Let's talk about Row effects!
The Rows in Gwent have a long history. In closed beta, all units had an icon like "melee" or "ranged" and were forced to be played into the respective row. At that time weather was a key mechanic of Gwent. There used to be three rows at that time, and you were always trying to place units in a way, such that opponents weathers are not too powerful. Later the Players were able to play units in any row. From that point rows started to lose their purpose a little bit. After deleting the third row and basically weather from the game, rows didnt have a purpose at all anymore. So CDPR decided to make some keywords to bring back a purpose to rows. This is how the keywords "Melee", "Ranged" and "Reach" were born.
Here are some reasons why I think those keywords should be overworked or better removed:
1. They are completely random on some units. I can not remember which character has those kaywords and which doesnt have them. Every 10 game it happens one time to me that I play a unit into the false row, it doesnt activate its skill and im frustrated. Also before playing any unit, I reread the effect 3 times to make sure it doesnt have "Melee" or "Ranged" written in it.
2. They dont give the game more strategic depth. There is really no additional strategic thought that you can have, because of those keywords.
3. They dont make the game more fun, it just frustrates players, who place the card into the wrong row.
What do you think, do you agree with my complains?
How can we give rows a purpose again then? Is it even possible with only 2 rows, to make them meaningful? Or maybe should the concepts of rows be completely removed from the game?
Lets gather some good ideas! I'm sure CDPR will read this thread and follow our advise
The Rows in Gwent have a long history. In closed beta, all units had an icon like "melee" or "ranged" and were forced to be played into the respective row. At that time weather was a key mechanic of Gwent. There used to be three rows at that time, and you were always trying to place units in a way, such that opponents weathers are not too powerful. Later the Players were able to play units in any row. From that point rows started to lose their purpose a little bit. After deleting the third row and basically weather from the game, rows didnt have a purpose at all anymore. So CDPR decided to make some keywords to bring back a purpose to rows. This is how the keywords "Melee", "Ranged" and "Reach" were born.
Here are some reasons why I think those keywords should be overworked or better removed:
1. They are completely random on some units. I can not remember which character has those kaywords and which doesnt have them. Every 10 game it happens one time to me that I play a unit into the false row, it doesnt activate its skill and im frustrated. Also before playing any unit, I reread the effect 3 times to make sure it doesnt have "Melee" or "Ranged" written in it.
2. They dont give the game more strategic depth. There is really no additional strategic thought that you can have, because of those keywords.
3. They dont make the game more fun, it just frustrates players, who place the card into the wrong row.
What do you think, do you agree with my complains?
How can we give rows a purpose again then? Is it even possible with only 2 rows, to make them meaningful? Or maybe should the concepts of rows be completely removed from the game?
Lets gather some good ideas! I'm sure CDPR will read this thread and follow our advise