of units of a weather effect, this would reduce tempo plays and make clear skies less of an auto include as there would be units with a body value and an ability. It could potentially lead to new cards with interesting abilites for the future, keep weather as a viable play option as there would be more ways to balance both sides but also make it a bit more interesting and complex.
Anyone else have viable ideas that would tweak it for the better? I would rather this thread be a constructive one for CDPR than the others that have become weather is op/broken/not right nerf nerf nerf.
Lastly, keep it up CDPR, the game is getting better and we appreciate the time you put in to keep making this a great game for the future.