Categories: DiscussionGwent

I really like Shupe’s day off but i think it shouldn’t be so RNG-based

So when i first looked at Shupe, i thought that this card was terrible: with a deck-building restriction and 12 (used to be 13) provision cost, all you get is an RNG-based card that can play for 12 if you don't like to gamble. 12 for 12 is ridiculously bad.

However, recently after i tried out a Shupe Enslave deck from last patch i realized the card's true potential: versatility.

Facing Siege or Ball? Hunter can destroy artifacts.

Got bled out R2? Knight can generate carryover.

Enemy has a strong finisher? Mage can act as a weak version of Kambi.

Feeling desparate? Mage + RNGesus.

With a deck restriction and 12 provision, you have a tool which can be useful in almost every situation, which is amazing (and also funny when you Mage high-roll your opponent's win condition).

But the problem is that, you need to get lucky to be able to get the tool. If you need a specific Shupe version, there's always a 40% that you won't get it.

The funny thing with 40% is that: it is low enough that you believe you can get what you want , but at the same time it is high enough that you can get screwed consistently. Failing to get the Shupe version you need can lose you the game, and it is only more frustating when the odds are actually on your side (60% is quite higher than average).

My suggestion: make it so that there're only 4 Shupe versions of each class, so players'll have 75% to get what they want.

Reasoning: each Shupe version by themselves already have a chance of failing, adding additional RNG to their RNG-based nature is redundant. Additionally, the designed 60% is already supposed to favor the players since it's quite higher than average; making it 75% just makes sure it actually favors the player.

Gamer

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