Categories: DiscussionGwent

Will the [3 charges] leader abilities get the Overwhelming hunger treatment to “balance” the game?

It's no secret that almost this entire subreddit cries day and night over how good inspired zeal alumni is, and complain about flurry control decks. Carapace, PS and Gift see some play, while Deadeye Ambush, Congregate and Shieldwall exist I guess.

I've seen some people wanting the nerf number of zeal charges to reduce the power level of the alumni deck, similar to what happened with Viy in the past, completely ignoring and overlooking the core of the problem, which is the highly over tuned cards and potential point output, most notably Raffard's Vengeance, a card that single handedly provides much needed consistency, a lot of points and can be tutored by AA.

while a change like that can nerf the deck significantly in the current time, I think it will have severe negative effects on the long run, just like how most Deathwish decks are somewhat crippled nowadays because of the lack of a 3rd charge.

I believe increasing the number of charges in a leader ability gives more versatility and flexibility in the game plan. while lower numbers makes it somewhat awkward and rigid. Take flurry and carapace for example. a flurry player can use a charge to give them that extra tempo to bail them out of the round, or to push and take it. I'm sure most of the old players remember how good imperial formation was at 4 charges until it became much worse at 3.

what does everyone think the problem is? The cards or the synergistic leader abilities? I personally think the cards are the biggest concern when it comes to balancing, and leader abilities are the last thing we should look at for balancing, but not completely ignore it of course. I'm curious to know what everyone thinks.

Gamer

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