I played Beta only 1 week so I know nothing. But how exactly 3 rows used to affect how you play? Is it the same as now player expect Lacerate, with the difference that 3 rows, so it would be reasonable to play 1st row, 2nd, 3rd, then go back to 1st, 2nd, 3rd, so that there would be 3 3 3 body on each row?
That's more or less what you'd usually do. Against weather focused deck you'd usually only play on two or sometimes even one row(which was a bit risky, because of lacerate and such) to avoid being damaged by multiple weather effects at the same time. Keep in mind though that rows were initially designed around a lot of cards being row locked. They decreased the number of row locked units continously until they finally removed it completely without any kind of compensation, which lead to the feeling that in many matchups rows don't matter and this was one of the biggest issues of Gwent at the end of open beta.
CPDR justified removing a row by saying it's easier to give them meaning this way, but that's definitely not the case. I'd say the only upside of having two rows is bigger card size and therefore it's more suitable for a mobile version. Gameplaywise it's just another downgrade. They alread gave up on the reach concept, which is understandable as two rows don't offer much possibilites to utilize it.
I remember there was a trap that applied Boon effect, that when enemy is moved to the row, receives 2 damage - how the opponent could prevent being impaled by careful row cards placement? He was moved here anyways by the opponent
It also dealt damage on initial contact. So your unit placement did matter.
Guys what are those DEPTH features you meain in Beta? Lots of people talk about them, but never mention specifics?
Well, as @Restlessdingo32 said, the handlimit in the combination with 3 redraws per round certainly is one of the biggest issues. In a game, where the right moment for a pass is extremely crucial and one of the biggest skills, you shouldn' be dictated by the game when you can pass they way it's the case now. Some people say tempo was a big issue during beta (and some cards definitely were an issue in this regard), but I think it created tension as I had to react accordingly and make the right decisions if should pass and keep playing. 'Play one of my most valuable cards now to keep up or to give up and pass now to be able to play it later? ' Now I have to wait several turns before these kind of questions actually matter.
Other than that the game just lacks different mechanics. It nearly all revolves about boost and damage. Strengthen/Weaken gone, carryover nearly none existent, gold immunity gone a loooong time ago. All of the mentioned mechanics had their flaws, but they also added a lot of needed variety. Still think CDPR should have focused on fixing these flaws instead of reinventing the wheel. Interesting deck interaction cards like pre midwinter field medic are also missing.
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