Tried playing some NG Mill today and my first three matches were two STs and an SK with no thinning...
They were close, but went about as well as you'd expect. Went maybe 1-4.
Each match is loooong.
Do they not give you a pack for six rounds anymore?
Played 11 games today. In 8 of them my opponent had Sihil. Stupid card.
I mean even the new game lead said Fuck Sihil loudly on the dev stream. And suggest a 2 turn cooldown. WHERE IS IT THEN?!
My last game it got up to 5 damage a turn. All my remaining cards were 5 strength orders basically. It's just dumb. Artifacts ruined this game, no counter play at all unless you completely change your deck to work around it to remove them. But then they just resurrect or play more.
There's always going to be cards you don't like, but Sihil's reception seems to be pretty negative across the board.
Feels like you could always
1) Increase the provision cost
2) Give it Doomed
3) Add a cooldown or a damage cap
4) Or just break it like I said. Remove it from the card pool until you've balanced it around the new provision / mulligan system they're going to introduce.
I guess they don't want to knee-jerk nerf, but when you have this many people complaining about it, then you gotta rework it.
Everyone's (rightfully) complaining about Sihil, and I'm here wondering why they didn't make different level banners for each prestige. Nobody's going to look at my profile to see the "Can't Make Up My Mind" contract!
Ohhhhh, that's cool. Ya I'm prestige 2 so the difference was unnoticeable. I see it now in the image, but in-game I didn't. Very cool.There is different banners for prestige, but they don't change much for the first few. (Also got that image from google, it's not mine - I'm not banned from CDPR's chat lol)
They need to make it clear in-game what each prestige level perk brings - I don't think it's visible anywhere in-game, despite the contract for each prestige level telling you the reward for the contract is a user perk.
It carried over, just at different numbers. I was confused at first, too, as I was max level in the beta, yet started this at 40. The top level now is 60, so instead of going to 61 you prestige and go back to 1.Speaking of prestige, what happened to beta players keeping their progress? I started at level 1 with the tattered pleb flag.
I can't be the only one who thinks Nilfgaard's ability to banish cards from your deck is bullshit, right?
Ya, but never like this. I had a somebody get really lucky and managed remove four key cards from my deck in the first round. Two Viper Witchers and with the use of Emhyr they used Traheaern Var Vdyffir twice.Control decks have always been a thing on gwent. Some of the nilfgaards's ability is to stop the opponents strategy. It's definitely annoying.
I think they said they're working on something special for season trees. So it's not going to be just spending reward points for cosmetics and currencies. That's how I understood it anyway.I'm not sure what's so difficult about the seasonal rewards. They show up in the book, which means they're there. Plus they're just avatars and borders, right? I wonder what the issue is.
Jumped back in the other day from pre-thronebreaker update. Having fun thus far, just relearning after they changed stuff. What are the new leaders?
Faction challenge is live. Seems to have pretty good rewards.
I've been using this deck by Shimiri recently and it's been the most fun I've had since Homecoming. I really dislike how many decks are simply about playing your low power engines and hoping they don't get removed. This deck has none of that. The only way your opponent can really screw with you is graveyard hate and I'd say even that has a pretty limited effect most of the time. Most of the high value targets aren't good for Blue Meme, for example.
Sweet. Wonder how that new leader is going to play? Having some good fun with Nilfgaard atm. Running a pretty effective (and fun) Usurper deck. People sleep on Usurper it seems. Shutting down an enemy leader and just removing it from the game is HUGE. Gonna be neat to see how it changes things with the new leaders thrown into the mix.
Balance remains to be seen, but it's good that tactics are generally a bit underwhelming. The problem with alchemy in beta was that most of the cards they played were already great so boosting Viper Witchers for each was overkill.
4 tactics for 2 points is a pretty steep cost. Really hard to justify going to 8. Most decks will probably end up with 4 I'd imagine.
Soo Meve boosts a unit by 1 every two turns. Might be good to save some engines from death... I'd rather just have Demaved in an engine overload deck.
She seems in line with the rest of NR - crap :p