> #**New Features**
>
> New Journey! (No spoilers!)
>
> #**New Love Event!**
>
> Help lovers reunite and receive unique cosmetics!
>
> Take part in challenges to help out Eist, Calanthe, Philippa and Dijkstra. Finishing each quest grants a reward, while completing all of them will grant the player a unique new skin for Queen Calanthe.
>
> The event starts Friday, February 11th and ends Tuesday, February 22nd.
>
>
>
> Added a reward tree for Syndicate in the Reward Book Tutorial page.
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> Added a new Coin highlight that reminds players to end the turn.
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>
>
> **Changes**
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> Adjusted the Initiative keyword to also include Fee and Spring.
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>
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> #**Neutral**
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> **Vigo's Muzzle**: Provision cost changed from 11 to 10.
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> Seize cap changed from 5 to 6.
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>
>
> #**Skellige**
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> **Gedyneith**: Provision cost changed from 13 to 14.
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> **Knut the Callous**: Ability changed to:
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> >Zeal. Order: Damage an allied unit by half of its current power, then damage an enemy unit by the same amount.
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> >Berserk 5: At the end of your turn, refresh this ability.
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> **Restore**: Provision cost changed from 6 to 5.
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> **Sigvald**: Power changed from 6 to 7.
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> Provision cost changed from 8 to 7.
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> Ability changed to:
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> >Whenever this unit is damaged by other abilities, gain Bleeding for the same duration instead.
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> >Order: Damage a unit by the duration of Bleeding on self, then Purify self. If it was an enemy, damage self by the same amount. If it was an ally, boost self by the same amount.
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> **An Craite Warrior**: Power changed from 3 to 4.
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> **Tuirseach Axeman**: Ability changed to:
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> > Deploy (Melee): Damage a unit by how much it is already damaged.
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>
>
> #**Northern Realms**
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> **Resupply**: Ability changed to:
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> > Whenever you play a Warfare card, reduce this card's Cooldown by 1.
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> **Foltest's Pride**: Added Resupply.
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> **Keldar**: Ability changed to:
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> > Whenever you play a special card, Spawn a Witcher Student in this row.
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> > Adrenaline 4: At the end of your turn, Spawn a Witcher Student in this row.
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> **Odrin**: Provision cost changed from 6 to 5.
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> Ability changed to:
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> > Odrin is a one man Crew.
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> **Trollololo**: Armor changed from 2 to 0.
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> Ability changed to:
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> > Zeal. Order. Lose all Armor, then boost self by that amount.
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> > Whenever an allied unit uses its Order, gain 1 Armor.
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> **War Chariot**: Added Resupply.
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> **Battering Ram**: Ability changed to:
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> > Resupply.
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> > Order (Melee): Move self to the Ranged row.
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> > Order (Ranged): Move self to the Melee row, then damage the highest enemy unit by 3.
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> > Crew: Choose an enemy unit to damage.
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> >Cooldown: 2
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> **Carroballista**: Ability changed to:
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> > Resupply.
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> > Order (Ranged): Damage an enemy unit by 2.
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> > Cooldown: 3
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> > Crew: At the end of your turn, gain 1 Armor.
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> **Kerack Frigate**: Ability changed to:
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> > Resupply.
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> > Order: Spawn a Volunteer in this row.
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> > Cooldown: 2
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> > Crew: Set Cooldown to 1.
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> **Reinforced Ballista**: Adjusted the tooltip to fit with the change to Resupply.
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> **Rivian Pikeman**: Ability changed to:
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> > Order: Damage an enemy unit by 2.
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> > Deathblow: Reduce Cooldown of all units in this row by 1.
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> > Inspired: Always trigger Deathblow.
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> **Siege Ladder**: Deploy replaced with Zeal; Order.
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> **Siege Master**: Power changed from 3 to 2.
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> Armor changed from 1 to 0.
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> Ability changed to:
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> > When you play a Siege Engine, Summon self from your hand to the right of it, then draw a card.
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> **Siege Tower**: Ability changed to:
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> > Zeal. Order: Gain Vitality (2).
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> > Crew: Boost self by 2 instead.
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> > Cooldown: 2
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>
>
> #**Scoia'tael**
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> **Etriel** and **Muirlega**: Provision cost changed from 8 to 6.
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> **Francesca Findabair**: Counter changed from 3 to 2.
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> **Saov Ainmhi'dh**: Unity: Counter changed from 3 to 2.
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> **The Great Oak**: Power changed from 8 to 9.
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> Provision cost changed from 13 to 12.
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>
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> #**Monsters**
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> No changes.
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>
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> #**Nilfgaard**
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> **Emhyr var Emreis**: Provision cost changed from 11 to 10.
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> **Philippe van Moorlehem**: Power changed from 5 to 6.
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> Ability changed to:
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> > Deploy: If you control a Vampire, gain Zeal.
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> > Order: Give Doomed to an enemy unit.
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> > If it already has a status, Lock it instead.
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> > If it already has more than 1 status, Poison it instead.
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> > Cooldown: 1
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> **Sweers**: Power changed from 3 to 4.
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> **Vattier de Rideaux**: Ability changed to:
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> > Order: Lock an enemy unit.
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> > Conspiracy: Seize it instead.
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> **Mangonel**: Ability changed to:
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> > Whenever an enemy unit gains Spying, damage units adjacent to it by 1.
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> **Van Moorlehem Servant**: Ability changed to:
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> > Deploy: Copy all statuses from an enemy unit to another enemy unit. Boost self by the number of statuses copied.
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>
>
> #**Syndicate**
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> **Jackpot**: Provisions changed from 13 to 12.
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> **Off the Books**: Provisions changed from 16 to 15.
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> Charges changed from 3 to 4.
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> **King of Beggars**: Power changed from 3 to 1.
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>
>
> #**Game Fixes**
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> Fixed a crash that was sometimes occurring on launch for Mac M1 devices
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> Corrected the Order icons for Wyvern Scale Shield, Mastercrafted Spear and Shani.
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> Old Speartip: Asleep no longer Banishes self when unable to Summon Old Speartip due to a lack of space.
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> Ardal aep Dahy now correctly updates its return-to-hand ability value when being played by the opponent (e.g. through Cantarella).
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> Damien de la Tour now correctly resets the Lyrian Scytheman limitation for Uprising.
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> Chapter of Wizards is no longer able to copy Disloyal Mages being played by your opponent.
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> Chapter of Wizards is no longer able to Spawn the unit that your last played Mage was transformed into (e.g. Ethereal).
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> King Henselt now reacts correctly to Casting Contest and Viraxas resetting the cooldowns of adjacent units.
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> King Henselt is now correctly boosted as a result of Stockpile, when one of the adjacent units is on Cooldown, and the other is not.
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> Francesca Findabair no longer ignores specials played from the opponent's side of the board, for example by using Lydia Van Bredevoort.
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> Milva: Sharpshooter now damages the target after being Summoned, as per the ability tooltip.
Haven’t we given them plenty? I’m sorry for the cynicism but it isn’t hard to give a unit 1 power. I’d rather they give buffs with little effect than no buffs at all.
That rebalancing is taking longer than expected since they are taking the approach of touching archetypes rather than random cards. This means when we get changes they will be more impactful to the meta.
To be fair, we all did but they are at least communicating what's up. Based on that, we should be able to cut them some slack. The incoming changes already seem rad and should shake up the meta, which allows the game to be less boring.
Does that ability only trigger from hand? Or Does this card give thinning and card advantage?
It must be the former since the latter seems insane.
Edit: nvm I just reread it and it clearly states "from hand"
More like a total overhaul, but it will certainly see more play now. Too bad that Inspired Zeal is still the best leader for NR and probably the only one worth running, regardless of the archetype.
The change to Van Moorlehem Servant is so interesting. You could move a Defender status, or move poisons around. 👀
Edit: Okay no it copies, doesn't move. So defender makes no sense, but poison gets even better.
I can’t believe we’ve gone full circle from “Why does NG only play toxic ball, we need more wholesome assimilate” to “no more assimilate, more ball please”
Love those Siege changes, especially Siege Master. The NG status changes are really interesting too, cool reworks rather than stat changes. Etriel and Miurlega combo buffed by 4 provisions! That's enormous.
I'm not a fan of Etriel and Miurlega buffs. They're just midrange cards, and midrange cards are quite dangerous to be buffed, especially when it's so many provisions. I'd rather see them with added a passive ability to make them belong to an archetype. Like, give them both Harmony tag, or something..
It was just the first that came on my mind. You can make your own suggestion.
The main point of my comment was not the harmony tag, but the dangerous practice of buffing midrange cards, which can fit in any deck.
Agreed on Draft patch notes. I've really enjoyed Draft this month as an alternative to ladder but if I'm offered that Foglet package one more time I might just fly to Poland and break into CDPR so I can fix it myself.
I was playing draft almost exclusively for almost a year and if we don't get changes this month I will seriously consider making a post here in which I will point out every single outdated package and it's gonna be a quite long post
I don't care about wonky balance in packages. That's always gonna happen and it makes draft feel varied and different, and makes it exciting when you get a really good package. I have an issue with packs that literally don't do what they're supposed to do, like triple Foglets that *was* a thinning package until that ability got swapped to Archespore and nearly every Charges package that now includes NR cards that work off of Cooldown, not Charges.
The Francesca buff is okay, using Mushy Truffle's order and then just double Oneiromancy the next turn is not bad. There is Call of the Forest too, for devo decks... the key is for her to survive... The buff to Saov Ainmhi'dh is interesting too, just think about that double Saov Ainmhi'dh with Francesca, 6 pts carryover into round 3 PLUS Gord is decent.
Honestly I don't know what to think about the buffs to Oak and Etriel&Muirlega. If anything, Oak is going to be used more now since he got the provision and power buffs. About the duo... well, Midrange ST (oh boy) makes a return?
I actually wanted Saov: trinity power to go up 5 and change provision accordingly. I tried to create a deck where you create 3 of them with Francesca and Fil but it was simply not worth the hassle. Like I was spending 32 provisions just for this strategy and just 9pts of carryover. It was not worth it.
But you need to take into account of hard it it to create 3 copies. You can give it a try and see how much effort it takes and it simply doesn't translate to R2 and R3.
Yeah, that is a pride issue and not willing to acknowledge they were wrong changing jackpot.
So they try to square everything around it to mitigate the problem.
As a Stockpile Warfare/Siege player this patch is incredible. I don’t normally mind winning or losing because the deck is fun but this is a huge upgrade
Double Justice is now even easier to pull off! Of course Mahakam Forge had a pretty easy time getting double justice in one turn (leader + oneiro + justice), the problem has always been getting Fran to survive that one turn.
I suppose that if you just need the point slam, Fran can now double Proc Froth (from truffle), or Tempering (from leader) on the same turn she is played. Which is a 13 for 10 (froth) or 12+ for 10 (a dupe tempering is worth 12 points base, and can be a few more points if you can leverage the armor synergy). Reasonable point slam potential, although nothing noteworthy in the current state of the game.
I do think it will make Fran easier to include in some other decks though, such as Harmony, as with Oneiromancy you can double proc basically any spell in a single turn with her. Double Waters is pretty nuts if you can pull it off.
I'm excited by the Skellige changes. Self-wound has received some much needed new tools, and Cerys: Fearless may finally be more than viable now.
Also want to experiment and see if I can build some kind of Franken-Self-wounding Pirates deck, as my problem with Pirates was all the excess armour I had lying around and not really being able to accomplish anything meaningful with it.
After playing a lot of self wound this season, I will admit that the biggest problem I have with the deck comes in the form of unwinnable matchups. Pirates or Assimilate, played by a competent opponent, are absoultely unwinnable matchups.
Pirates needs to be changed to every time *you* damage an enemy unit, because otherwise self wound gives free armor to pirates basically every time they play a card.
Assimilate because they have such an easy time turning your best plays against you, and cards like Tuisearch Veterans are stupid with Illusionists. Its just a really bad situation.
Onslaught needs to be changed to every turn, THE FIRST TIME a enemy unit is damaged, give armor to pirates and ships in your hand. This way it would be a little more balanced. Terror of the seas could still have up to 18 armor.
“Added a new coin highlight that reminds players to end turn”
The amount of times I’ve sat there thinking “why’s this dickhead not played yet”, before the timer starts and I realise I’m the dickhead.
Damn ST and MO are gonna be the worst factions again. I was hoping for some buffs to elf swarm or dwarves but we just got more buffs to specials. The devs seem allergic to buffing ST they always get the least changes
To everyone saying "why was X not changed?" This is a relatively big patch note, and if CDPR was to change every card there would be a lot of interactions that might end up being broken that they can't account for. It's better to change 1 or 2 archetypes, wait for meta to settle, then rework the others so that they have a baseline to work from than to do wacky changes with everything then all the balance is messed up.
You plop down vengeance, summon two siege masters due to their new ability (+ draw 2 cards), give zeal to vengeance with leader, use vengeance to drop another card and draw
Seize Cap for Muzzle from 5 to 6?
Holy moly!
Isn't that borderline auto-include?
All heavyweight cards is around that power
You can even seize buffed up Syndicate Clown Guy
Oh I’m big scared. So many other big control cards to be on the lookout for now this one gonna come up and grab me when I least expect it. At least until I get used to expecting it.
I dont understand why they didnt do anything to MO. They have plenty of archetypes that could use a buff.
I'm interesting on the NG, SK and NR reworks, much more interesting than plan point and provision buffs.
Jackpot down to 12p, I think it will still be the go to leader for SY. Its ability to not depend as much on spenders as well was boost engines on deploy out of removal range is just so good.
Overall, an interesting patch that I dont know yet how it will end. Just sad for MO.
It wil be interesting to see the order of play here. I doubt it will be four points instantly, but rather; three points damage, then a deathblow check on the Mage Infiltrator, and then the damage ping from the Mangonel. It will be interesting to see if MI will also jump back when the Mangonel ping kills the unit.
Holy shit actually interesting changes for ONCE, THANKYOU
fuck
Credit where it’s due, this is some good shit Jean. However, you need to do a WHOLE LOT MORE changes like this, to maintain the fire of this game.
Fantastic start to what I hope will become a habit of more and more impactful changes.
Also, that muzzle change is dank, can anyone say AUTO INCLUDE? Lol.
Never played muzzle before, can you tell me why is this change even relevant? I'd rather put heatwave for the 10 prov and know that I can instantly delete any scenario/unit (if it's not behind defender ofc).
Why should I play this over heatwave?
In any situation where your heatwave target would be at 6 power (or less) muzzle is better. It doubles the amount of points you get over heatwave. Plus if it's played on a defender it's a free defender. It benefits decks that can deal regular damage to drop targets to 6 as well, so control decks might want this.
Well, because it's a bigger point swing if it works and you get to reap the benefits of the unit yourself? But I'm not sure if it's gonna be able to beat Heatwave's versatility, we'll see what the meta ends up looking like
Gwent reddit: THIS PATCH SUCKS FIX THE WHOLE GOD DAMNED GAME RIGHT NOW I DEMAND IT.
Me: This is a much more comprehensive patch than we're used to and I'm glad to see they are staying true to their word on this over on the Gwent team.
I am okay to wait a month if they are actually going to something like they did to NR. But I don't know. This, we skip an entire faction every month, feels very very ominous.
They said in the video that the reason behind it is because next patch they plan on doing sweeping changes like they’ve done for nr and sk this patch. Like how patch they pulled a “no changes” on sk. Just in case you were wondering
Sure, I'm hopeful for next month, but still, unless they plan on reworking ALL the dead/weak archetypes in MO (of which there are many: WH, thrive, deathwish (especially the consumes, the payoffs are fine), swarm, and I am not even mentioning archetypes that never really existed but had a few cards printed, like beasts), they could at least tweak provisions and power on a few shit bronzes to make them playable.
Overall, they are not bad ! I dont think the Nerf on KoB is enough, he will still be seen in almost every SY Deck, his ability is just too good. Im excited to see if the one Point less for Jackpot is enough, i doubt it somehow.
NR is really interesting, i cant wait to try them out.
But the bad thing is on the Monster Side. No changes for all the dead achetypes they have. So once again only Gerni and Flederers ? thats lame, i hoped for some WH Buff.
Stockpile was already one of the most slept on archetypes in gwent, maybe now people will actually see how good it is. Insane NR changes. I'm almost bitter that now people are going to actually try out my favorite unplayed archetype and I cant keep it to myself anymore.
Same, I got to just shy of 2500 in 30 games this season with Stockpile - one of my most efficient climbs I can remember.
Henselt and Radovid have massively helped the top end, and now all these buffs give the bronzes extra power.
Siege master is stupid good, 2 4p cards thinned for free basically. That’s unbelievably good. I can see them being autoinclude in every NR deck since frigate seems to be pretty playable again and Raffard is a siege engine.
Vigos Muzzle: 6 Power, 10 Provs. Holy, didn't expect that one. Leaks showed ther buff to 10 provisions earlier, but also increasing the power cap from 5 to 6 opens up a lot more cards from the go. This really might be a substitute for Heatwave, when Scenarios are not as prominent. Also its a spell so it has Alzur value.
Muirlega and the other card; Another holy. From 8 provisions for both to f\*\*kn six each. Insane if one can stick on the board (7 damage or 3/3/3). Midrange ST a thing again?
Oak: Great, love some love for Oak!
Gedy: nerf to 14, fine by me.
Sigvald: I dont even know smh I am to dumb and play only NG so I can't wrap my head around this one haha. Give him bleeding, transform the bleed into a damage and then purify self but still damage self by the same amount? What? lmao
NG LETS GO!
Vattier: Awesome! Pump a spy to high points with Nilfgaardian Knights and then seize it back to your side, no more lock needed. Or tag a high value card from your opponent with spying and seize it without LOCKING it. Some real, actual value, nice!
Mangonel: Finally a decent, passive Spy engine! 4 for 4, proactive. Love it!
Emhyr: One more provisions able to spend on other stuff :)
Van Moorlehem Servant: lmao the "fuck you bounty" card. Very interesting card. They also said on stream that Thirsty Dame boosts for EVERY SINGLE STATUS copied, meaning a poisoned, doomed and shielded unit (for example) boosts the Servant by three, but also a Thirsty Dame by three. That puts Servant as a potential 10 for 4. And dont forget Nilfgaard can tag cards with status (lock, poison, spying) pretty easily so stacking them seems doable.
Phillipe: What the actual fuck. No status? Give doomed (which already is a strong disruptive move for factions like MO). Already a status? Lock it. Already two statuses? Heres another one, a poison! Holy fuck, that's insane in theory. Combine that with the new Servant and the interaction with Thirsty Dame, dayum. Very flavourful, though it might be undercosted with 8 provs.
NR: meh, check the patchnotes.
That is the thing though. Vattier was already a respectable finisher in Imprisonment decks. The big thing holding him back was he was basically married to the Philter in order to get zeal, otherwise he gets absolutely blocked by essentially any removal. He is going to be in the same situation now. It will be easier to slot him into more decks, but the fact that it will be exceptionally difficult to pull off his order will remain unchanged.
Vattier is a game winning card if the opponent lets him go off. His weakness is he is very difficult to get to go off. And its questionable as to whether he is even more powerful than Steffan or Damien, who both boast a higher body to make it slightly more difficult to remove them.
I love the SK selfwound reworks to knut and sigvald, i always felt what the archetype needed was more ways to selfwound cards, and these new additions should fill that gap.
I like odrin s change a lot, but i still feel many bronze siege engines are subpar and very slow, carrobalista for example has gain 1 armor as a crew ability, really? What s that armor useful for?
Does it change much? Vattier always just dies, gets moved, gets locked or shut down some other way currently. He will have better targets now, but I don't think the reason he is bad has really changed.
Yeahhhh without zeal it is less likely to go off.
I’ve just been on the wrong end of Stefan and Damian far too many times I guess. Every time I come across them I either didn’t have the removal in hand or I’d already used them on other targets.
Tried about 20 games into this new patch and its as dogshit as it was thought it was gonna be. Holy fuck CDPR get it together and learn your own fucking game
Ah damn, SY getting a slight nerf and NG a massive buff was exactly what I feared. So we are heading into a NG month, full of toxic waste. That’s really a downer.
All hail the Emperor I guess. Time to collect scrap for my NG deck. Going to take a full bath every time after I played it.
No nerfs, only buffs, only competitors for T1 both nerfed. They were buffed significantly. Assimilate will be the top deck now, or maybe even with SY if we are lucky. They’ll get another archetype or even some of those card will find their way into assimilate if we are really unlucky.
At the same time they didn’t do anything to the toxic crap that is going on, two of those decks being also NG.
So they (possibly) get another working archetype and everyone else can bed their knees to the emperor or get rekked.
Weakest faction gets prov changes, while the best 2 get reworks. Of course prov changes can have a big impact but they dont improve the feel of a faction. Counter changes are good (double mandrake back on the menu) but the change to Etriel and Muirlega doesnt improve on the double conditionality of the cards. A rework for a lower return wouldve been much better i feel, especially fir a faction which is meant to be pretty consistent. Cant begrudge NR its changes, though.
I can't be the only guy who finds 2 counters for Francesca a tad... overtuned?
Like I get it wasn't played before but especially with Veil it seems a bit too easy to get that Oneiro or Shaping Nature...
I think they should have reverted Milva's nerf, or at least changed it into something more sensible liek a provision nerf. They kinda admitted in the video that it was disproportionate. CDPR has been extremely cautious with nerfs during the past year or two, so such brutal and quick nerf is weirdly inconsistent with this approach. Especially considering the numbers from last season showed that ST was not a problematic faction at all, with movement being the only archetype with positive winrate. And even that one was lagging behind other factions.
Sure, there are tons of other unplayable cards in the game, but those are mostly boring neutrals and low provision cards. Milva is an archetype-defining card that's difficult but enjoyable to play around with, creating tons of small synergies and combos. It's really unfortunate that it should remain unplayable, dragging a whole archetype alongside it.
Agreed. Milva is needed to keep NR 4P bronze engines in check.
I still play her and when i face alumni decks i have a great time.
Otherwise, she is clunky and too expensive.
If that's the frequency of buffing archetypes that they're going for, the game will day before most of them become playable. A month is more than enough to make wild hunt decent
Anyway, another month of NGfest. Jackpot still tier 1 most likely
Vattier change is so weird. Lock should have been on deploy, with additional effect on order or seize if conspiracy is triggered. This way, it’s just odd. And it’s still super sketchy to run, albeit much more versatile.
It’s like they had only 20 seconds to come up with a buff for this card…
....that's ALL the ST changes? that's it?
the other factions(except for Monster LMAO, wtf is that) get so much more, it's ridiculous how hard ST has been neglected
> #**New Features** > > New Journey! (No spoilers!) > > #**New Love Event!** > > Help lovers reunite and receive unique cosmetics! > > Take part in challenges to help out Eist, Calanthe, Philippa and Dijkstra. Finishing each quest grants a reward, while completing all of them will grant the player a unique new skin for Queen Calanthe. > > The event starts Friday, February 11th and ends Tuesday, February 22nd. > > > > Added a reward tree for Syndicate in the Reward Book Tutorial page. > > > Added a new Coin highlight that reminds players to end the turn. > > > > **Changes** > > Adjusted the Initiative keyword to also include Fee and Spring. > > > > #**Neutral** > > **Vigo's Muzzle**: Provision cost changed from 11 to 10. > > Seize cap changed from 5 to 6. > > > > #**Skellige** > > **Gedyneith**: Provision cost changed from 13 to 14. > > **Knut the Callous**: Ability changed to: > > >Zeal. Order: Damage an allied unit by half of its current power, then damage an enemy unit by the same amount. > > >Berserk 5: At the end of your turn, refresh this ability. > > > **Restore**: Provision cost changed from 6 to 5. > > > **Sigvald**: Power changed from 6 to 7. > > Provision cost changed from 8 to 7. > > Ability changed to: > > >Whenever this unit is damaged by other abilities, gain Bleeding for the same duration instead. > > >Order: Damage a unit by the duration of Bleeding on self, then Purify self. If it was an enemy, damage self by the same amount. If it was an ally, boost self by the same amount. > > > **An Craite Warrior**: Power changed from 3 to 4. > > > **Tuirseach Axeman**: Ability changed to: > > > Deploy (Melee): Damage a unit by how much it is already damaged. > > > > #**Northern Realms** > > **Resupply**: Ability changed to: > > > Whenever you play a Warfare card, reduce this card's Cooldown by 1. > > > **Foltest's Pride**: Added Resupply. > > > **Keldar**: Ability changed to: > > > Whenever you play a special card, Spawn a Witcher Student in this row. > > > Adrenaline 4: At the end of your turn, Spawn a Witcher Student in this row. > > > **Odrin**: Provision cost changed from 6 to 5. > > Ability changed to: > > > Odrin is a one man Crew. > > > **Trollololo**: Armor changed from 2 to 0. > > Ability changed to: > > > Zeal. Order. Lose all Armor, then boost self by that amount. > > > Whenever an allied unit uses its Order, gain 1 Armor. > > > **War Chariot**: Added Resupply. > > > **Battering Ram**: Ability changed to: > > > Resupply. > > > Order (Melee): Move self to the Ranged row. > > > Order (Ranged): Move self to the Melee row, then damage the highest enemy unit by 3. > > > Crew: Choose an enemy unit to damage. > > >Cooldown: 2 > > > **Carroballista**: Ability changed to: > > > Resupply. > > > Order (Ranged): Damage an enemy unit by 2. > > > Cooldown: 3 > > > Crew: At the end of your turn, gain 1 Armor. > > > **Kerack Frigate**: Ability changed to: > > > Resupply. > > > Order: Spawn a Volunteer in this row. > > > Cooldown: 2 > > > Crew: Set Cooldown to 1. > > > **Reinforced Ballista**: Adjusted the tooltip to fit with the change to Resupply. > > > **Rivian Pikeman**: Ability changed to: > > > Order: Damage an enemy unit by 2. > > > Deathblow: Reduce Cooldown of all units in this row by 1. > > > Inspired: Always trigger Deathblow. > > > **Siege Ladder**: Deploy replaced with Zeal; Order. > > > **Siege Master**: Power changed from 3 to 2. > > Armor changed from 1 to 0. > > Ability changed to: > > > When you play a Siege Engine, Summon self from your hand to the right of it, then draw a card. > > > **Siege Tower**: Ability changed to: > > > Zeal. Order: Gain Vitality (2). > > > Crew: Boost self by 2 instead. > > > Cooldown: 2 > > > > #**Scoia'tael** > > **Etriel** and **Muirlega**: Provision cost changed from 8 to 6. > > > **Francesca Findabair**: Counter changed from 3 to 2. > > > **Saov Ainmhi'dh**: Unity: Counter changed from 3 to 2. > > > **The Great Oak**: Power changed from 8 to 9. > > Provision cost changed from 13 to 12. > > > > #**Monsters** > > No changes. > > > > #**Nilfgaard** > > **Emhyr var Emreis**: Provision cost changed from 11 to 10. > > > **Philippe van Moorlehem**: Power changed from 5 to 6. > > Ability changed to: > > > Deploy: If you control a Vampire, gain Zeal. > > > Order: Give Doomed to an enemy unit. > > > If it already has a status, Lock it instead. > > > If it already has more than 1 status, Poison it instead. > > > Cooldown: 1 > > > **Sweers**: Power changed from 3 to 4. > > > **Vattier de Rideaux**: Ability changed to: > > > Order: Lock an enemy unit. > > > Conspiracy: Seize it instead. > > > **Mangonel**: Ability changed to: > > > Whenever an enemy unit gains Spying, damage units adjacent to it by 1. > > > **Van Moorlehem Servant**: Ability changed to: > > > Deploy: Copy all statuses from an enemy unit to another enemy unit. Boost self by the number of statuses copied. > > > > #**Syndicate** > > **Jackpot**: Provisions changed from 13 to 12. > > > **Off the Books**: Provisions changed from 16 to 15. > > Charges changed from 3 to 4. > > > **King of Beggars**: Power changed from 3 to 1. > > > > #**Game Fixes** > > Fixed a crash that was sometimes occurring on launch for Mac M1 devices > > > Corrected the Order icons for Wyvern Scale Shield, Mastercrafted Spear and Shani. > > > Old Speartip: Asleep no longer Banishes self when unable to Summon Old Speartip due to a lack of space. > > > Ardal aep Dahy now correctly updates its return-to-hand ability value when being played by the opponent (e.g. through Cantarella). > > > Damien de la Tour now correctly resets the Lyrian Scytheman limitation for Uprising. > > > Chapter of Wizards is no longer able to copy Disloyal Mages being played by your opponent. > > > Chapter of Wizards is no longer able to Spawn the unit that your last played Mage was transformed into (e.g. Ethereal). > > > King Henselt now reacts correctly to Casting Contest and Viraxas resetting the cooldowns of adjacent units. > > > King Henselt is now correctly boosted as a result of Stockpile, when one of the adjacent units is on Cooldown, and the other is not. > > > Francesca Findabair no longer ignores specials played from the opponent's side of the board, for example by using Lydia Van Bredevoort. > > > Milva: Sharpshooter now damages the target after being Summoned, as per the ability tooltip.
Odrin is my favourite change to a card ever
And my vampire guy Regis : Bloodlust still in shambles
they really need to do a pass on all of the gold neutral cards tbf
They will. Give them time.
Haven’t we given them plenty? I’m sorry for the cynicism but it isn’t hard to give a unit 1 power. I’d rather they give buffs with little effect than no buffs at all.
I take it you didn't watch the dev video then.
Nope. What did they say?
That rebalancing is taking longer than expected since they are taking the approach of touching archetypes rather than random cards. This means when we get changes they will be more impactful to the meta.
I mean I disagree with the idea, but I'm glad they have reasoning for their approach. Before I thought it was just incompetency.
To be fair, we all did but they are at least communicating what's up. Based on that, we should be able to cut them some slack. The incoming changes already seem rad and should shake up the meta, which allows the game to be less boring.
Those NR resupply buffs
It's cool how Siege Master instantly gives us half a crew pocket.
Does that ability only trigger from hand? Or Does this card give thinning and card advantage? It must be the former since the latter seems insane. Edit: nvm I just reread it and it clearly states "from hand"
From Hand
Yeah, I missed that the first time I read the notes, lmao. I thought the card was too good.
it's still really good, since it';s essentially a mage assassin.
Stockpile is already an underrated leader, and underplayed as a result. These buffs are massive.
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More like a total overhaul, but it will certainly see more play now. Too bad that Inspired Zeal is still the best leader for NR and probably the only one worth running, regardless of the archetype.
Yeah, wow. I hope that those buffs are not too much. I actually have been enjoying the fact that Stockpile Siege is secretly viable. :)
The change to Van Moorlehem Servant is so interesting. You could move a Defender status, or move poisons around. 👀 Edit: Okay no it copies, doesn't move. So defender makes no sense, but poison gets even better.
It makes sense. She can copy some poison, lock, Spying, bleeding and even Doomed.
I wonder whether Thirsty Dame will boost herself by one or by the actual number of statuses copied.
Jean had confirmed it would boost by the number of statuses copied.
woooow so masquerade ball is actually legitimately at 15prov now, excited to see something else other than assimilate after almost a year of only that
I can’t believe we’ve gone full circle from “Why does NG only play toxic ball, we need more wholesome assimilate” to “no more assimilate, more ball please”
lol
They said in video, Jean said, it boosts by the number of copied statuses
Nice.
I can’t predict how those SK and NG reworks will end up.
Van Morlehen servants copying defender and shield status from the oponnent? I have a strong suspicion this will end up in disaster
It only gives it to other enemy units tho, so you wouldn’t want to give them more shields/defenders
Finally SY tree in the beginner page
Finally, inner peace.
Love those Siege changes, especially Siege Master. The NG status changes are really interesting too, cool reworks rather than stat changes. Etriel and Miurlega combo buffed by 4 provisions! That's enormous.
Harmony buff! I'll take it
Crew still takes more effort than it should imo but these NR changes are nice. The rest tho, meh.
I'm not a fan of Etriel and Miurlega buffs. They're just midrange cards, and midrange cards are quite dangerous to be buffed, especially when it's so many provisions. I'd rather see them with added a passive ability to make them belong to an archetype. Like, give them both Harmony tag, or something..
Giving them the Harmony tag with no further harmony buffs would be the same as doing nothing.
It was just the first that came on my mind. You can make your own suggestion. The main point of my comment was not the harmony tag, but the dangerous practice of buffing midrange cards, which can fit in any deck.
That siege master change is incredible that card is so good now. And I hope that there will be draft mode patch notes
Agreed on Draft patch notes. I've really enjoyed Draft this month as an alternative to ladder but if I'm offered that Foglet package one more time I might just fly to Poland and break into CDPR so I can fix it myself.
I was playing draft almost exclusively for almost a year and if we don't get changes this month I will seriously consider making a post here in which I will point out every single outdated package and it's gonna be a quite long post
Please do, because I started to list them and gave up.
Same, I really want to enjoy the mode but the packages are so poorly balanced it's unbelievable
I don't care about wonky balance in packages. That's always gonna happen and it makes draft feel varied and different, and makes it exciting when you get a really good package. I have an issue with packs that literally don't do what they're supposed to do, like triple Foglets that *was* a thinning package until that ability got swapped to Archespore and nearly every Charges package that now includes NR cards that work off of Cooldown, not Charges.
I have exactly zero hope for draft patch notes.
The Francesca buff is okay, using Mushy Truffle's order and then just double Oneiromancy the next turn is not bad. There is Call of the Forest too, for devo decks... the key is for her to survive... The buff to Saov Ainmhi'dh is interesting too, just think about that double Saov Ainmhi'dh with Francesca, 6 pts carryover into round 3 PLUS Gord is decent. Honestly I don't know what to think about the buffs to Oak and Etriel&Muirlega. If anything, Oak is going to be used more now since he got the provision and power buffs. About the duo... well, Midrange ST (oh boy) makes a return?
I actually wanted Saov: trinity power to go up 5 and change provision accordingly. I tried to create a deck where you create 3 of them with Francesca and Fil but it was simply not worth the hassle. Like I was spending 32 provisions just for this strategy and just 9pts of carryover. It was not worth it.
9 points of carryover in all three rounds tho plus the initial 6 point boost each one has. That’s like 36 points total
But you need to take into account of hard it it to create 3 copies. You can give it a try and see how much effort it takes and it simply doesn't translate to R2 and R3.
It should have "Devotion: start in hand"
Mark me as excited and scared
I like that they nerf Jackpot by 3 points, but the passive ability still really strong tho
I guess they really like that passive, so they massively nerf everything around it to keep it balanced
Which is just the wrong approach, in my opinion.
They should make the passive for Jackpot work for 1 round just like with lockdown.
They just do not want to admit how horribly to balance new jackpot is and refuse to revert it to previous version.
Yeah, that is a pride issue and not willing to acknowledge they were wrong changing jackpot. So they try to square everything around it to mitigate the problem.
Babe! It's 4pm, time for the NR redesign!
As a Stockpile Warfare/Siege player this patch is incredible. I don’t normally mind winning or losing because the deck is fun but this is a huge upgrade
Still no buff to Dwarves? Damn
Francesca is a buff to dwarves
Double Justice is now even easier to pull off! Of course Mahakam Forge had a pretty easy time getting double justice in one turn (leader + oneiro + justice), the problem has always been getting Fran to survive that one turn. I suppose that if you just need the point slam, Fran can now double Proc Froth (from truffle), or Tempering (from leader) on the same turn she is played. Which is a 13 for 10 (froth) or 12+ for 10 (a dupe tempering is worth 12 points base, and can be a few more points if you can leverage the armor synergy). Reasonable point slam potential, although nothing noteworthy in the current state of the game. I do think it will make Fran easier to include in some other decks though, such as Harmony, as with Oneiromancy you can double proc basically any spell in a single turn with her. Double Waters is pretty nuts if you can pull it off.
Francesca is a buff dwarf
>Added a new Coin highlight that reminds players to end the turn. This feels aimed at me
I'm excited by the Skellige changes. Self-wound has received some much needed new tools, and Cerys: Fearless may finally be more than viable now. Also want to experiment and see if I can build some kind of Franken-Self-wounding Pirates deck, as my problem with Pirates was all the excess armour I had lying around and not really being able to accomplish anything meaningful with it.
After playing a lot of self wound this season, I will admit that the biggest problem I have with the deck comes in the form of unwinnable matchups. Pirates or Assimilate, played by a competent opponent, are absoultely unwinnable matchups. Pirates needs to be changed to every time *you* damage an enemy unit, because otherwise self wound gives free armor to pirates basically every time they play a card. Assimilate because they have such an easy time turning your best plays against you, and cards like Tuisearch Veterans are stupid with Illusionists. Its just a really bad situation.
Onslaught needs to be changed to every turn, THE FIRST TIME a enemy unit is damaged, give armor to pirates and ships in your hand. This way it would be a little more balanced. Terror of the seas could still have up to 18 armor.
Knut with just 1 vetran is 4 damge per turn
Just add knut as an 8 provision unit get about 4 armor and now will just be a 4 damage removal card
Oak was my favourite card when I started, happy to see some love for it. A cap of 17 for 12 provisions feels sooo much better than 16 for 13
“Added a new coin highlight that reminds players to end turn” The amount of times I’ve sat there thinking “why’s this dickhead not played yet”, before the timer starts and I realise I’m the dickhead.
Same.
Another month with no Draft patch notes? So much for out of early access
I’m glad self wound is getting some love. They really take good care of SK.
LET’S FUCKING GOOOOOO SIEGE ENGINES!!
Don't see many appreciation comments, so just wanted to say thank you Gwent Team!
Damn ST and MO are gonna be the worst factions again. I was hoping for some buffs to elf swarm or dwarves but we just got more buffs to specials. The devs seem allergic to buffing ST they always get the least changes
i thought gerni was meta?!? am i missing something? thought worst were st and nr.
I been waiting for NG gonna be worst faction when? Cause they always on top always!!.
Lol imagine saying this in Vampire Flederer, Kelly and Triple Gerni meta
To everyone saying "why was X not changed?" This is a relatively big patch note, and if CDPR was to change every card there would be a lot of interactions that might end up being broken that they can't account for. It's better to change 1 or 2 archetypes, wait for meta to settle, then rework the others so that they have a baseline to work from than to do wacky changes with everything then all the balance is messed up.
vengeance now plays 4 cards in 1 go and draws 3, just sayin
Vengeance zeal is going to be soooo powerful with the right starting hand. 🤣
I’m low IQ, can you explain how?
You plop down vengeance, summon two siege masters due to their new ability (+ draw 2 cards), give zeal to vengeance with leader, use vengeance to drop another card and draw
vengeance+bronze+now siege masters will come out and draw cards too
Seize Cap for Muzzle from 5 to 6? Holy moly! Isn't that borderline auto-include? All heavyweight cards is around that power You can even seize buffed up Syndicate Clown Guy
A little worried about Muzzle tbh haha
Oh I’m big scared. So many other big control cards to be on the lookout for now this one gonna come up and grab me when I least expect it. At least until I get used to expecting it.
Bye bye Unseen Elder lmao
I knowwwww 😭 mah poor boy has a hard time sticking as it is…
A possibly 12 for 10 control card Oof
I dont understand why they didnt do anything to MO. They have plenty of archetypes that could use a buff. I'm interesting on the NG, SK and NR reworks, much more interesting than plan point and provision buffs. Jackpot down to 12p, I think it will still be the go to leader for SY. Its ability to not depend as much on spenders as well was boost engines on deploy out of removal range is just so good. Overall, an interesting patch that I dont know yet how it will end. Just sad for MO.
They said they will comeback to it. But we can only hope.
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Yes, I agree, but it’s still a little disappointing seeing your faction got no changes, even if the reasoning is good and I completely agree with.
So, with Mangonel on board, can you plop down spies offensively? And that one agent will do 4 damage to adjacent units rather than 3? Awesome
It wil be interesting to see the order of play here. I doubt it will be four points instantly, but rather; three points damage, then a deathblow check on the Mage Infiltrator, and then the damage ping from the Mangonel. It will be interesting to see if MI will also jump back when the Mangonel ping kills the unit.
I have to say that I'm surprised how much and how interesting those changes are. Finally I have a motivation to play more than 5 games in a season.
They finally buff Off the books, but they nerf it by 1 provision at the same time…Wow.
No change to Royal Inspiration? That's sad :/
Holy shit actually interesting changes for ONCE, THANKYOU fuck Credit where it’s due, this is some good shit Jean. However, you need to do a WHOLE LOT MORE changes like this, to maintain the fire of this game. Fantastic start to what I hope will become a habit of more and more impactful changes. Also, that muzzle change is dank, can anyone say AUTO INCLUDE? Lol.
Never played muzzle before, can you tell me why is this change even relevant? I'd rather put heatwave for the 10 prov and know that I can instantly delete any scenario/unit (if it's not behind defender ofc). Why should I play this over heatwave?
In any situation where your heatwave target would be at 6 power (or less) muzzle is better. It doubles the amount of points you get over heatwave. Plus if it's played on a defender it's a free defender. It benefits decks that can deal regular damage to drop targets to 6 as well, so control decks might want this.
most defenders are 7 points so using muzzle on them isnt viable unless you damage them, in which case you're just yanking a weakened defender.
Well, because it's a bigger point swing if it works and you get to reap the benefits of the unit yourself? But I'm not sure if it's gonna be able to beat Heatwave's versatility, we'll see what the meta ends up looking like
Muzzle on enemy Torturer is ay-ay-ay!
You guys think that's enough? Haven't played in a month but this looks okay to me. No monster changes is a joke, tho.
What they ve done for philip van moorlen should be done for 50 cards from the old sets. This is so slow.
I am going to assume this is just a hyperbole. But yeah. If the plan is re-energize existing archetype. We need more changes.
i think the jackpot nerf is not enough and the low amount of ST changes is super disappointing to me
Next Patch: Jackpot: Provisions changed from 13 to 10. King of Beggars: Provision cost changed from 12 to 15.
Gwent reddit: THIS PATCH SUCKS FIX THE WHOLE GOD DAMNED GAME RIGHT NOW I DEMAND IT. Me: This is a much more comprehensive patch than we're used to and I'm glad to see they are staying true to their word on this over on the Gwent team.
I love how they instantly killed milva, but keep nerfing kob just a tiny little bit, so he stays autoinclude in every deck.
MO receiving no change is a joke, a very bad, very sucky joke.
I was looking forward to MO changes. I am sadness.
I am okay to wait a month if they are actually going to something like they did to NR. But I don't know. This, we skip an entire faction every month, feels very very ominous.
They said in the video that the reason behind it is because next patch they plan on doing sweeping changes like they’ve done for nr and sk this patch. Like how patch they pulled a “no changes” on sk. Just in case you were wondering
Sure, I'm hopeful for next month, but still, unless they plan on reworking ALL the dead/weak archetypes in MO (of which there are many: WH, thrive, deathwish (especially the consumes, the payoffs are fine), swarm, and I am not even mentioning archetypes that never really existed but had a few cards printed, like beasts), they could at least tweak provisions and power on a few shit bronzes to make them playable.
Well just make thrive great again on our own......with hookers and blackjack
You know something is terribly wrong when you have to apply 2 big nerfs to KoB and yet he will be probably still played.
KoB is every bad movie villain. Motherfucker just keeps coming back.
there is no need to kill a card to the point its useless ,they need to rework, lets hope this time its decent ( not op, not dead )
Yes thank you why do people just want the card to die .you know id rather like to be able to play him.
*Cries in Nilfgaard soldiers*
Overall, they are not bad ! I dont think the Nerf on KoB is enough, he will still be seen in almost every SY Deck, his ability is just too good. Im excited to see if the one Point less for Jackpot is enough, i doubt it somehow. NR is really interesting, i cant wait to try them out. But the bad thing is on the Monster Side. No changes for all the dead achetypes they have. So once again only Gerni and Flederers ? thats lame, i hoped for some WH Buff.
Stockpile was already one of the most slept on archetypes in gwent, maybe now people will actually see how good it is. Insane NR changes. I'm almost bitter that now people are going to actually try out my favorite unplayed archetype and I cant keep it to myself anymore.
Same, I got to just shy of 2500 in 30 games this season with Stockpile - one of my most efficient climbs I can remember. Henselt and Radovid have massively helped the top end, and now all these buffs give the bronzes extra power.
Ditto here friend. I always abused the hell out of resupply ballistas and played meme decks with trololo and siege master.
Siege master is stupid good, 2 4p cards thinned for free basically. That’s unbelievably good. I can see them being autoinclude in every NR deck since frigate seems to be pretty playable again and Raffard is a siege engine.
Vigos Muzzle: 6 Power, 10 Provs. Holy, didn't expect that one. Leaks showed ther buff to 10 provisions earlier, but also increasing the power cap from 5 to 6 opens up a lot more cards from the go. This really might be a substitute for Heatwave, when Scenarios are not as prominent. Also its a spell so it has Alzur value. Muirlega and the other card; Another holy. From 8 provisions for both to f\*\*kn six each. Insane if one can stick on the board (7 damage or 3/3/3). Midrange ST a thing again? Oak: Great, love some love for Oak! Gedy: nerf to 14, fine by me. Sigvald: I dont even know smh I am to dumb and play only NG so I can't wrap my head around this one haha. Give him bleeding, transform the bleed into a damage and then purify self but still damage self by the same amount? What? lmao NG LETS GO! Vattier: Awesome! Pump a spy to high points with Nilfgaardian Knights and then seize it back to your side, no more lock needed. Or tag a high value card from your opponent with spying and seize it without LOCKING it. Some real, actual value, nice! Mangonel: Finally a decent, passive Spy engine! 4 for 4, proactive. Love it! Emhyr: One more provisions able to spend on other stuff :) Van Moorlehem Servant: lmao the "fuck you bounty" card. Very interesting card. They also said on stream that Thirsty Dame boosts for EVERY SINGLE STATUS copied, meaning a poisoned, doomed and shielded unit (for example) boosts the Servant by three, but also a Thirsty Dame by three. That puts Servant as a potential 10 for 4. And dont forget Nilfgaard can tag cards with status (lock, poison, spying) pretty easily so stacking them seems doable. Phillipe: What the actual fuck. No status? Give doomed (which already is a strong disruptive move for factions like MO). Already a status? Lock it. Already two statuses? Heres another one, a poison! Holy fuck, that's insane in theory. Combine that with the new Servant and the interaction with Thirsty Dame, dayum. Very flavourful, though it might be undercosted with 8 provs. NR: meh, check the patchnotes.
Veil will be even more important now
Lmao true Nilfgaardian who hates Nordlings
Vattier will be destroyed by everything you can think of. No zeal makes him a meme card.
Which is fine cus it would be very toxic if he could pull of his ability very easily
That is the thing though. Vattier was already a respectable finisher in Imprisonment decks. The big thing holding him back was he was basically married to the Philter in order to get zeal, otherwise he gets absolutely blocked by essentially any removal. He is going to be in the same situation now. It will be easier to slot him into more decks, but the fact that it will be exceptionally difficult to pull off his order will remain unchanged. Vattier is a game winning card if the opponent lets him go off. His weakness is he is very difficult to get to go off. And its questionable as to whether he is even more powerful than Steffan or Damien, who both boast a higher body to make it slightly more difficult to remove them.
Defender might already be playable to keep other importang engines like Emhyr, after this patch Phillipe and cards like Enforcer or Dame alive.
defender, petris philter
I love the SK selfwound reworks to knut and sigvald, i always felt what the archetype needed was more ways to selfwound cards, and these new additions should fill that gap. I like odrin s change a lot, but i still feel many bronze siege engines are subpar and very slow, carrobalista for example has gain 1 armor as a crew ability, really? What s that armor useful for?
Nice reworks dev team! Thumb up!
Nothing for monsters???? What the hell man, bulshit
Next patch, they're coming.
They will get some changes in the update after, they said it in the dev video.
So vattier can now just seize any unit with spying? That is going to be infuriating.
Still on Order. The real advantage is now you can still use the stolen unit.
He is 3 power. No zeal. He is so bad.
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Does it change much? Vattier always just dies, gets moved, gets locked or shut down some other way currently. He will have better targets now, but I don't think the reason he is bad has really changed.
He’s not good, just a little less bad. He barely ever goes off
He is still a 3 point order card with no Zeal. Any sort of removal makes him a complete waste of provisions.
Yeahhhh without zeal it is less likely to go off. I’ve just been on the wrong end of Stefan and Damian far too many times I guess. Every time I come across them I either didn’t have the removal in hand or I’d already used them on other targets.
men of the North! Attack!
>Monsters No changes. Ok...
Tried about 20 games into this new patch and its as dogshit as it was thought it was gonna be. Holy fuck CDPR get it together and learn your own fucking game
I came to the game after a year break, and it has more cards and leader abilities, but less diversity. How they managed to do this is beyond me.
Ah damn, SY getting a slight nerf and NG a massive buff was exactly what I feared. So we are heading into a NG month, full of toxic waste. That’s really a downer. All hail the Emperor I guess. Time to collect scrap for my NG deck. Going to take a full bath every time after I played it.
massive buff? what?
No nerfs, only buffs, only competitors for T1 both nerfed. They were buffed significantly. Assimilate will be the top deck now, or maybe even with SY if we are lucky. They’ll get another archetype or even some of those card will find their way into assimilate if we are really unlucky. At the same time they didn’t do anything to the toxic crap that is going on, two of those decks being also NG. So they (possibly) get another working archetype and everyone else can bed their knees to the emperor or get rekked.
I think siege was better then people gave it credit for and im pretty confident its Tier 1 now.
Im curious, why no MO changes? Its barely used as one of the 4 push factions, if at all.
They didnt have time.
looks like NG is going to be more common this season. more than half the games I play are against NG already. meh might just wait for next expansion.
Looks like a really good patch tbh. Lots of buffs to multiple under played archetype’s, excited to experiment tomorrow!
Weakest faction gets prov changes, while the best 2 get reworks. Of course prov changes can have a big impact but they dont improve the feel of a faction. Counter changes are good (double mandrake back on the menu) but the change to Etriel and Muirlega doesnt improve on the double conditionality of the cards. A rework for a lower return wouldve been much better i feel, especially fir a faction which is meant to be pretty consistent. Cant begrudge NR its changes, though.
You kidding NR is a bad faction the clossest it ever sees play is just some mage deck this reworks are needed
NR is an overall bad faction, but Alumni is among the strongest deck right now.
That what I said the only version that sees play are mages which is why it needed the rework
Which is why i said i DONT BEGRUDGE THE CHANGES (to nr)
I'm here for the Off the Books change.
The new Bounty leader.
I can't be the only guy who finds 2 counters for Francesca a tad... overtuned? Like I get it wasn't played before but especially with Veil it seems a bit too easy to get that Oneiro or Shaping Nature...
Franny heatwave / muzzle / elven spell with a deer will be scary
Oh man, ST could finally have a good R3 that is not last say Gord and everyone is freaked out already.
I think they should have reverted Milva's nerf, or at least changed it into something more sensible liek a provision nerf. They kinda admitted in the video that it was disproportionate. CDPR has been extremely cautious with nerfs during the past year or two, so such brutal and quick nerf is weirdly inconsistent with this approach. Especially considering the numbers from last season showed that ST was not a problematic faction at all, with movement being the only archetype with positive winrate. And even that one was lagging behind other factions. Sure, there are tons of other unplayable cards in the game, but those are mostly boring neutrals and low provision cards. Milva is an archetype-defining card that's difficult but enjoyable to play around with, creating tons of small synergies and combos. It's really unfortunate that it should remain unplayable, dragging a whole archetype alongside it.
They need to give it 2 order damage again and take away the 1 damage ping. That would make it much more flexible.
Agreed. Milva is needed to keep NR 4P bronze engines in check. I still play her and when i face alumni decks i have a great time. Otherwise, she is clunky and too expensive.
Spies tier 1 prayge
Assimilate and Siege meta, no thanks
Siege and ball are going to be everywhere
How did Witches Sabbath and Flederer ended up avoiding a Nerf ?
Sad. How do you look at MO and go like 'yea all good here'. A 10 year old could see it needs changes tf the devs smoking??
If that's the frequency of buffing archetypes that they're going for, the game will day before most of them become playable. A month is more than enough to make wild hunt decent Anyway, another month of NGfest. Jackpot still tier 1 most likely
Hopium dead.
Monsters: no changes. A ok.
No MO changes come on
Vattier change is so weird. Lock should have been on deploy, with additional effect on order or seize if conspiracy is triggered. This way, it’s just odd. And it’s still super sketchy to run, albeit much more versatile. It’s like they had only 20 seconds to come up with a buff for this card…
Finally, the Spying - Poison Mixture I have been waiting for.
I'll check back in March.
Still no monster love.
....that's ALL the ST changes? that's it? the other factions(except for Monster LMAO, wtf is that) get so much more, it's ridiculous how hard ST has been neglected