Gwent - Open Beta Thread: Not bad, not bad at all

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Deck building still seems borked
 
lol jesus christ.

Decided to go into ranked based on that tweet. 2-0'd my opponent and the game is stuck for me. Got a GG from the opponent.

edit: Seems I did get the Ranked Points but I had to restart Gwent.

They also deleted that tweet so we're definitely not in the clear.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red
 
Dammit.. I dont like the look of this.

Same thing happened when I was playing yesterday. Lost 3 games in a row and now I just wanted to start due to syncing error thing while playing ranked. I guess I will try tomorrow. Its still in beta so it is kind of expected.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red
First, it is a beta.. secondly, the servers were DDOS, and it seems you already have a bias against CD Project. So bye?

Also, one of your posts mentioned you were still knowingly playing rounds even though they won't count. Interesting logic.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red

Maybe read a few posts. Being victims of a DDoS attack is not CDPR's fault.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red

So now we're blaming developers for getting DDoS'd?

Incredible.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red


This is the worst post I've seen in a long time. And I just got off youtube.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red


beta test:

Second level, external pilot-test of a product (usually a software) before commercial quantity production. At the beta test stage, the product has already passed through the first-level, internal pilot-test (alpha test) and glaring defects have been removed. But (since the product may still have some minor problems that require user participation) it is released to selected customers for testing under normal, everyday conditions of use to spot the remaining flaws.
 
It's pretty annoying as a new player to not have the tooltips explaining card text during mulligan and when opening new packs and having to choose between 3 cards. Seems like a hard to miss oversight.
 
Wrote this on Reddit, posting it here as well. Some thoughts on current state of NR.

My general analysis of Northern Realms comes down to two issues. 1) Weak carryover potential, and 2) poor first turn tempo, and how those two issues interact with each other.

1) Weak carryover - This was an issue in Closed Beta as well. ST have resilient dwarves, NG has Combat Engineers, SK has base strength buffs + revives, and Monsters have Ekimara's, deathwish units, and Wild Hunt Riders. Conversely, NR has Botchling-Luberkin, which is a pathetic value for two silver slots.

2) Poor first turn tempo - Northern Realms lacks a unit with Orders and has no ability to play any cards when they open with a Leader. SK can open with Bran and discard/deploy Raiders, or just play Crach. ST has a huge opening with Brouver + Saskia + Roach + whatever, NG can play Calveit + Golems + whatever and Morvran + Golems + Foot Soldiers. Monsters in a similar boat as NR goes with openings. But either way, SK, ST, and NG are all very capable of 20+ strength opening plays, whereas Foltest almost requires being played first and is a low tempo 4 strength, while Henselt and Radovid straight up can't be played first turn.

But the question is, why does this matter? Well, because the lack of carryover strength means that Northern Realms absolutely needs to win the first turn. Because if the opponent wins the first turn, they can push the second turn, and then win the third easily with their carryover. And if the opponent opens the game with a high tempo leader opening that NR can't match, then the opponent can pass right away and get an easy two+ card advantage going into round two.

Closed beta Northern Realms were mechanically dull. Outside of the limited gold/Promote synergies, Northern Realms cards had very little appreciable interactions with itself. At least now there is the trappings of flavor and combo potential in the faction, but the low early tempo of the faction puts them at a severe disadvantage.
 
gog.com not working
game barely working, maybe 20% of the time I've tried to play the past 2 days

Yep, looks like yet another shit game. I'm glad this happened early on so I don't waste money on the incompetence that is CD Red
Has anyone called this guy out yet? =P
/s

Shame about the DDOS, this was my last day to play before the weekend. At least it will be sorted by then! I'm worried Resilient Dwarves and Special Card Eithne is getting too common now though, so I'll probably have to try branching out of ST when I get back to the game. Might try playing around with NR and seeing what I can make work with them. Definitely still seems to be the weakest of the decks sadly, but at least CDPR are really working at them.
 
Can't say this is going well so far. I tried out casual matchmaking. Finds an opponent fast. But the opponent is afk. The game forces me to wait 5 minutes even though it's obvious he is afk and has lost after discarding card after card.

Then I try matchmaking again. Finds an opponent fairly fast. Oh no, now I am back to deck selection. This happened about 3 times. Then I am loading for like 30 seconds into a match and back to deck selection. Then I am searching for 2 minutes and I said fuck it and tried to stop searching but the stop searching button didn't do anything.

"it's a beta" means little to me. F2Ps when they hit open beta are practically speaking released games. I'm only saying this because it's someones instinct to say "it's beta!" like a shield to all criticism/complaints. I know it's beta.
 
Can't say this is going well so far. I tried out casual matchmaking. Finds an opponent fast. But the opponent is afk. The game forces me to wait 5 minutes even though it's obvious he is afk and has lost after discarding card after card.

Then I try matchmaking again. Finds an opponent fairly fast. Oh no, now I am back to deck selection. This happened about 3 times. Then I am loading for like 30 seconds into a match and back to deck selection. Then I am searching for 2 minutes and I said fuck it and tried to stop searching but the stop searching button didn't do anything.

"it's a beta" means little to me. F2Ps when they hit open beta are practically speaking released games. I'm only saying this because it's someones instinct to say "it's beta!" like a shield to all criticism/complaints. I know it's beta.

It's beta.
 
"it's a beta" means little to me. F2Ps when they hit open beta are practically speaking released games. I'm only saying this because it's someones instinct to say "it's beta!" like a shield to all criticism/complaints. I know it's beta.

It's still on you if you jump into something knowing it's in beta but still choose to treat it as a fully released and polished game. But ofcourse betas like these are held to get criticism, complaints, suggestions, to test servers and also to hear what people like. That's all welcomed to the devs, but you shouldn't think the game isn't better in release and judge the beta as a finished game.

Exactly what you described is something that gets ironed out. Hopefully they are monitoring this thread too and not only Reddit and their own forums so your feedback will get noticed. I played in closed beta and very rarely if all encountered connection problems or matchmaking failing, there were less players then and no DDOSing though. In open beta I've only done the tutorial so can't comment with experience on that.
 
Wrote this on Reddit, posting it here as well. Some thoughts on current state of NR.

My general analysis of Northern Realms comes down to two issues. 1) Weak carryover potential, and 2) poor first turn tempo, and how those two issues interact with each other.

1) Weak carryover - This was an issue in Closed Beta as well. ST have resilient dwarves, NG has Combat Engineers, SK has base strength buffs + revives, and Monsters have Ekimara's, deathwish units, and Wild Hunt Riders. Conversely, NR has Botchling-Luberkin, which is a pathetic value for two silver slots.

2) Poor first turn tempo - Northern Realms lacks a unit with Orders and has no ability to play any cards when they open with a Leader. SK can open with Bran and discard/deploy Raiders, or just play Crach. ST has a huge opening with Brouver + Saskia + Roach + whatever, NG can play Calveit + Golems + whatever and Morvran + Golems + Foot Soldiers. Monsters in a similar boat as NR goes with openings. But either way, SK, ST, and NG are all very capable of 20+ strength opening plays, whereas Foltest almost requires being played first and is a low tempo 4 strength, while Henselt and Radovid straight up can't be played first turn.

But the question is, why does this matter? Well, because the lack of carryover strength means that Northern Realms absolutely needs to win the first turn. Because if the opponent wins the first turn, they can push the second turn, and then win the third easily with their carryover. And if the opponent opens the game with a high tempo leader opening that NR can't match, then the opponent can pass right away and get an easy two+ card advantage going into round two.

Closed beta Northern Realms were mechanically dull. Outside of the limited gold/Promote synergies, Northern Realms cards had very little appreciable interactions with itself. At least now there is the trappings of flavor and combo potential in the faction, but the low early tempo of the faction puts them at a severe disadvantage.

the average score per card is just too low for NR

i can kind of see what they're trying to do with the include-a-bunch-of-3s idea, but it just doesn't play well with the multi-round format

i think it might work out if they did strengthen instead of boost
 
Rank 11 after another 4 wins in a row! Think I'll stop here for today and just be content with the winstreak instead of ruining it by losing haha.

1444 leaderboard - 1774 mmr now with 31 wins 16 losses. That's a damn good ratio wtf.
 
Finally getting into this. It's the perfect game for me having a 3 month old. Excluding online of course.

I never got much into this in w3, why does the other team sometimes start with cards on the board each round?
 
"LOCK OR DESTROY THIS AI CHALLENGES UNITS BEFORE THEY BECOME POWERFUL!"

*Mulligan screen, starter deck: No locks or destroying cards, despite mulligan'ing 3 other cards*

Like poetry. *applause* CD Project Red.
Yes, I'm a little mad

I guess they want you to edit the starter decks, but that begs the question: Why are they starter decks then? I guess to learn the game with and not do the actual challenges with?

I never got much into this in w3, why does the other team sometimes start with cards on the board each round?

Card ability. Forgetting the keyword, but it'll keep them there (for a faction), or bring them back from the Graveyard due to Leader ability/card ability.
 
Finally getting into this. It's the perfect game for me having a 3 month old. Excluding online of course.

I never got much into this in w3, why does the other team sometimes start with cards on the board each round?

Certain cards can get/gain resilience and stay on the board that way. Monster faction has a few cards and Skellige has 1. Olgier is a neutral card that keeps respawning. ST has some cards that come out after you mulligan them. Just read the cards and see what they do.

I keep trying decks besides the cheap dwarf resilience deck I made. And I can't win with any of them. Back to the dwarfs i guess

It takes time to learn decks proper sometimes honestly. Sticking to a certain faction helps with that I feel. At least for a while.
 
Another Weather post:

I think what makes weather such a pain in the ass is that if you use it against bronze weather, you have to fear wasting them for when gold weather is used.

Just played against a weather deck where I used two bronze units to clear weather. Then, I had to resummon them twice (Nilfgaard) to clear two MORE weather cards.

I still freaking lost because the damage done was too much to recover, and of course, the opponent benefits from me going hard on the defensive while he gets boosted from his weather plays.

I have to constantly throw out my whole game to deal with weather, and sometimes I have to forego clearing weather because I just know they have another weather card or a gold weather card. I cant predict that crap.
 
So far as a new player, the lock mechanic is the only one that kind of confuses me sometimes. I had a match where someone used a dwarf card, and it had a trio ability where it would boost itself and the dwarf cards related to it if they were on the field. I figured he'd use his leader to bring out the others and locked him thinking it would prevent that, but it didn't, not even just for that 1 card itself and I feel like there is no possible way I could have known that without trying it first since locks seem a bit vague in their use, or it's just not explained well enough.

So far, I'm like 12-4 in casuals, so I'm doing pretty well for a scrub I guess.
 
Regarding NR:
I haven't been playing for too long, but I think the NR deck has potential but it feels a bit one trick. As far as I can tell their thing is pulling out tons of 3 cost units and thinning their deck to allow some kind of insane combos late. The problem is that once you know they are trying to do this it is VERY easy to disrupt. The big rush of 3 strength units will get stopped by Weather effects unless they have been buffed up a bunch and if you stop that then NR has no other strategy to use.

The previous poster talking about lack of internal synergy seemed spot on to me. Which is too bad, I really enjoyed their deck in TW3 (even though Nilf was insanely OP in that game).
 
So far as a new player, the lock mechanic is the only one that kind of confuses me sometimes. I had a match where someone used a dwarf card, and it had a trio ability where it would boost itself and the dwarf cards related to it if they were on the field. I figured he'd use his leader to bring out the others and locked him thinking it would prevent that, but it didn't, not even just for that 1 card itself and I feel like there is no possible way I could have known that without trying it first since locks seem a bit vague in their use, or it's just not explained well enough.

So far, I'm like 12-4 in casuals, so I'm doing pretty well for a scrub I guess.

Hm, Im a bit confused without seeing the cards. Sounds like you locked one card, but the others in the Trio will still get a boost since they are separate from the locked card.

Locking also can be undone (with a another locking card), though ability enhancers like adding "Resilience" (making the card stay after the round is over via a card that allows this), does not come back
 
Regarding NR:
I haven't been playing for too long, but I think the NR deck has potential but it feels a bit one trick. As far as I can tell their thing is pulling out tons of 3 cost units and thinning their deck to allow some kind of insane combos late. The problem is that once you know they are trying to do this it is VERY easy to disrupt. The big rush of 3 strength units will get stopped by Weather effects unless they have been buffed up a bunch and if you stop that then NR has no other strategy to use.

The previous poster talking about lack of internal synergy seemed spot on to me. Which is too bad, I really enjoyed their deck in TW3 (even though Nilf was insanely OP in that game).

Well I see other strats like that one card that boosts cards adjacent to him if he has armour remaining.

Anywho, armour itself is interesting, but it feels as if most other decks dont focus on attacking enemies as much as they do focus on ridding them (rot toss), or resetting them, etc. And some cards ignore armour altogether and go straight for the power damage.

And of course, other factions like Monsters have armour too.

Maybe theyll add some card that can destroy armour for power
 
Just got to lvl 10 and got placed in Rank 5.

Got an epic for hitting 10 and got a frame, title, 50 scraps, 100 meteorite powder and 2 kegs for placing in rank 5.

Pretty good!

First keg I open, got two animated rares that I use all the time in my wounding deck. Luckyy
 
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