Ye there is still lots of people playing. You can check viable decks here.Is anyone still playing? I've just finished Thronebreaker, got a few cards and cheevos so I thought imma check out the multiplayer game for a bit.
I don't want to spend half a day with research tho so is it even worth trying? I have a bunch of reward points, about 15 kegs, some ore....no idea what's good and what's not. In Witcher I used to main Nilfgaard but this is an entirely different game now.
Didnt you get some scraps from the beta? I have 300k scraps from beta and crafted all the cards in the game, only thing I would consider buying is powder for animated cards.Ok been playing for two days now and I gotta admit, I am having fun. I played the closed beta for a while and this is a very different game but I can't help it, I'm hooked.
Btw the production values and all the extra stuff (like the reward points, the Thronebreaker campaign) make Hearthstone look like a cheapo indie, it's p. funny. The only beef I have is the pack prices, it's the same kind of MTX shit as Hearthstone. I mean 60 euro for 50 packs? And you need 50 at minimum to have a solid base for just ONE faction. Not to mention all the expansions. Fuck this business model man.
Ok been playing for two days now and I gotta admit, I am having fun. I played the closed beta for a while and this is a very different game but I can't help it, I'm hooked.
Btw the production values and all the extra stuff (like the reward points, the Thronebreaker campaign) make Hearthstone look like a cheapo indie, it's p. funny. The only beef I have is the pack prices, it's the same kind of MTX shit as Hearthstone. I mean 60 euro for 50 packs? And you need 50 at minimum to have a solid base for just ONE faction. Not to mention all the expansions. Fuck this business model man.
It doesn't last though. Classic Gwent hooked you with tactical depth, where you could play the same deck a hundred times and appreciate the way you adjust your playstyle with the same deck and interact with your opponents. It was somewhat like playing chess, in a way. Homecoming/Thronebreaker Gwent dazzles you with fancy things but after a while the high element of luck, lack of strategic depth, and significantly lowered skill ceiling make the game boring and you find yourself enjoying the game less and less as you ultimately go super-casual or quit altogether.Ok been playing for two days now and I gotta admit, I am having fun. I played the closed beta for a while and this is a very different game but I can't help it, I'm hooked.
It doesn't last though.Ok been playing for two days now and I gotta admit, I am having fun. I played the closed beta for a while and this is a very different game but I can't help it, I'm hooked.
Isn't your statement a bit unfair though? Seems to me that once you've developed a strong enough deck with more than a few possible synergies, there still are tactics to decide upon in the current version of Gwent depending on what faction you're up against and which cards you've got in a particular round.Classic Gwent hooked you with tactical depth, where you could play the same deck a hundred times and appreciate the way you adjust your playstyle with the same deck and interact with your opponents.
Certainly, there "still are tactics" but there certainly is nowhere near as much tactical depth as there was in pre-HC Gwent. They lowered the skill ceiling, increased randomization, reduced rows, implemented hand size limits, increased card draws between rounds (these two combined to effectively create a form of "minimum round length"), reduced positional effects, punished tempo, decreased overall deck synergy, decreased deck-thinning options, increased non-interactive options (artifacts), made archetypes a lot more binary overall, and so forth. So you don't have that same sense of weighing your moves on every turn because you have strong options and missteps can decide the match. Controlling round-lengths and weighing tempo vs engine plays and investing high points now vs saving them for later along, whether it's more important to deny your opponent a foothold now or have options up your sleeves to punish his plays later, positioning your cards carefully for synergy with your own cards or opposing your opponent's synergy, and carefully contemplating what sorts of options you are opening up to your opponent and which options you are devaluing and whether you want to create setups that induce certain plays as a way to fish information on his hand are all aspects that went into playing pre-HC Gwent, that gave you a feeling of measuring your decisions with every play. And that's not even getting into the mindgames that were possible when you could expect interactivity and consistency out of both your own deck and your opponent's. Homecoming is simply not on that level. Worse still, they gutted much of what made Gwent good. Because to bads, most of these aspects were ways you would abuse your opponent, if they even noticed them at all. HC Gwent is generally much lower on interactivity, consistency, options, and a lot of particular pressures that were exploitable in pre-HC Gwent are gone in HC, leaving the game that much more barren and uninteresting for it. Homecoming feels like it was made by people who enjoyed Hearthstone too much and appreciated Gwent for what it was too little.Isn't your statement a bit unfair though? Seems to me that once you've developed a strong enough deck with more than a few possible synergies, there still are tactics to decide upon in the current version of Gwent depending on what faction you're up against and which cards you've got in a particular round.Classic Gwent hooked you with tactical depth, where you could play the same deck a hundred times and appreciate the way you adjust your playstyle with the same deck and interact with your opponents.
Homecoming is simply not on that level. Worse still, they gutted much of what made Gwent good. Because to bads, most of these aspects were ways you would abuse your opponent, if they even noticed them at all. HC Gwent is generally much lower on interactivity, consistency, options, and a lot of particular pressures that were exploitable in pre-HC Gwent are gone in HC, leaving the game that much more barren and uninteresting for it. Homecoming feels like it was made by people who enjoyed Hearthstone too much and appreciated Gwent for what it was too little.
Yes. That's been evident since they moved from closed to open beta, and open beta to release. You could even argue trying to make Gwent a CCG was stupid in and of itself since Gwent is just a straight ripoff of Condottiere which is intended to be just a fucking board game and isn't made to be widely expandable, but there was enough time when you still had counterplay and mindgames going on. Then they just managed to fuck it up worse with basically every single update they did to the poor fucking thing. The fact that I actually spent cash on Gwent during open beta based on the fun I had in closed beta still bothers me. I thought there'd be balance changes but I didn't realize they'd completely overhaul and gut the game multiple times and leave it a horrible pile of slop.Are they retarded?
The fact that I actually spent cash on Gwent during open beta based on the fun I had in closed beta still bothers me. I thought there'd be balance changes but I didn't realize they'd completely overhaul and gut the game multiple times and leave it a horrible pile of slop.
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Certainly, there "still are tactics" but there certainly is nowhere near as much tactical depth as there was in pre-HC Gwent. They lowered the skill ceiling, increased randomization, reduced rows, implemented hand size limits, increased card draws between rounds (these two combined to effectively create a form of "minimum round length"), reduced positional effects, punished tempo, decreased overall deck synergy, decreased deck-thinning options, increased non-interactive options (artifacts), made archetypes a lot more binary overall, and so forth. So you don't have that same sense of weighing your moves on every turn because you have strong options and missteps can decide the match. Controlling round-lengths and weighing tempo vs engine plays and investing high points now vs saving them for later along, whether it's more important to deny your opponent a foothold now or have options up your sleeves to punish his plays later, positioning your cards carefully for synergy with your own cards or opposing your opponent's synergy, and carefully contemplating what sorts of options you are opening up to your opponent and which options you are devaluing and whether you want to create setups that induce certain plays as a way to fish information on his hand are all aspects that went into playing pre-HC Gwent, that gave you a feeling of measuring your decisions with every play. And that's not even getting into the mindgames that were possible when you could expect interactivity and consistency out of both your own deck and your opponent's. Homecoming is simply not on that level. Worse still, they gutted much of what made Gwent good. Because to bads, most of these aspects were ways you would abuse your opponent, if they even noticed them at all. HC Gwent is generally much lower on interactivity, consistency, options, and a lot of particular pressures that were exploitable in pre-HC Gwent are gone in HC, leaving the game that much more barren and uninteresting for it. Homecoming feels like it was made by people who enjoyed Hearthstone too much and appreciated Gwent for what it was too little.Isn't your statement a bit unfair though? Seems to me that once you've developed a strong enough deck with more than a few possible synergies, there still are tactics to decide upon in the current version of Gwent depending on what faction you're up against and which cards you've got in a particular round.Classic Gwent hooked you with tactical depth, where you could play the same deck a hundred times and appreciate the way you adjust your playstyle with the same deck and interact with your opponents.