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    posted a message on Group Therapy! Release your frustration here

    Lol! Love it. Calling out people for being rubbish for running a tech choice that doesn't see a lot of play atm that wins them the game.

    FWIW, Auckes is not a terrible choice atm. People are starting to run more engine cards again. Archespores, nekkers, enforcers, brigades, greatswords and longships, mangonels, I'm even starting to see some farseers and kaedweni siege support again. It can absolutely be game winning. Sooo, they are actually getting rewarded for being ahead of the curve a bit and responding to the meta.

    Posted in: General Discussion
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    posted a message on Why does everyone hate Veterans?

    Banedon, you make fair points. Obviously having a scenario where these decks were removed (and nothing replaced them) would be terrible for diversity. And not everybody feels the same way I do about these decks, and nor do I expect them to. So basically, take what I say as just an opinion on where I think gwent can improve to make it more interesting overall.

    Clearly I am a little jaded with the game atm, and the rise in popularity of decks such as these is one of the key reasons. While I do indeed play decks I find more interesting, consistently coming up against these linear decks is not making for a particularly fun experience for me right now.

    Personally I would very much like to see CDPR develop more viable archetypes that revolve around synergistic playstyles that build over time (and allow opponents an opportunity to disrupt them) and make the more point vomit type decks a little less powerful at higher levels. For mine the spies archetype is still the gold standard. Though I do like the current deathwish archetype also, and while it is currently underpowered, the moonlight archetype has a lot of promise. I am also a fan of the handbuff archetype though it too is very underpowered atm. NR machines is another pretty interesting one. Each of these decks provides a really nice mix of some set up, control elements and power plays/ tempo swings. To me that is ideal gwent. But, again, my idea of ideal won't be everyone elses.

    Posted in: General Discussion
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    posted a message on Why does everyone hate Veterans?

    Consume monsters is pretty tragic. It has one win condition - nekkers. Everything revolves around creating as many nekkers as possible so as to have a third round that just outputs ridiculous amounts of points in a small number of cards. I'm sure consume players will argue there is some cool things about the build, but I don't get it outside of being nigh unbeatable if it isn't disrupted.

    And yes, most swarm decks are pretty much the same issue. Just spit out as many units as possible so you can then play a couple of cards that boost all the units. Which is why I don't enjoy playing them for long either.

    I know it sounds like I am just picking on everything and being overly negative, but these are just such simple game plans that it is hard for me to really feel satisfied either playing them (auto pilot) or playing against them (outside of nekkers, its not really about having counters so much as it is a question of can you vomit enough points yourself).

    As for engine decks that don't interact with an opponents board, there aren't many of these. GS + longship can be thought of as one. It is probably the most interesting designed SK archetype atm. Interruptible, but very high value if not disrupted. Handbuff can be considered along these lines as well, though most handbuff decks run control elements (e.g. swordmasters). The important thing here is they are able to be disrupted. There is an element of strategy involved. Most of the decks being run atm don't really require much strategy.

    Posted in: General Discussion
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    posted a message on Why does everyone hate Veterans?

    Fair enough, I don't mind people giving cheeky responses :-) 

    But I will say that OP asked why (essentially) people don't like point vomit play styles. I gave a valid answer. Perhaps you disagree and feel these types of decks are really interesting and challenging, I don't know. Please feel free to disagree with my take at your leisure. And feel free to like such game styles. But its not for me and it isn't out of elitism as was suggested. Its just boring (at least for me).

    Posted in: General Discussion
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    posted a message on Why does everyone hate Veterans?
    Quote from jackson_sgood >>

    I think this whole "point vomit" stuff is just a reflex of gamer community behavior that values "playing on hard mode" as some kind of badge of how bad ass you are.

     Not at all. It is very much about interactivity of the game and having it be more about setting up plays (and disrupting the opponents) than just slapping cards down. It adds a level of richness (and yes, skill) to the game, and makes it more a battle between two people. The "point vomit" decks don't really give a rats about what the opponent does. Just spit out more points than the opponent any way you can. No real strategy. No real skill. The most challenging aspect is making sure you don't mess up the order you play a couple of cards (e.g., don't play a resurrect without having something to resurrect - really difficult stuff like that). May as well be playing against a bot. Boring.
    Posted in: General Discussion
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    posted a message on Super Feels Bad man
    Quote from IBTG_revive >>
     I dont think netdecks are all a product of the dev team, but supremely a product of the community's laziness. 
     It is 100% a community thing. Not the devs fault. People that can't be bothered even trying to think for themselves. Just copy deck (maybe make 1 or 2 alterations to feel like they are creative) and follow the guide.
    Yes, I know it isn't going away. But that doesn’t mean it doesn't detract from the fun of the game. Especially when the decks being popularised are just so darn dull. Atm the only decks I feel are technically difficult to pilot well are spies and dagon deathwish. 
    Anyway, your other point is the more important one. Basically the game now feels like it has been solved. The same moves being played out time and again. Everyone knows the optimal combination of moves. So then it comes down to who drew the right cards, who won coinflip, and is it a favourable matchup. Hard to get a lot of fun out of that. At least for me. 
     
    Posted in: General Discussion
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    posted a message on Super Feels Bad man

    The fun factor isn't diminishing, its gone. I honestly just play the dailies and hope things will improve once new modes come out. All the game is at the moment is point slam and/ or finding ways to abuse CA. Interesting engine decks are gone. Nobody needs to play with much brains these days. 

    And seriously, I am so sick of net decking. Seeing the same sh!t time and again played out exactly the same way is not fun in the slightest. Feel free to use your imagination just a tiny little bit people!

    Anyway, very close to just uninstalling the game. I just find it gets me more irritated than anything. Not what I want to be spending my time doing.

    Posted in: General Discussion
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    posted a message on Idea to fix the coin flip

    Banedon, carryover has been progressively getting more and more nerfed. For very good reason - it was up there with silver spy abuse as one of the greatest abusable aspects of the game to create CA. It is an interesting idea, but in the end causes more issues than anything else in the game right now in terms of gaining CA (now that silver spy abuse has for all intents and purposes been removed). Winning round 1 a card down is pretty much a death sentence for any deck that doesn’t have carryover, unless you get very lucky. As is losing on even cards. Which means the strongest decks will all be the ones that have carryover (which is exactly what we are seeing). Great.

    The more CDPR do to tone carryover down the better for the game. Interesting mechanic or not, it is too easily abused. 

    Posted in: Beta
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    posted a message on Idea to fix the coin flip

    This topic has been covered many times. Yes, it is an issue as you say, for the reason you say.

    Banning dry pass actually hurts the player that lost coinflip, as it means they can't dry pass round 2 if they won the round, or had carryover to negate losing on even cards. You could ban dry pass only for the player that won coinflip if they win round 1 on even cards (or better), but that is a bit unfair as the player may well need two long rounds.

    My idea is the one Banedon alluded to. You can find an in-depth overview in other threads about coinflip, but basically my idea is that if, and only if, the player that lost the coinflip was disadvantaged (i.e. lost on even cards or worse) they would receive a token to start round 2 equal to 1 + opponents net carryover advantage (if player that lost coinflip has more carryover then no token). This means if the opponent dry passes, player that lost coinflip will win the round without needing to play a card. If play agent, then can reciprocate and still stay ahead. 

    As Banedon stated, the issue with this approach is it negates the benefit of carryover for the player that won coinflip if they win round 1. But given how much carryover has been reduced from the game (thankfully), and the ongoing issues people have with the remaining carryover (in particular wardancers, which are pseudo carryover just better), I actually see this as a plus, not a negative.

    Posted in: Beta
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    posted a message on I could not scorch Archespore with Schirru??

    Yeah, this is weird as I have not been having any such difficulties with scorch or schirru. All working as it is meant to be. Are you 100% sure they were both 8 str? As OP said, could it have been a hawker smuggler that boosted himself by 1 when schirru was played?

    Posted in: Card Discussion
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    posted a message on Impera Enforcers (and spies in general)

    The comparison with mangonels is completely right. That's exactly the type of card they are. They have exactly the same effect, just a different trigger. And emissary chains give them multiple pings must like reveal provides. 

    As for not having a Vrygeff - seriously? You have emissaries and Ceallach to cycle the deck and pull them. Vrygeff is the only tutor for mangonels.

    Posted in: Card Discussion
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    posted a message on Group Therapy! Release your frustration here

    Hmmm, I see a lot of people now complaining about control archetypes making a bit of a comeback. We just had what was easily one of the worst and most boring metas so far with most decks just being point vomiting machines. Now that there is a little more incentive to run engines again it is only to be expected that control archetypes also rise in popularity too. THIS IS A VERY GOOD THING! It means far more interactivity and counterplay, which is what Gwent is all about.

    My suggestion for those that find this frustrating - don't build your deck entirely around engine cards, and/ or think of ways to bait out removal so some of your key engines stick. Also try and keep some tempo options, and some control of your own.

    Posted in: General Discussion
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    posted a message on Impera Enforcers (and spies in general)

    I completely agree with you Noobsauce re: skill level of decks and their entertainment value. Spies I find really fun because it is one of the more challenging archetypes to play well (when not OP). And I really find a lot of the point vomit decks very boring and basically auto-pilot, so I tend not to play them (reveal being the exception - while it is something of a point vomiting archetype it is also a great combo of tempo, engine and control that I really do find quite entertaining to play). 

    In terms of your actual intent of this thread, my thoughts are that enforcers are still fine in the spy deck. Your opponent is going to be sniping units anyway, so may as well let them take out a unit that is only 6 str. You still get the 2 pts from its deploy ability at a minimum. But if you are worried about being able to kill your emissaries to cycle your deck I would also run a couple of nauzicaa brigades as the fall back option. And as I said originally, I think assassins are underrated control cards given they also boost your impera brigades (and give pings for any enforcers that stick). Having one or even two of those in your deck can be useful.

    Posted in: Card Discussion
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    posted a message on Impera Enforcers (and spies in general)
    Quote from MrGroovie_SunBro >>

    I do not agree that enforcers nerf was made properly, as 6 points is not enough. It should have at least 8, so that it does not get removed with a simple drowner and weather or Panther.

     At which point it would once again be ahead of the power curve compared to every other similar type of card (e.g. mangonel for reveal, the ships for discard, etc.) but with the added advantage of being able to target which enemy you hit. The nerf brought it very much in line with other similar units. If you want to make it 7 points I understand, but it would then need to be changed to hit random units.
    This again is a case of people complaining because they no longer are easily able to achieve high win rates just because their deck is so strong. The nerf is entirely justified. Including the nerf so that it doesn't retroactively get multiple pings if it gets played at the end of a spy chain like it did pre-mid winter update. Even then it was the only unit of that ilk that didn't need to be on the board to reach a lot of value.
    Damage over time units are risky by their nature. They are relatively low value cards to start that can achieve very high value over time. Key words - over time. And you can bet they will be a high priority removal for your opponent due to the high value they can potentially achieve. This is as it should be.
    As for complaining about viper witchers, there is already a thread for people to b!tch about that too. Feel free to vent about them over there.
    Posted in: Card Discussion
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    posted a message on Impera Enforcers (and spies in general)

    Enforcers have merely been put back on the same power curve as every other similar type of deal 2 damage whenever you do X. Only difference is they come out 1 pt weaker, but allow you to do targeted damage.

    The nerf was necessary and good. Yes they are much weaker now. But no weaker really than say a mangonel. Which are still a core include in reveal. Basically if they stick you will likely win the round. But aren't hard to remove. 

    If you find you are having trouble with them, perhaps time to actually try a different build than the same spies build that has been doing the rounds for months. One place I would start is with assassins, which are highly underrated removal cards. Also Nauzicaa brigades.

    Posted in: Card Discussion
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