Fallout 76 needs a casino where we can gamble and dump our caps.
There’s a place in West Virginia calling Wheeling Island Casino (it looks crazy, would be a perfect Fallout location) It’d be great to have something like that in Fallout 76 open up. We could have various games of chance (there’s already slot machines in this game) where we could spend our caps for chances at winning unique prizes or bullion. It’d also be a cool place for everyone to gather and hang out, especially if that could figure out a poker table style mechanic. Robot waiters could come by and offer us alcohol and chems. It’d be magical. Just a thought for a fun cap sink.
Previous thread(s) Neutral Monsters Scoia'tael Characters that are bold are some that I think could fit leader characters/reward trees (if they are painfully obvious like Northern monarchs then I won't highlight them just because there's so many). Of course you are free to disagree with my choices! (If they appear in multiple sections I will only highlight them once.) Syndicate:
Missing leaders: Sigismund Dijkstra, Cyrus Hemmelfart, King of Beggars, Gudrun Bjornsdottir, Whoreson Junior, Cleaver
Unused card arts: Tuur
Vizima: Ramsmeat/Jeremiah Trick, Coleman, Mr Glover and his two pet wyverns, Angus, Jethro, Carmen, Raymond Maarloeve, Ralf Duben, Haren Brogg. Possibly Ori Reuven too.
Flotsam: Bernard Loredo, Marietta Loredo, Vencel Pugg, Dmitri, Louis Merse, Clovisse Merse, Margot, Arnolt Malliger, Alphonse and Myron, King Ziggy, Fioravanti, Vilmos Bartok.
Dijkstra's "gang": Sigi, Bart, Happen, Madame Serenity, Fonce, Vespula (she was working for Dijkstra at the bathhouse and also seemed to be getting in some trouble with Junior's goons). Sigi's henchmen also have various designs in W3, so the devs have things they could work with for bronzes.
Blindeyes: Hattori - it's criminal that Hattori and Sukrus can't be played in the same faction. For others maybe Paliga (a Novigradian pickpocket in one of the comics), Eustace, Elihal? There's also lots of Novigradian working girls that could fall under Blindeyes (such as Madame Serenity, Salma, Crippled Kate), but I gave them their own section later in this list.
Crownsplitters: Ernst van Hoorn, Ginter de Lavirac, Grun, Pup. Cleaver's business ventures like horse racing, or maybe even racing pigeons.
Cutups: Olgard, Vick, Junior's casino dealer (he didn't have a name in W3 afaik but that's an easy fix), possibly Gustav Roene. Novigrad has a zoo apparently, so wouldn't be surprised if some more exotic animals show up in the arena - Zanguebarian hyenas with their laughing would feel pretty fitting as Cutups, don't you think?
Tidecloaks: The Hairy Brothers from Junior's arena possibly. Sukrus's brother-in-law could maybe fit too.
Salamandra: Adda, Berengar, Azar's Koshchey, Angus, Vencel Pugg, Gavrilo, even Loredo affiliated with Salamandra remnants in Witcher 2 for his fisstech operation. The wiki mentions Louis Merse and Dmitri as being Salamandra, but from playing W2 I don't remember any explicit ties to Salamandra for those two myself but maybe I missed it.
Eternal Fire: Hieronymus Brunckhorst, Chappelle (both human and doppler), Reverend from W1, Odo, Hubert Rejk, Iron Mortimer, Fritz Kreft, Gilbert Witschke, Prochaska, Saint Gregory, Saint Anselm, Council of Electors. There is also the Temple Fleet, but maybe CDPR want to keep ships to the Tidecloak part.
Flaming Rose: Arthur Tailles, White Rayla, Polycarp of Rinde, Adalbert, Eric Vogel, Evariste of Metinna, Patrick de Wayze, Tybalt, Siegfried de Lowe, Supreme Council. More Fallen Knights: Tuur (we've seen leaked art for him), Fette de'Amin, Robbe, Ernst Goltz, Lewie, Thunder, Anselm, Antoine Pfeil, Peter Nayhaer.
Witch Hunts: Radovid, Triss, The Warden, Hubrecht, Dirk, Egbert, Yamurlak, Falka's Bed (witch hunter torture device mentioned in W3). Also mages/mage allies like Triss, Corinne Tilly, Arthur de Vleester, Kluhg, Moritz Diefenthal, Felicia Cori, Berthold, Anisse, Remi Villeroy, Albert Vegelbud, Olivier possibly. Worth mentioning that Triss was working for Dijkstra and King of Beggars at times, as they were helping the mages.
Jad Karadin's gang: Hammond is already in the game, so the remaining ones we know of are Jad, Lund, Vienne, Selyse (she also owns a brothel named Black Lily if it's relevant). Lund is also posing as a Novigradian councillor so he can continue criminal ventures without being caught as easily, which might also be a theme to expand on.
Borsodi auction house: Maximilian Borsodi, Max's (currently unnamed) brother, Abner de Navarette
Hearts of Stone heist: Eveline Gallo, Hugo Hoff, Quinto, Casimir Bassi, Otto Bamber, Maarten
Detective/Information agencies: Codringher and Jacob Fenn - for the right price the two would employ all sorts of shady tactics for their clients, and their clientele were often not the most honest of folk either. Also Raymond Maarloeve learned his trade from them, and is connected to Salamandra storyline. Victor Veritas/Truthseekers, since we have Walter maybe his father could appear too.
Working Girls: I suppose the Novigrad ones of these would probably fall under Blindeyes. Madame Serenity (she also worked with Dijkstra when he was planning his assassination of Radovid, so can fit Dijkstra's gang too), Salma, Whistling Wendy, Sweet Nettie, Crippled Kate, Narcissa, Amrynn, Viola, One-Eyed Emmy, Carmen, Margot.
Mercenaries: Adrianna, Vincent Molnar, Hans of Cidaris, Nino Murk, Narsi Sattelbach, Ulster Hood. The Koviri mercenaries, like the Free Company with Adam Pangratt, Julia Abatemarco, Juan Gutierrez, Lorenzo Molla, could maybe fit too.
The Arts/Performances: Butcher's Yard, Irina Renarde, Madame Irina's Troupe (The Foxen), The Puffins, Callonetta (Priscilla), Crimson Avenger (Dandelion), Dudu, Abelard Rizza, Maxim Boliere, Sofus the Bull, Hal, Polly. Whoreson Senior apparently enjoyed the arts.
Monsters: Adda, Azar's Koshchey, Hubert, Chappelle, Janne the Imp, Salma, Bart, Glover's two pet wyverns, Pyral's Vigilosaur, possibly Little Red.
Novigradian families: Vegelbuds (Erasmus, Ingrid, Patricia, Albert, Luc), de Jonkheers (one of the de Jonkheers helped build Novigrad, later one of the descendents Rudolf de Jonkheer runs one of the biggest banks in Novigrad), var Attre (Henry, Rosa, Edna--more likely to be NG but they did live in Novigrad and Henry was mysteriously removed at end of beta), de Sepulvedas (Briana, Jacob, Xymena).
Kovir: Even though they don't entirely fit the crime side of the faction, they do fit the money side without question, especially Esterad Thyssen. The man was obsessed with coin. Plus, Kovir is defined by its profit and trade - money is their whole shtick, the same as Syndicate's. Both Kovir and Novigrad consider themselves neutral parties - Kovir is neutral kingdom, while Novigrad is the Free City not ruled by any king. When Esterad Thyssen aided NR he did so not through soldiers, but money through Hemmelfart that went onto Redania (and it wasn't even his own money that he used!). He released convicts from prison and sent them as mercenaries to aid in the war, not because he felt any sort of loyalty to the north, but because he wanted them to return after the war with lots of money for himself ("Cats always come home. Well, and when my cats return, when they bring their pay, their spoils, their riches... I shall tax them!"). The mercs (Sly Cats/Free Company) were in later years for hire for whomever would pay, such as Adam Pangratt working for Henselt and Dethmold in W2.
Aristide Vermuellen, Esterad's spymaster and son-in-law, worked with banks like Vivaldi and Cianfanelli. Dijkstra and Esterad were pretty fond of each other - and as above, it's very likely Hemmelfart and Esterad can be linked too. And speaking of Dijkstra he also broke Happen out of a Koviri prison, and his treasure was moved to a Koviri vault by Menge. Tancred accepted the mages fleeing Menge, and Esterad was distrustful of mages like Sile. Going back into the earlier days of Kovir, you have likes of Troyden or Scarab Thyssen, both of whom were considered slippery and shady individuals, Scarab being no better than bandit and robber. Ivo Mirce (aka Cicada) from Shard of Ice was also a wanted criminal in various Koviri cities. A more indepth list of Koviri characters will be in the NR list in a few days, but I think SY is a stronger possibility for Koviri content since it keeps them neutral between NR and NG as they like to be seen, while also fitting the money theme perfectly.
Merchant's Guild: Despite them not liking Salamandra (then again neither does Ramsmeat), they would fit the money theme, and Declan Leuvaarden employs all sorts of shady and illegal bribes, business ventures, and contacts. The organisation also has presence in Novigrad (unless it's a different one).
Other criminals: For these next few sections, it's totally possible that some of them could be put under gangs, I just am not gonna be the one to decide which and why. Ireneus var Steingard, Prince Adrien of the Sea Cat, Kiyan, Ralf Blunden (I know he was original basis for Professor but he could still get a card), Heimo Kantor, Little Yaxa, Michelet Brothers (Toublanc, Rizzi, Flavius, Lodovico), Bernard Tulle, Duke, Earl, Titus Gielas, Jerosa Fuerte/Needle, Blind Leon, Kranmer and Kwintensen, Lussi the Fox, Pyral Pratt, Antea Derris, Mikita, Pyral's Vigilosaur.
Others: Dainty Biberveldt, Ther Lukokian (Truffle), Joachim von Gratz, Walthemor Mitty, Henckel, Joachim Schwann, Marcus TK Hodgson, Henri Rautlec, Fabian Meyer, Gus Meyer, Muskrat, Beau Berrant, Bertrand Wirtz, Eberhartt of Rivia, Drofuss, Horvath. Issa, Tekla. Javil Fysh, Petru Cobbin, Kevenard van Vliet, Pudlorak, Boxcray, Parlaghy. Bea, Wolverstone, Liglad. Herbercks (Bruno, Lotta, Petunia), Detchka, Gunter Craggs, Marabella.
Fistfighting: Zdenek, Claytop, Durden the Tailor, Iron Mortimer, Archibald O'Neil, Georgius 'Piledriver' Georg, King Ziggy, Twigs, Matho, Smugface, Fat Fred, Butter Bean, Andrew Gablodda, The Rock (lol)
Possibly something from Zerrikania too: It's possible Dijkstra established some sort of ties and connections in Zerrikania while he was a fugitive. He also won Bart from a camel merchant there.
Locations: Temple Isle (Firesworn), Silverton, Gildorf, Farcorners (Crownsplitters), The Bits (Cutups), Harborside (Tidecloaks), Lacehalls (Blindeyes), Hierarch Square (Witch Hunters), Butcher's Yard, Dijkstra's Bathhouse, Junior's Arena, Putrid Grove, Deireadh Prison, Flotsam
It was interesting to me how much I found for Syndicate. I was expecting it to be a little light on future possibilites, but I think it has a healthy amount still to work with. Thanks for reading! Tomorrow will be the Empire's day!
Allow me to explain. So, I'm now playing Kotor (expect a full breakdown in a few weeks). And as many of you know there are few minigames: combat station, swoop races and Pazaak. The first two are barebones shooter and racing games respectively which, should the game be remade, they would be organically inbuilt in the rest of the game. I mean, it was 2003. Then having such different mechanics in the same game was groundbreaking, but now it's very easy to mix different genres in the same melting pot, looking at you, Ubi. But I want to focus in Pazaak, which is basically blackjack IN SPAAAAACE. The player that with higher points without surpassing 20 wins the round. Thing is, each player also has a private deck they can customize and improve. Long story short, Pazaak is it's own thing within the game. But personally, I don't like it. The reason is obvious: luck. I know it sounds like I'm whining, but after quite a few matches with Niklos and Mission I'm pretty sure the game chances are rigged against me, so I stopped playing, which is kinda sad, because it's an interesting part of worldbuilding. So, I started thinking and I realize it's not at all the only game with this "game inside a game" thing. For instance, Witcher 1 and 2 have a dice-poker minigame which is a side quest on its own, although it's again more luck based and apart of the satisfaction of beating everyone, unless you savescum, you're gonna end up losing money. Also Fallout: New Vegas made use of its setting by offering us three casinos where to spend all our caps. Funny thing is, I have yet to test it, but if we create our character with high luck attribute, I think we can balance the odds in our favor, and be expelled from the three casinos after being "too lucky". Tl, dr: what games you know that have such good minigames that you play specially for them. They can be card games, races... idk, Pokemon like battles about improving fighters? There's only one rule: the first one to say "Gwent" gets his motherfcking dck chopped off
I've drafted over 100 decks in the new draft mode. Here's my feedback. (Part 2)
Continuation of Part 1. BEWARE! Walls of text ahead! Let's start with some additional points I didn't mention last time:
Imlerith can show up in the "Wild Hunt" category, paired with cards like Wild Hunt Warrior or Wild Hunt Hound even if you don't have any other monster units, making his deploy less than useless. Moving him to "Ozzrel's Tasty Snack" might be better.
Firesworn Scribe has a high chance of showing up in the "Tribute" category even if you don't have any way to spawn units and won't get any picks that could grant you either. It would be better to remove him from this category, he's already in "Firesworn," where he better belongs.
Basilisk Venom Stratagem can show up even if you don't have any poison cards, limiting your options.
Foglet x3 can show up even if you don't have access to consume.
Impera Brigade x3 can show up even if you don't have any soldiers.
The draft phase should take into consideration the difference in provision sum between the 3 set of cards it presents. Having 1-2 provision difference is no big deal, having 17 is. While in the previous post I mainly highlighted things that doesn't work as they should in this one I'll mainly throw in a bunch of ideas that might be worth testing since it's early access and all. Let's start:When sets with key importance like thinning, defenders or resilience (make it it's own category) happen to show up, the choice could be between 3 different variations of said category.I also don't think the above three should show up more than once, but that's a more controversial topic for later. "Ozzrel's Tasty Snack" category is op in it's current form."Geralt Unleashed" should not exist. One geralt can already win or lose you the round, depending on if you can find him a target or not. Three Geralts are way too much. When you start your draft, you pick one key importance card at the start - which for some reason can range from Masquerade Ball to Malena in terms of strength - then draft from categories that the game throws at you based on your leader and the chosen card 8 times, expanding the categories it gives based on newly picked cards' tags and abilities. These categories usually consist of one card with provision cost 8 or more and two lower rarity cards. The problem is that said high provision card might very well be something that requires you to already have a set number of specific cards to function properly, and so when picking it, you are taking a risk that you may not be able to properly utilize it's ability, if at all. This is enhanced by the fact that the game might give you such highly synergistic cards multiple times in a row, making it harder and harder to properly fill out your deck with the cards required (unless you are picking firesworn, dwarves or elves. Then the deck basically builds itself...) These highly synergistic cards could benefit from one of two changes. They could either use an additional criteria, or the picking phase could change from: 1-3-3-3-3-3-3-3-3-S to: 1-3-3-3-1-3-3-3-2-2-1-S, with the 2s being a duo card pick (Dulla/Unicorn/Serrit duos or Ozzrel and one of his friends) and the bold 1s being single picks between 3 of the above mentioned highly synergistic cards, depending on your previous choices. The one in the middle being an epic card (200 shard cost) and the one at the end being a legendary card (800 shard cost.) If you picked a lot of elves, it could have Aelirenn. If you picked a lot of dwarves, it could have Xavier Moran. If you picked Serrit+Auckes at the duo card pick, one of the last single pick legendaries could be Letho. I think this would lead to a better system, but it might also take more effort to implement.If we'd want to go with the additional criteria instead:
Bloody Flail could only show up in the "Warfare" and "Soldiers" categories if you already picked "Soldiers" prior.
Aelirenn could only show up in the "Elves" category if you already picked "Elves" prior.
Caesar Bilzen shows up way too often in the "Coins" category, which sucks as he's horrible without profit cards. It could be better if he either only showed up if you previously picked cards with profit or if he was always paired with two Profit units during draft. Having "Profit" as a new category and moving him there might work as well.
and so on... Speaking of categories, the current "Coins" category can include multiple combination of coin generators, coin spenders, Fee and Profit cards. Ideally, you'd want the proportion of coin generating and coin spending cards to be 2 to 1, but you often find them the other way around in this category, usually in the form of Vivaldi Bank/Philippa/Savolla, Caesar Bilzen and a random profit+fee card. I'd advise either changing it or creating different categories for "Profit" and "Fee," with a guaranteed chance for the other to appear if one is picked. The "Deck Shuffle" category is what you get if you put every card that has the word "top" or "swap" written in it's description. 2/3 of it's contents are meme worthy while the remaining 1/3 might in some cases be good enough that you actually want to pick it, but that might just be a mistake as the game will start spamming this category in your face, limiting your options to only two, hopefully better choices. Next I'd like to talk about something more controversial that's been bothering me both in the previous Arena's and the current Draft's design, and that's the high number of duplicate cards the game can potentially give you. Playing cards from multiple factions and finding new synergies between them is fun. Losing to triple Resilience or two Ygherns isn't. I'm sure there are people who are absolutely thrilled when they make people forfeit like this, but those people that lost might just give up on the game mode after being on the recieving end of such bs. I know I did after a few too many such cases in the old Arena. I might play around one Great Oak, but nobody in their right mind will expect two. When I lose to that, it kills for me the very thing I most enjoy about Gwent, which is predicting the opponent's next moves and playing accordingly. At that point I might as well just give up on thinking and start brainlessly throwing whatever I have left in my hand from smallest to highest onto the board, hoping that I'll have more points by the end of the round than the other guy, but I don't want to turn into the average Monsters player. In light of this I'd like to propose limitations in terms of the number of copies of a card you can get in draft, the same as normal. Two for bronzes, one for golds. The mode would NOT turn into unranked 2.0 as you'd still get crazy comboes by picking cards from every faction, and boy do we have an ample card pool by now. Of course that would mean changes to a lot of current draft categories, but honestly, some of them could already use that like the bronze deck thinners as they often have a criteria which you might not be able to meet with your currently drafted deck (some examples are at the top.) I'd advise turning these trios into duos with a synergy card in tow instead:
2x Dun Banner + random Boost card (F.E.: Temerian Drummer)
2x Hunting Pack + random negative Status card (F.E.: Van Moorlehem Hunter)
2x Crow Messenger + random Alchemy card (F.E.: Freya's Blessing)
2x Casino Bouncer + random SY card (F.E.: Oxenfurt Naturalist)
2x Sewer Raiders + random coin generating Crime card (Swindle/Eavesdrop/Pickpocket)
2x Mahakam Volunteers + random non-engine Dwarf (F.E.: Cleaver's Muscle)
2x Impera Brigade + random non-engine Soldier (F.E.: Daerlan Soldier)
2x Wild Hunt Rider + random card for \asserting Dominance\** (F.E.: Hideous Feast)
2x Blue Stripes Commando + random greedy NR card (F.E.: Siege Support, Blue Stripes Scout)
I also had some ideas like the very first choice always being a decision between 3 versions of Geralt, so people couldn't just pick dumb huge units and they'd actually have to play around or bait out the enemy's Geralt which they'll always have, but I'm just throwing this here to the end because I'm way too tired to think about it any harder. I've spent the last 3 hours writing this, I think I'll to go sleep. If you managed to read it to the end, thank you, you're a champ!
Need advice on builds and inventory (plus update on story progress in Novingrad)
I just reached level 15 and mostly done the quests involving Dandelion, Triss and Whoreson Junior. Currently I'm wearing Griffin Armor set (full) and tempted to check the Feline Armor. My playstyle is half sword half magic, preferred spell is Igni and Axii. I tend to dodge and roll to strike the opponent's back than parry. Considering my playstyle, which is better in the long run, Griffin or Feline? I know the usual advice is to try both sets (Griffin vs Feline) but I suck at inventory management and tend to speed run things as much as possible. I have max 130 inventory but I am a hoarder and I'm conflicted if I should sell/dismantle the goodies I gather. I regretted buying Nilfguardian Armor set when I completed Griffin like 2 hours after. That's the stuff I want to avoid. Also, how do I get good crossbows? Game update:
Killed Whoreson Junior. I usually don't kill defenseless people especially those that beg for their lives but he's a serial killer and I can't let him kill more women.
I suck at Gwent and have shitty cards since I didn't take time to play them in the Orchard. I massacred everyone in the Casino. I kept getting my ass handed by elf and monster card sets. I'm sure it's a fun game but I really don't have time to spend in playing Gwent.
In the stolen treasure chest quest, I let Triss be tortured and messed it up anyway when I asked about the treasure. I feel horrible for letting that happen to Triss, but I trusted her judgement and her capabilities.
Ok I know this is a juicy topic but I've decided my love interest in this game will be Yennefer. Triss seems lovely and sweet which is a great contrast to the bleak world of TW3 (considering the game alone, I have an idea what happens in the books but since I didn't read them I try to focus on my gaming experience), but as an individual I find her less interesting. I am nice to Triss but I avoid anything that may rekindle their relationship.
Meet Radovid and I'm trying to be neutral since I'm buddies with sorceresses but I don't want him to find me a threat.
Need help with some failed objectives during "Get Junior" and "Gangs of Novigrad" (possible spoilers ahead)
So I go to the casino and play gwent with two of the guys on the second floor and after I win for the second time, I get invited to go upstairs. If I accept, I get a failed objective on "search the casino for information about Whoreson", which after some searching I found out that if I after the second game of gwent I refuse to go upstairs and initiate the fight straightaway, I do not fail that objective but for some reason I fail the "play cards in the casino" objective. Is it possible to get both objectives not show as failed and how?
What is, in your opinion, the least well-designed sidequest?
WARNING; minor out-of-context spoilers for The Witcher 3: Wild Hunt quests “Get Junior” and “The Gangs of Novigrad.” This is partially a rant, but I am genuinely curious about players thoughts on which quests they feel don’t hold up to snuff, or have some weird problem they can’t stand. In a game as big as The Witcher 3, there are bound to be at least a few that people don’t appreciate. For me, The Gangs of Novigrad is terrible for one simple reason; you can fail the quest, but the game won’t TELL you you failed it until it’s too late. For instance, in my 2nd playthrough, I completely forgot this quest, did both the arena and the casino myself, decided to do 5+ hours of Skelige stuff to get tru and get Gwent cards (yes, I am weird), then finished up the rest of the Junior quest up until it tells you you failed Gangs. I reloaded a save to before the failure in the hopes of completing it, but then I realized that it was either completely remove 5+ hours of work in Skelige or simply accept the failure. What’s most frustrating is you get the “Think about Cleaver’s offer” prompt if you talk to him after completing the Arena and Casino, but you can’t really DO anything with it so you still fail the quest! It’s ridiculous. Well, there’s my mini-rant over. What quests do you think are poorly designed and frustrate the crap out of you? Let me know in the comments, and thank you for reading.
Everything you need to know about PSN Name changes and the Lists of games tested!
Edit: THANK YOU FOR MY FIRST GOLD! 4 LONG YEARS! **Info taken directly from Official Playstation Blog. Every game tested Masterpost! Prepare to scroll! Descriptions of said issues listed below as well :) Online Name Changes will rollout Starting at 5pm PST First name change is free for all users. Unless you were part of the beta testing program as other beta testers have started to confirm on reddit.
Then it's $4.99 for Plus members, and $9.99 for non members.
You may display your old ID for up to 30 days on your profile along side your new ID, visible only to your friends.
All PS4 games originally published on or after April 1, 2018 are not included in the Games List, unless a game has been reported and an issue confirmed, in which case we will add the game to the Games List.
PS3 and PS Vita games and apps do not support the change online ID feature.
You can revert back to any of your previous IDs for free by contacting customer support. Reverting to a previous online ID should resolve most issues caused by the ID change. However, changing back to your previous online ID may not fix all issues (for example, you may not recover all, or any, loss of content, progress, and functionality.)
To change your ID from your Playstation, click Settings > Account Management > Account Information > Profile > online ID.
Games with No Known Issues - Games which have been tested for the online ID change feature and no known issues were found.
3on3 FreeStyle
7 Days to Die
AdVenture Capitalist
Agents of Mayhem
Alien: Isolation
ALIENATION
America's Army: Proving Grounds
APB Reloaded
ARK: Survival Evolved
ASHES CRICKET 2018
Assassin's Creed Origins
Assassin's Creed Syndicate
Assassin's Creed The Ezio Collection
Assassin's Creed Unity
Assassin's Creed: Freedom Cry
Assetto Corsa
Atelier Lydie & Suelle ~The Alchemists and the Mysterious Paintings~
Attack on Titan
Batman: Arkham Knight
Batman: Return to Arkham - Arkham Asylum
Batman: Return to Arkham - Arkham City
Batman: The Enemy Within
Batman: The Telltale Series
Battle Ages
Battle Islands
Battle Islands: Commanders
Battleborn
Battlefield 1
Battlefield 4
Battlefield Hardline
Beach Buggy Racing
BEYOND: Two Souls
BioShock: The Collection
Blacklight: Retribution
BLAZBLUE CENTRALFICTION
Brawlhalla
Broforce
Bully
Call of Duty: Black Ops III
Call of Duty: Infinite Warfare
Call of Duty: Modern Warfare Remastered
Canis Canem Edit
Cars 3: Driven to Win
Cities: Skylines - PlayStation4 Edition
Clicker Heroes
Crash Bandicoot N. Sane Trilogy
Danganronpa 1・2 Reload
Darkest Dungeon
Darksiders II Deathinitive Edition
Darksiders Warmastered Edition
DC Universe Online
Dead by Daylight
Dead Island Definitive Edition
DEAD OR ALIVE 5 Last Round
DEAD OR ALIVE Xtreme 3 Fortune
Dead Rising 4: Frank's Big Package
Deadpool
Destiny
Destiny 2
Deus Ex: Mankind Divided
Devil May Cry 4: Special Edition
Devinity: Original Sin - Enhanced Edition
Diablo III: Reaper of Souls
Digimon Story Cyber Sleuth
Digimon Story: Cyber Sleuth - Hacker's Memory
Digimon World: Next Order
DiRT 4
Dirt Rally
- Disgaea 5: Alliance of Vengeance
Dishonored 2
Dishonored: Definitive Edition
Disney Infinity 3.0 Edition
DISSIDIA FINAL FANTASY NT
DJMAX RESPECT
DmC Devil May Cry: Definitive Edition
Don Bradman Cricket 17
Don't Starve Together: Console Edition
DOOM
Downwell
Dragon Age: Inquisition
DRAGON BALL FighterZ
Dragon Ball Xenoverse
Dragon Quest Heroes 2
DRAGON QUEST XI: Echoes of an Elusive Age
Dragon's Dogma: Dark Arisen
Dreadnought
DRIVE CLUB
Dungeon Defenders 2
Dying Light
DYNASTY WARRIORS 9
EA SPORTS UFC 2
EA SPORTS UFC 3
Earth Defense Force 4.1: The Shadow of New Despair
Elite Dangerous
Enter the Gungeon
Euro Fishing
F1 2015
F1 2016
F1 2017
Fallout 4
Far Cry 4
Far Cry Primal
Farming Simulator 15
Farming Simulator 17
FIFA 14
FIFA 15
FIFA 16
FIFA 18
FINAL FANTASY IX
FINAL FANTASY VII
FINAL FANTASY X/X-2 HD Remaster
FINAL FANTASY XII THE ZODIAC AGE
FINAL FANTASY XIV: A Realm Reborn-
FINAL FANTASY XV
FishingPlanet
For Honor
Fortnite
Friday the 13th: The Game
Frozen Free Fall: Snowball Fight
Game of Thrones
GANG BEASTS
Gems of War
Goat Simulator
God of War III Remastered
Gran Turismo Sport
Grand Theft Auto: San Andreas
Guitar Hero Live
Gwent: The Witcher Card Game
Happy Dungeons
Harvest Moon: Light of Hope Special Edition
Hatsune Miku: Project DIVA Future Tone
Heavy Rain
Hellblade: Senua’s Sacrifice
Helldivers: Super-Earth Ultimate Edition
HITMAN
Homefront: The Revolution
Horizon Zero Dawn
Human Fall Flat
Hustle Kings
inFAMOUS: Second Son
Injustice: Gods Among Us - Ultimate Edition
Job Simulator
Just Cause 3
JUST DANCE 2018
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Still early but I'll call Dwarf cancer of this season
Casino Dwarves comes back?
Dwarf Berserker: 7/4 with 5 damage
Mahakam Guard: 7-11/4
Barclay Els: 7-15/7
Oak/Zoltan/Sheldon for hard removal
Gabor because of Gwent the carryover card game.
So basically they shit 2-3 Rowdy Dwarves per turn, turn 2 of them and 2x Justice into 6 Dwarf Berserkers, which kills every unit you put on board. If you manage to play multiple units or a big-ass unit in one turn and survive the Berserker storm, Oak and Zoltan will seal the deal. Ok now even if you survive all those shit ton of removals, here come Barclay and Mahakam Guard because we are done with engine and removal, now we're gonna switch to 12 point slams for 4 or 7 provision. Finally, at the end of eternity when you use all your skills for round 2 bleed (of course you have to bleed or you'll get f***** in a long round 3), here comes freaking Gabor - in-your-face. Seriously I'd rather face Fran Waters than this. At least with Waters they are vulnerable to damages, Igni, reset. Here you have 2 point body with 5 point damage for 4 provisions, etc. Yes I am a NR main and if NR is not in the best position to push Fran than I don't know what is. I know I can tech Surrender or Epidemic but teching one 8-9p card for a single deck is just nonsense. Honestly I feel like forfeiting against these Dwarves from the beginning.
Hi fellow NR players, I am also a hardcore Northerner currently heading towards 1000 wins with NR for that sweet Triss avatar. I reach Pro Rank every season playing NR only. This month I haven't been there yet (only Rank 1 now) because I am kinda worn out this season, not playing every day, and let's be honest NR is very close to trash tier now. Anyway, last month I wrote some brief guide for Henselt Dragons. So today I am following up with some updates in decks and matchups. At the end, I have some video excerpts of me beating the so-called impossible-to-win matchups against Burger King and Harald the Crazymofo, just to give some motivation to any fellow Northern kings and queens out there in this meta. 1. Decklist here:
I use Henselt Draug with one Dragon so I guess it's hybrid ¯\_(ツ)_/¯.
Another well-known variant is Henselt Casino by TLG but I hate its uncertainty and this deck has never worked for me.
Also, Vernon Roche adds another unplayable card in round 1 in addition to Arbalests, making us giving up round 1 while being so expensive. Other factions can shit out tons of points with that 12 provision.
2. Card choice:
- Saesenthessis: Blaze & Ocvist: They are quite expensive and it feels so wasteful having them countered.
- Eyck: Hard to find value in this midrange meta. Most of the time we wait for the opponent to use TA on their engine but (1) nobody does that on their engines at the start of the match, (2) they play around by TA-ing to 7 only, (3) If you win the coinflip, you are expected to win round 1 and probably the match anyway, and (4) Without Blaze and Ocvist above, Eyck is quite useless.
+ Margarita: +1 charge for Spellweavers, acts as a ok-ish replacement for Eyck
+ Sile: +1 charge for Spellweavers, tempo (6 points), removal when combined with other engines, replacement for Blaze in setting up 1-point units.
+ Draug: Our last guardian and last hope against heavy control decks by turning your useless humans into zombies. This card makes it winnable in unwinnable matchups against NG or ST.
3. Mulligan:
First of all, Lyrian Cavalry, Roach, extra Arbalest, extra Adept in that order
Kick extra Envoy if you don't have big guns like Trebuchets and Myrgtabrakke.
If you have big guns, sometimes it's ok to keep 2 Envoys, because they are good for slamming points when the opponent has passed thinking you can't catch up.
When on red coin/lose coinflip + you don't have Queen Adalia in hand + your hand looks like shit = you may have to kick your only Arbalest to search for a better card to push round 1, and hope that you will draw Arbalest again for Henselt by round 3.
Otherwise, generally you'd want to keep one Arbalest + a nice mix of Spellweavers, Trebuchets, Mages and of course the Golds.
In round 3, Adepts are useless so if it's safe, mulligan her. You are not even sure if your guns are gonna stick on the board, let alone feeding them with charges.
4. Pilot In addition to the previous guide which is probably a little obsolete now, I have some more advice here:
Never give up round 1. Two cards down is fine. Drypass round 2. Going to a long round 3 with one card down is much better than being bled in round 2 then you're left with jack in round 3.
As you often want to keep one Arbalest in hand, you are encouraged to play all the other 9 cards to win round 1.
"Wait so do I play Draug in round 1?" Most of the time no, but in desparate situations, it really depends on how much do you want to win round 1? Has your opponent played all his removals? If you don't play Draug and take round 1, can you survive being bled in round 2?
If you lose the coinflip, go all in! Portal? Go! Queen Adalia? Go! Again, win round 1 is more important than saving your shit!
If you win the coinflip, go big in the first turn with Portal or Queen Adalia, but then adjust your plays accordingly. Some opponents just dump trash then pass, then you should play moderately. But some will play aggressively right away, and you must do the same in this case.
5. Pilot individual cards
Queen Adalia: If used in round 1, copying Arbalest will generate more points in the long run, but cards like MO Giant Toad and NG Sweers will find good value. Therefore, sometimes copying Spellweaver is the better play. I rarely copy other bronzes because they don't have snowballing effect.
Humans: Play in Melee row (duh!). Make it about 5 humans to be turned into zombies later but you have to account for them getting killed during the round. Don't be like "I'm gonna play Portal in Ranged because I don't like that gate taking one slot in my Melee row" and have every Human in your Melee row killed by the time you Draug.
Trebuchets: Valuable engines. Play as late as possible when you see 3 units lining up on your opponent's side.
No need to play every single Human before Draug: You need to have zombies but you also need something to set up 1-point units on your opponent's side. Therefore, sometimes you should keep Envoys, Ves and Sile behind to "drive" while only having 2 zombies, and that's totally ok if you think your opponent can't deal with those 2 zombies.
6. Matchups: Again, see previous guide for more matchups. In this season, other factions don't have many changes so mostly this part is for SY.
SY Burger King/Gudrun: They often don't have enough control for our engines or it takes a good player to beat Henselt so... just go for it? Nothing much you can do here because SY is very flexible in resource management (like you don't know what they're gonna do). Try to kill their spenders (duh!), save something to counter FifteenYearsInTheSewer, guess when they play him (9 coins probably?) and - this one's interesting - if you got your Botchling going, don't flip it to Lubberkin to make them waste 2 point damages from FifteenYearsInTheSewer on 3-point engines.
SY Wholesome Junior: Harder matchup because of that leader. But their lineup is quite similar so... same advice as above and hope for the best ¯\_(ツ)_/¯
SY Fart: Not many on the ladder but if there is, swarming is pretty much food for your zombies.
ST Francesca: Now this is dangerous because we don't know what they are playing. If it's Water x 4 LetTheDoeLive, it's fine you can win. If it's double RNR, go for 2-0 and you may have a chance. If it's Novigradian Justice x 4 Cleaver's Muscle, it's ok I guess because they are 5 point units that do nothing.
Still ST Francesca: However, the most crazy shit is Novigradian Justice x 4 Dwarven Mercenary. If they set up these 4 dudes first in round 3, you can easily forfeit. So go for 2-0 if you can sense this is the case.
MO No-unit Dettlaff: Win coinflip, win round 1, drypass round 2, try your best in round 3.
MO No-unit Woodland: Unwinnable.
SK Harald the Crazy mofo: Go all in in round 1 no matter what coin you're on. There's no "testing the water" here. Play your best stuff right away. Use Vincent on Olaf and kill it right away with one ping from something else.
SK Crach: Forfeit
SK Arnjolf Regis: Unwinnable or desperately hard because you can lead shit ton of points in round 3 but their finisher Circle + Greatsword + Ale + Regis creates an even bigger swing.
7. Finally some video excerpts to lighten up your NR day
Hey guys, Since I see so few of them on the battlefield eventho their power is insane, here is a little list of overlooked cards that you might be interested in trying :
Leo Bonhart : This card is insane. It's a Geralt on steroïd for the same provision cost (and the fact that you need to be Nilfgaard). His aditionnal ability is so overlooked but so often game winning.
-So, first, his second ability means that he will NEVER, yeah I say never, be dead. I very very rarely see a deck that neither runs something to put an unit to 8+ power nor just don't play the witchers (btw, I don't run them at all in general ; they are most commonly used for a big tempo play that can be completely neglected for half or even a third of the provision cost a little bit of that later). He's a coinflip abuser also, meaning that he can be used to negate the Tactical Advantage (imo something must be done about that because coinflip is not yet solved and on top of that we have cards like him or even Cahir who completely abuse it. Something like the boost is not coded as a boost, I honestly don't know). He can negate the setup of a RNGfest Morvran Mangonel for exemple, well, he's as good as vanilla Geralt is, but... -Second : I see a lot of Emhyr Ciri/Letho abuse ; you see a lot of them also, right ? Well, fear not, with him you can just say "nope" and put him in the backrow AND on top of that be FULLY LORE FRIENDLY. Awesome, right ? This is where his ability becomes game winning. All true Nilfgaardian should hire this bad boi bountyhunter, because he's simply so psycho, his art is so badass and his abilities so good, that his price would be fair even if he doubled it -- only if he adds "bandit" next to "witcher" tho, hehe. -So, in a witcher deck, why should I play him over Geralt and lose 2 points on Vesemir ? Simply because his backrow ability is largely worth it, no question (plus, his prenium is insane). 2.Nilfgaardian Knight : Ok, this one is not as impressive, neither good as the former. But it has it's strengh. This big bad boy, if used cleverly can be an average filler card for 5 provisions if you don't want to play any RNG in this so underwhelming nilfgaardian bronze package (but this is another subject and I got lost ; forgive me). This little guy is a 6 points play at worse, a 8 points play at best, or an enabler by default because he is MEANT to be played with cards like Leo, Cahir or Gigni and mainly REGIS, or even the famous (god, their art is so fantastic, remember the XXL banner on the wall of the second Gwent Challenger ?) Nausicaaaaaaaa Brigade. All that is very nice and, I must admit, a bit underwhelming, when a shitty 4 PP potato peeler can get as much or more value -- and more, a lot more thanks to Casino Royal Trebuchet (who doesn't like to get his engine removed by RNG ?). I am fairly confident C3PO will fix that asap (or their ass will be kicked very hard) and, in the meantime, don't forget them because they will surely shine one day outside of meme decks. 3. Naglfar : Where to begin ? This card is so awesome in every of it's aspect, it is by far one of the most overlooked cards of HC. I was genuinely amazed ImpetuousPanda prefered Alzur's Double Cross over it. -First : it's art. Yeah, you heard it right filthy netdecker ! Art > meta. I fully advice you to transmute the ghost ship ASAP or you will get the Wild Hunt on your ass. -Buuut, fear not ! In this case art = meta. Let's say it straight, in the right deck, this card is a MUCH BETTER Royal Decree for 2 Provision cost less ! Wow, awesome ! How so ? -This card is no RNG at all. A big part of the Monster faction is meant to not play as much as golds as other factions (cough, Nilfg-cough-cougaard) because of the relatively high power play of their bronzies. For exemple, my Biggy Biggy Leschen Boi deck only runs 7 golds -- I let to someone else the maths --, but it means that almost 100% of the time I will hit the card I need. What does it mean ? It means that this card is intended to be played either 1) in a deck that focus on a single bomb (Eredin Gheels or Keltullis), 2) in a deck that plays a lot of tempo (Big Boi), 3) in a deck that has few tech cards (Big Boi again !). To sum it up, this card is MADE for Monster, like an auto include or almost. -Naglfar has 2 abilities. And it is what make the ship much more valuable than Royal Decree. This card wins you the round and setup you for the next one. Wow ! It actually makes me win ! Hehe, yeah, exactly, filthy netdecker. Here let me tell you a little secret about Big Monster : this deck AIMS to win in 2 rounds -- not only bleed, but WIN (I think 85% of my wins with it are 2 rounds games) --. This card gains so much value in a two rounds game because it's basically, in a time where mulligans are a dying species, a mulligan on steroids, but like on SUPER steroids, partly thanks to the removal of blacklisting (RIP in pepe...). -Third, it's INSANE synergy with Weavess : Incantation. Let's skip the part about her because there is so much to say about it (such a goooooooooood card, so good, you can't overlook her, it's impossible), and just say that Naglfar + Weavess = a free gold + a lot of points slammed = game over. When I pull of this combo, at this point, I am 10000% sure I win the game. (-Allow you to fetch for a sypecific tech card that you need RIGHT NOW or you lose the game. By the way, it's also largely better than Royal Decree because Naglfar states "gold cards" while the former states "unit".) 4. Ok, ok, let's speak a bit about her. I name Weavess : Incantation. 11 provisions, it's a lot... like... a freaking lot. And yeah, that's why with Monsters you want to play few VERY impactful golds rather than a plethora of little court personnages (cough, Nilfg-cough-cougaaaaaard). This witch is just worth it and even more ; she's like the milf you ever dreamed and she's rich ! Add to the mix a nest of high valuable bronzes (Ghouls, Forktail, Wild Hunt Rider to name a few -- btw, I only play 1 Ghoul in my big monster : see below for the list), and you get a recipe of success. Ok, ok, let's be serious. Why is it such a good card ? -Obivous : graveyard enabler -OP : you play with one more card than your opponent (a bit like Joachim Under The Rain, but 10000X better -- cf Naglfar) -High asf : tempo play -Thinning : the chances of you opponent -Removes : useless (tech) card of your hand -Counters : the counter, namely, Lemmens -etc. etc. Do you really need me to analyze it more than that ? Just take 2 seconds and think about her ability, your mind will just blow up. 5.G:igni : Remember when I was saying that you could completely counter Witcher's big tempo play for half the provision cost ? Here we are. Not only you can completely counter it with him, but if they play Roach on top of that, it's just like the cherry on top of the cake. This card is almost never dead and actually never dead if you play a couple of movement abilities ; this card counters everything : witchers, big unit, immune, buffs, froth, everything. I will not expand more on him because he's already well known, but just to say : yes, witchers trio has counterS, yes G:gni is still meta , yes he is even more polyvalent than before, and yes today (patch day) I changed my tech card in Big Monster from Yrden in favor of him.. It was just an honorable mention and he shouldn't be overlooked. Just one last thing : the less control you play, the more valuable he is. Time to stop playing Scum'..erm, sorry, Scoia'tael and try another thing ? 6. Ok, this one is not my idea, I just heard Shinmiri speaking of opponents playing it to counter Witchers Trio, namely.... Arachas Venom : this cards scales up with movement and ping effects. Short : for 7 provisions and a ping (Hello Eithné), you just nullify the dreaded SEAL team. Yep, that's exactly a third, 1/3, 3 - 2, 33/99, 42560/127680 (wow!) of the provision cost. It's maybe about time to diversify your deckbuilding strategy and get out of that tunnel vision ? 7. Griffin : 7 provisions for 8 points with a downside.. "sigh" "thinking".. Yeaaaah..., but nooooo. Seriously ? YES. I must admit, however, this is one more card that needs smart plays and some deckbuilding thinking. Personnaly it's a one of in my Big Monster simply because there is so much control that finding a 1 point card to eat is as easy as buying alcool in Europe (and yes, I am european, and yes, I drink a lot of alcool). Plus, it synergies well with filler cards such as Ancient Foglet and Nekker. You could also try to play it in a Deathwish deck, but I doubt it is as usefull as in a Woodland deck, simply because it's a big body, so = thrive proc + graveyard consume. The provision cost is actually perfect because most Monster lists tend to have a hole between 5 and 8 PP. All in all, a good card imo that shouldn't be overlooked. I mean, him + Foglet is a 13 + thrive effects points play for 11 provisions at the cost of a slower start... which is actually perfect in a Big Monster deck who WANTS it's opponent to go ahead at the beginning of the first round with slow tempo plays and then just smashsmash 10+ points plays one after the other until the pass. Also, another counter to Lemmens btw. 8.Ihuaqu...Iruharara....Ihu..fuck it, Ihuarraquax : Annnnd one more that needs some smart play and deckbuilding thoughts. Yeah, this card can be an absolute freaking bomb coupled with the annihilation of your opponent win con ; yeah this card can pull of an ennemy Tibor and feels so bad ; yeah this card is the absolute best card to play first on round 2 after winning the first round. Best play : with Tibor or Speartip, front row then, first card second round to enable a bleed, just before a pass or to gain card advantage. Bonus : Nice regis man, nice Dandelion you got here mate. Oh, is that your Ihuarraquax I see here pulled on your front row ? Honorable mentions : Borkh, Roche : Merciless, Ruehin, Keltullis, Vattier de Rideaux. If I had 11 more provisions, this is THE card I would add to my Big Monster. 9.Kambi : somethingsomethingRNGgnegnegne. No, just no. If you play it right, Kambi the Collibri is everything but RNG ; if you play it badly, yeah, fuck this shit. Ok, let's take a quick look at this little guy. When does he shines ? Actually, there are exactly 2 situations : -First and most obvious, you keep him as one of your last plays (not specially the second one) in round 3 alongside a shitty card. Now you understand why I named my Skellige deck "Nice Regis man". If you do the maths, this card can be worth a loooooooooot of value... but can also be played around if you suspect your opponent to hold it to remove you a big finisher or your last say. For exemple, perfect scenario, my last two cards are a Skirmisher and Kambi, so it's already a 6 points play. Ok, now the fun part, if I remove your beloved Regis that your worked all round to make him shine, sometimes even maybe doing suboptimal plays in order to align to fancy points. Let's say, this Regis was worth 13 points + his 2 body, so 15 points. Well, easy, my kambi is worth 15 + 4 +2 = 21 points !!!!! and all that for 10 provisions ??!! You mad ? That's what I call a high risk, high reward card. Keep in mind this card is much less RNG that we would want to believe at first sight when played as meant to be played. Also, if not played a your second last card, he demands you to be careful with your order, thus changing it according to the board state while keeping that in mind. A lot of mind games stuffed in a collibri and, I think, a high skill ceilling card. -Not so obvious case : You either won coinflip or took a big lead in round 1. You lost round 1 on 5 cards, your opponent has 4 cards. Round 2, you draw, which gets you to respectively 8 cards and 7. Now, most likely your opponent will just dry pass to get last say +10 cards during third round. Well, just drop that Kambi now. Now is the perfect time animal ! Theeeeere you go : you won last say + 1 card advantage. DISCLAIMER : C3PO will and should most likely add anew the keyword Truce to prevent this kind of ABUSE (same with Isbel of Hagge). 10. Imagine a world where artifacts are not so prevalent. Imagine a world where anti-artifact cards are a singularity in the era of the Rook. Wait ? "Reads patch notes". Ohhhh. Maybe now is the time to test... Frightener : Dormant. Ok, for this one, I wont lie, EVERY single f**king time I tried to play it, it was followed by a Frenzied D'Ao (btw, doesn't this card look like an artifact ? I mean, it's a mineral structure, no ?). Blessed be the holy Studio for has come the day of Revenge. If I was me, I would try to fit it in my Monster deck asap (I didn't... yet, to be honest -- to busy to write this down !). I mean, with the right deckbuilding, this card (if not removed, again), is an insured 12 power playe for 9 provisions and WITH IMMUNITY. Yeah, right, don't overlook at it ; it's freaking IMMUNE. 11.Alchemist : Ok, the card pool is not big enough yet for him to shine, but as a sneak peak of what the Alchemist (not a MAGE !!! understand ?? There must be a mistake, he's no mage !) can do for a 4 provisions card, just imagine him being played alongside Master of Disguise. It's honestly not worth it because too slow and prompt to removal, but ideally, if swaped with a 1 power unit, suddenly the ALCHEMIST (still not a mage, nope) becomes a 10 points card. Not bad, not bad at all, eh for a 4 PP ? 12.Caranthir Ar-Feiniel : You will laugh, but you know what is the most optimum play for him aside from cloning Gheels ? To clone a freaking Archespore (which, btw is one if not the best 4 pp of the game). Who would have known ? Cloning with 1 point a 1 point unit would be the peak of performance ! You may not like it, but it is what it looks like ! Indeed, if we look closely, this card is a 4 points 8 provisions play on himself. Now, you add the 1 point, so it's at least a 5 points for 8. Not so good, right ? But now, if we clone the plant, suddenly, with this last wish, we get at least 7 points locked. Still not so good, eh ? Yeah, but that's the thing, against a control deck it's already better than nothing my friend. And now comes the juicy part, if not removed, we go back to 5 points, and your opponent will think twice before removing it because of the last wish. But it has THRIVE, so the cap of points can be much bigger. Honestly, it's sill not a super play, but with some imagination, this card has the potential to shine later on. And that's one thing I am sure of. 13. Doppler : A not so sexy art for a not so sexy play but for 1 more provision, it's basically the same as a Vrihedd Vanguard, the flexibility added. In general a good filler card as a 1 of in a Human or whatever heavy deck that allows you to safely open the game when losing the coin flip with a 7 or 8 points play. 14. Peter Saar Gwynleve : Here we are, the plethora of Nilfgaardian court personnages I was talking about earlier. This little guy is a 6 provisions cost card with a 3 points body attached to it. What makes him good ? His flexibility : find value against control decks when targets your own unit ; find value against some big boost stuff. Nothing extraordinary, but still has an uncapped value (dreams dreams dreams of a 54 points Aglaïs) and shines against Big Monster. For 6 provisions, I think he is worth it, even more if you play Tibor. You get your money back simply with a 3 or 4 boosted ennemy or damage allied and for every 9 games where he is pretty meh (do we ask more of a 6 PP card ?), there will be one game where he saves the day. 15. Rivian Pikeman : This card is awesome. It is sometimes a little bit tricky, but 7 value + the removal (when I calculate points, I always add to it the number of points denied by killing an engine card) value for 5 provisions is just absolutely monstruous. Synergies also well with Sabrina. Well, that's it. I hope you enjoyed it and it gave you some ideas. Remember, everything is not yet settled in the stone, and we still have to fully understand some cards before judging it. Now, as promised, in the links bellow my Big Woodland list and my winrate in ranked so far. https://i.imgur.com/BLgyj3L.png https://i.imgur.com/x5PPSKl.png
I just realised I spent more hours in Gwent beta than in any other game I own
I was so hyped when it was announced. I loved playing with the few bits we had in closed beta. At least as much as my GF hated me for spending so much time on a card game. Today she is watching all the tournaments with me. I remember the PFI abuse. How bonkers was Philippa? I crushed my opponents with Gold Henselt and massive Monster faction ability carryover. I endured endless days of fighting dagon weather and outright hated casino dwarves players! And from time to time I was glued to the monitor when Burza and Luigi presented new cards. Some of which I thought would be way too OP. I often was wrong. Boy, did this game come a long way. And even with all the midwinter downsites and the 6 months of nothing: I loved it! Loved being a part of it. And I still do. Seeing Gwent finally going live in the state they recently presented just feels SOO good. Thank you CDPR! I feel your efforts! I'm interested what others will remember from the beta?
There was so much to be hyped about in today's livestream: New faction! Cross-faction cards! Release in 11 days! I wanted to run through the streets of Novigrad and let the soothing moisture from these juicy tidbits stream rain down on my body. Instead, I spent the stream in a dank cell, huddled under a blanket, as a jailer from the Keyword Mafia taunted me with bizarre jargon. I'm going to attempt to explain things here, as much for my own benefit as yours. Okay, so first we have Crowns. Not coins, not money, not gold. Crowns. Some cards generate crowns, some cards use crowns to pay for abilities, and some do both. You retain half of your crowns between rounds, rounded down. Crowns are basically Energy from MtG. Energy was introduced with the Kaladesh expansion, and unfortunately ran afoul of some balancing issues. A core package of over-tuned Energy cards dominated constructed for a while, and left a bad taste in the mouths of some players. However, the mechanic has a great deal of potential, and I'm confident that CDPR can do it justice. That brings us... to the keywords. Quotes are from the official announcement page. Problem 1:Profit is just Deploy
Embrace the new meta! Syndicate expansion brings a new battle resource — Crowns, which can be used to activate powerful abilities of cards with the Fee keyword. Look at Grand Inquisitor Helveed, for instance. Grand Inquisitor Helveed You might also notice another new keyword — Profit. When you play a card with this ability, like the aforementioned Grand Inquisitor Helveed or Pickpocket below, you will gain a specified number of Crowns.
Either this was a bad choice to lead the previews, or there's no reason for these keywords to exist when we already have Deploy. Which of these is easier to understand?
Profit 4. Fee 2: Spawn a Firesworn Zealot and Summon him to this row.
vs.
Deploy: Gain 4 Crowns. Pay 2 Crowns: Spawn a Firesworn Zealot and Summon him to this row.
I'm lukewarm on Fee too. On the one hand, it looks a lot like Order + Charge. It's not obvious that the ability can be used the turn you play the unit, or that it can be used multiple times per turn. On the other hand, maybe there isn't a perfectly clear way to convey that in rules text. Regardless, it would be great if there were some clear connection between the Profit and Fee abilities, a shared word or symbol. Compare to this Energy card from MTG, where it's immediately obvious that it's generating and spending a unique resource. Counterpoint: So what? You learn the keyword once, and you remember it forever. True. But "learn it once" soon becomes "learn 100 different things once". It's an intimidating barrier for a game that wants to acquire new players. I'm a hardcore vet, I care about new cards and synergies more than the new player experience. If these keywords were just Deploy and Order with riders, then we couldn't have effects that care about Profit and Fee specifically. "Whenever you play a card with Profit, do X" or "Summon a unit with Fee from your deck", stuff like that. How about "Whenever you gain Crowns, do X" or "Summon a [tribal tag shared by Fee units] from your deck"? This fragmentation doesn't create synergies, it destroys them. We could have seen cross-faction NSyndicate cards with Order, Zeal, or Charge interaction, or NG/Syndicate with Deploy. But that isn't possible here. Problem 2:Intimidate would look better when written out
Units with Intimidate are getting a boost each time you commit a Crime.
This is another variant on Harmony, Assimilate, and many un-keyworded mechanics. Those two keywords have an excuse: their full text is long and not particularly sexy. Intimidate is the exact opposite.
Intimidate.
vs.
Whenever you play a Crime, boost self by 1.
I want to see the word "Crime" spelled out as often as possible in this crime-themed expansion. Intimidate sounds like you're doing something to the enemy units, not boosting yourself. Problem 3:Tribute, Hoard, and Insanity are bizarre meta-keywords
Units with Hoard ability require a certain amount of Crowns to be saved in order to get the maximum out of them.
Sometimes it makes sense to save some Crowns to use them later with a greater benefit. For instance, cards with Tribute ability are required additional payment to use a more powerful version of their ability. Deploy: Boost adjacent units by 1. Tribute 4: Boost all allies on this row by 1.
vs.
Deploy: Boost adjacent units by 1. If you pay 4 Crowns, also boost all allies on this row by 1.
Not obvious from the wording, but confirmed on stream: Tribute is optional, happens on Deploy/play, and by default is an addition, not a replacement. Again, this could easily be written as a rider on the Deploy ability. There's barely any difference in the size of the text, and keywords that only modify other keywords are usually a net loss in clarity. The existence of Fee only adds to the confusion. They both mean "something you pay", and they have the same format. Nothing on the face of the card suggests that one only works when activated on the board, and the other when played from hand.
Sea Jackal Fee 2: Boost self by 2 Hoard 7: Boost by 3 instead.
Compare:
Pay 2 Crowns: Boost self by 2. If you have at least 7 Crowns left, boost by an additional 1.
I hope we see some use of Hoard separate from Fee, because that would at least somewhat justify its existence. "Deal 4 damage, Hoard 5: Deal 6 instead." But attaching it to Fee while granting it a separate keyword is just confusing, because it's not immediately obvious when the Hoard count is checked. Bloodthirst has the same problem. Did you know that you can play Svalblod Rager when your opponent has only 1 damaged unit, and still get the Bloodthirst ability? But that's at least a one-of, and not every single use of the ability.
Finally, some units are just not like the others… take the Casino Bouncers for example. Their Insanity allows you to spur them into action even if you don’t have enough coin to pay the required Fee. However, what can’t be paid in gold, will be paid in blood — the activated unit will lose a portion of it’s health equal to the number of missing coins.
Insanity Fee 2: Summon all copies of this unit from your deck to this row.
vs.
You can damage this unit to pay its Crown costs. Pay 2 Crowns: Summon all copies of this unit from your deck to this row.
I'm not sure what the full text alternative is, because I'm still not sure what Insanity actually does. It sounds it's only a modifier to Fee abilities, but maybe it works with Tribute too? If you have Fee 2, 1 Health, and 0 coins, does it still work? Bounty: No complaints here. The name fits, the mechanic makes sense. This one is a keeper. We've seen so many cool new things coming in the Novigrad expansion. A new faction is more than enough to fuel the hype train. On top of that, we've got the cross faction cards and the Crown resource mechanic. Yet all these new keywords are grabbing focus, diluting the themes, and inhibiting existing synergies. Bount is great, and maybe Fee is different enough from Order that it's worth supporting on its own, but the rest would work so much better as plain rules text. The only explanation I can offer is that CDPR feels that the fans expect keywords, so they're going to keyword as many things as possible. I want to say this makes the previews more exciting, if at the cost of approachability and gameplay. But for a preview to be exciting, you need to be able to tell what the card actually does. I want to focus on this decadent entree of previews. There's just all this jaron smeared across it like watery ketchup on a wagyu tenderloin, sabotaging the experience. CDPR, please, tone down the keywords and let all the awesome work you've done shine through. Thanks for reading.
I was postponing my introduction to this series for a long, long time. I've tried to play Witcher 1 a long time ago, when I was looking for something similar to that magey killy experience that Elder Scrolls provide, and was kinda disappointed to see what I saw instead. At the start of this year, I've decided to give the series another chance, and nibbled on Witcher 3. Turns out, it's amazing. I was truly amazed at how much of variety the game throws at you, and how well-written everything is. You get to be a medieval fantasy Batman with all those tracking/detective quests, you get everyone's favorite Jedi mind trick that derails conversations into (usually) pretty funny territory, the story and sidequests are really engaging, and when the game DOES throw you into combat-only situation, it's quick and brutal. And as for writing - at this moment I'm in the middle of Novigrad arc, and I can say that it's one of the best writings in a game I've seen, both its quests (like the amazing, if dark, Bloody Baron questline) and lore (fae lore and such). Not a fan of everything - like combat, some weirdy craft shenanigans where armor and weapon recipes age like milk, and especially that in-universe P2W clusterfudge called Gwent - but a few weeks with this game made me feel silly I did not pick it up earlier. Now I definitely see why people call it a GOTY
Hello! I'm playing Gwent for about 1,5+ years, I really like this game and I wish all the best to CDPR. I have played PTR for 27 hours within these days and i'm really impressed with your work, I also highly appreciate that you brought to life some of my ideas I posted of forum and sent to Mr. Burza. In this post, I want to analyze current state of the game. Let's start! I played this version of the game only for 27 hours, it's not enough to give you the most accurate feedback on this version of the game, but the way you solved coinflip problem by adding handsize limit and draws is really impressive. I can't guarantee it couldn't be better, but it's still really good solution. Now, it's pretty hard to lose a card, without missplaying. Now, this game is all about resources and not about tempo, like it was before. Great job! Also, I like a lot of new CORE changes added to the game, aka Provision system (perfect for balancing issues), new cards and new leaders. But let's talk about what you could've improve: Leaders, Mulligans and Provision Right now, leader cards added a new huge depth level of strategy to the gameplay core, but you need right instruments to balance these cards. Usurper completely deletes this depth from the game. I believe that you gonna change his ability anyway, but just in case, I want to remind you about that. Balancing leaders by amount of Mulligans? I'll tell you straight my opinion - I don't feel that it's a good idea. That's why:
You can balance abilities only of SOME leaders. E.g., Eithne, you can slow her down just by decreasing amount of arrows she can shoot each round. But what you gonna do with UNIQUE abilities like Usurper or Arachas Queen? Are you gonna just change such abilities? It will limit your opportunities in balancing and creating new extraordinary abilities for future leaders.
Is Mulligan actually weakening leaders in the right way? When you have only 1 mulligan during whole game, it turns into real casino - you are 90% dependant on your lucky draws. Sometimes you will get good draws, sometimes bad. Smart deckbuilding improves your chances to win a game, but there is not enough skill involved, and moreover, it's not really weakening or strengthening leaders. You have ONLY CHANCE to improve your hand, yes, it will play in long range, but what about game experience and tournaments? Match being decided by lucky mulligan is not what you usually want to see.
Right now I can see 2 real solutions to this problem. 1st solution, is that don't really like, but in case if you already discussed 2nd solution and still won't do it, 1st might be your way to go:
Dramatically increase amount of Mulligans by each leader and, maybe, bring back Blacklist (which will not help in balancing, but will decrease amount of RNG). We draw more cards, we thin less, we have higher RNG impact. 1 or 2 Mulligans during the whole match is unsatisfactory experience, to be real. I think, the smallest amount of Mulligans by leader should be, at least, 3 (if you go 2nd).
I like this solution a lot, and would like to see it in the aggregate with the 1st one (just because 3 mulligans as a minimum feels fair). You can balance leader with amount of additional Provisions (let's name it PV) they provide for a deck. I believe, you may already discussed it in your developer team, but I don't see any real reason not to use this way of balancing leaders. It's pretty cool for deckbuilding, increase your opportunities to power up or slow down some archetypes (since changing Card's PV cost will affect different leaders, and if it's a neutral card, it will affect all the leaders) without affecting other leaders/factions.
For example: Every faction gets 150 Basic (PV), and every leader provides you with additional 10-20 (not exact numbers, just for example) PV, depends on your balancing point of view. What if you will create a very unique leader that SHOULD play only 30-35 cards minimum and you will give him 50 more PV? It's just an example, not a real idea. So, you will have 3 huge instruments to influence leader's power: 1) Mulligans (which is the worst and I don't want to see, to be fair) 2) PV 3) Leader's power (if it's not way too unique). Small notes about leaders
Eithne feels really strong. She got THE strongest deck in PTR and one of the best abilities (with help of Potions and artifacts) that makes Epidemic 5 PV cost a joke.
Eredin's ability gives not just Immune, but also buffs a unit, deciding his biggest problem - almost no deck can play a unit with 8-9 power from hand. Immune ability is underestimated, and this combo is a nightmare
Usuprer ability is really strong, but pretty dumb, but everybody knows that already
Filavandrel's ability is pretty strong in combo with 4 mulligans
Adda's ability is just almost never gets full value, compare it with Eithne
King Demavend's ability is really weak, IMO, since almost all units with Charge abilities, have also Deploy mark, and he either lose value on buffed unit getting killed before Activating, either losing value on waiting till some unit will stay alive for an activation. He would've be better with ability, for example, "Give 3 Charges to a unit. Refresh each round", for example. If you give a leader Cooldown ability, he should get get value from it every time he get an opportunity to use it, maybe i'm wrong, but it how I see it. For example, Crach almost always get value.
I think, we done here, so let's move on: Artifacts (Weather from old Gwent) I built the strongest deck in PTR have seen on multiple streams and faced in the game withing hours of gameplay, there are, like 3 cards that could be changed. Here it is (click to see full): I have, overall ~95% winrate with this deck over ~100+ games, losing only 3 times vs counter, having no aswer, and 2-3 games due to my own missplays Link Update: If you doubt that this deck is the strongest deck in PTR and artifacts are completely broken, you can check this stream - i coached a guy playing my deck. I appear at ~00:28 in voicechat, when he already started a game by dramatic missplay (playing Sihil as 1st card), so i told him to concede and start over. We talked a bit after that and we start playing together at 00:30 till 02:40. We played "Full" (i didn't count random concedes, there were 2 such games) 8 games and didn't lose one even close, even we still made missplays due to stream delay and misscommunication. After that, i left the stream and he played 3 more games (i do not count 1 random concede from opponent), making huge missplays and still won all games, increasing this streak up to 11-0.https://www.twitch.tv/videos/319958908 Also, i gave this deck to SirPumpkn to play on stream a bit, he had 5 games, and due to lack of experience playing this deck, made a lot of huge misslays, but still made a solid 4-1 04:40-05:30https://www.twitch.tv/videos/320117417The funniest part, one of the games, opponent played White Frost and killed 3 or 4 artifacts, but SirPumpkn still won. Also, check out 2 biggest epidemics i made with this deck - 32https://imgur.com/a/NnnOxEtand 44https://i.imgur.com/i0D7llD.jpg Sure, you can counter this deck by playing 4-5 units that destroy artifacts and some kind of White Frost. But will be this deck competitive in different matchups? I don't so. I don't think that you can nerf such a deck just by nerfing Sihil, deck is able to win without it. Here we came to an old WeatheWeather removals thing from old Gwent. New weather - Artifacts. New Weather Removals - bombers. Same story in new clothes, but came back stronger (since now you can't easily pass for card advantage in HC) - opponents have no targets to throw damage in, since there are only artifacts on a board, can't do anything, just watching their units slowly dying with no interaction. To be fair, I don't know the right way to solve it. Maybe, it will be enough to just increase PV cost of such card, maybe it will not help the case. I heard some ideas like: "To artifact being able to use, there is a killable unit should be attached to an artifact, so you can stop it" or "timer should be added for all artifacts, after which they lose Charges/Stops working"/"limiting amount if Artifacts for each deck" etc. I just see a real problem with this type of card, making game interactive only for a 1 player, want to let you know this issue. That's it. Gameflow/Interface A) Timer 60 seconds timer is not enough to think about your turn, think about opponent's possible answer, use all active abilities, leader and playing a card. I tested it when I already knew all popular cards in PTR, knew my deck and knew possible opponent's plays, so I simulated a real game in meta. Some decks didn't simplify math compared to the old Gwent, but amount of actions you make, this game now match HearthStone, which have 90 sec timer. I believe, due to increased amount of actions being executed, and new range of ways to think about your turn, timer needs to be increased up to 80-90 sec. Even when you will increase animations speed, it still not enough to think through the turn. Just watch streams of high MMR players (shinmiri2 or JoinTime), they face the problem of timer all the time in OLD GWENT. Sure, casual players will be against this decision, but if you will do it silently and slowly (increasing timer by 5-10 seconds each patch), they will not notice that. Also, you can always give players increased timers ONLY in ranked games, leaving 60-sec turns for Casual mode or Ranked on Ranks 1-15, for example. There are good ways to give this opportunity only to players who want to see increased timer. B) Animations Animations are really slow, I think that you already know about this issue, we need to somehow speed up animations and leader's ability animations (Eithne might shoot her 4 shots only withing 4-5 seconds, which is very slow) C) Unnecessary clicks from old Gwent Lessen amount of clicks needed to proceed to the game. It's very small issue, but very annoying. I'm talking about "Do you really don't want to mulligan more cards? You have X more mulligans. Yes/No". I think, buttons for "Yes" and "No" have to be much bigger, and appear only if you rightclick on the empty space. If I Press "Yes" in Card Mulligan Menu, why game asking me again? I really dislike this issue came from an Old Gwent. This function might be useful for newcomers, but it would be cool to have an opportunity to turn it off in SETTINGS menu D) Number of Mulligans left Maybe im blind (in that case i'm sorry) but I didn't found any info on screen about how many mulligans left for me. Amount of Leader use? Yes, not for Mulligans. E) Card Category search in Deckbuilder It would be cool to search card by types, for example: "Leader", "Weather", "Artifact", "Unit", "Spell/Special", etc. I think, that's all I want to tell you after playing PTR, thank you again for such a great job you made to change core mechanics of gameplay. It solved core problems of an Old Gwent, and it's worthy of respect to make such a decision to accept you own problems, almost start over and come back much better than even before. Thank you, and I hope that it may help you to improve the game!
I've probably spent more time thinking about this than I rightfully should have. But dammit, I like this game prior to Midwinter too much to not at least toss a thought out there with hope that something might come of it. Midwinter had a lot of challenges, but by far the biggest let down to me was Create. I debated writing this at all... but wanted to get it in before the new game mode hits as I think it's important and I'd hate for a new game mode to cover it all up. I get it. RNG adds a feeling of surprise to the spectator. It means that when you're watching a match you can never really count a player down and out. But the reality is, that kind of "pure RNG" Hearthstone has already capitalized on. I can't speak for everyone, but I play gwent because I want a game where I can look back at when I won and know that I crushed my opponent because I outplayed them. Not because I rolled the dice and came out on top. I want to lose a game and look back at it and realize that I made a mistake, and was properly outplayed by my opponent... and dammit that means they deserved to win. Randomness exists in the card draw, and it exists in the fact that we're people that won't play it perfect every time. If the need to create intensity, spectator interest, and narratives that is less like "chess the card game" is that critical, I believe in CDPR enough to think they can come up with more interesting ways to provide comebacks. You can't out Hearthstone Hearthstone (and I say this as nothing against Hearthstone - it does a great job at being the card game it is). I've got plenty of ideas on what could be a better substitute, but the reality is I am sure CDPR does to. So consider this my plea and hope to see that come to life - that they stay true to the universe they've created and the skillful game they're creating. Leave the pull any random card out of your ass RNG to the casinos and other card games. Let's play a round of Gwent.
I'm doing my second playthrough of the game, and the first time i had failed Gangs of Novigrad, now i'm doing this quest, but i also want to do 100% of the achivements, as part of this quest consist in raid the Whoreson's Casino, i don't remember if you get gwent cards if you beated the players inside the casino. I want to know if i had completed the casino part with the Cleaver's men i cannot get all the Gwent cards in this playthrough.
The reason why I enjoy playing card games since I was a kid (and that was a long time ago!) is the skill required to do so: the skill in playing, the skill in deckbuilding and above all the skill in drafting in the limited mode(s) of the respective card games (Sealed deck / Draft). Luck is of course a necessary element in every card game as it keeps is ever-changing and unpredictable - otherwise it wouldn't be any different than playing chess. Luck shouldn't be however a major component of whether you win or lose in a game of skill & strategy. TESL has started to fail me in that aspect. Especially when I play Arena I feel like I'm sitting in frot of a slot machine at the casino. There are so many cards that alone turn the game around and so many elements that are up to RNG that your own skill only makes up for half of the success chances at best. Here is a list of items I would strongly recommend to the new TESL developers to change in order to put the game back on track:
Rework the starting hand & mulligan rules: 3 cards and 1x mulligan is way too low visibility to plan ahead. Please take a look at other CGs who are doing much better in this area.
Tone down prophecies: Breaking the 1st rune and revealing a 5-cost prophecy card is not balanced by any means. It is also not fun for anyone involved. Either make it so that the runes have tiers (i.e. high-impact prophecies can only activate in the latter tiers) or rework the keyword entirely so that it is more balanced.
Reduce the amount of RNG cards: How many Moonmoth Castellans and Barizal's Tinkerings need to be played in the Arena until the devs understand that this is not a fun mechanic? Especially in Arena this mechanic is the very definition of frustration for both sides of the table - whether you pull a good or a subpar card someone is going to feel that the effect has been extremely unfair for their side. Gwent has suffered a lot from the same syndrom, why does TESL need to make the same mistake?
Uniform arena format and card mix: I know that this has been discussed to hell since HoM got introduced, so I won't waste much text. Both the card mix needs to be changed (less Morrowind as it is obviously not Arena-tested) and the format adjusted so that it becomese fairer (e.g. everyone gets the same amount of rares/epics/legendaries, everyone gets the same amount of cards from the respective sets drafted). See for example the MtG draft mode where each player gets to draft the exact amount of cards from each expansion.
Sorry for the long post and I hope the above makes sense for other players as well.
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