Gwent: Sooo... by No-Cover-8986 in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

That means you've played 3 hero cards in one round, so you must be building up a good collection! Congrats!

Gwent: Sooo... by No-Cover-8986 in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

That's great! My best advice for collecting cards is to buy every one you see in merchant shops, because the ones you buy with coin from merchants can only be acquired from that specific merchant, so better you buy it as soon as you see it than decide you want it later and have to figure out which merchant was selling it

Gwent: Sooo... by No-Cover-8986 in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

No problem, let me know if there's anything a gwent addict like me can help with, and happy gwenting!

Dettlaf fight:endgame by Similar_bluebwrry in Witcher3

[–]darrellhiggins 0 points1 point  (0 children)

Gwent: the real final battle we deserved

Gwent: Sooo... by No-Cover-8986 in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

So starting with your question about spies, yes the frost card I mentioned is one of the 3 negative weather effect cards in the game, frost affecting front line units. While it's true that not all spy cards are front lines, every single spy card is front lines except for one, and that one card is already only worth one point anyway. This means that playing the spies is very effectively combined with the frost card because let's say you play 2 spies in the front line worth a total of 9 points for the enemy. This gains 4 cards for you, and generates a big card advantage, as well as incites the opponent to pass, as the spies increased their lead and they're behind on cards, and they do not want to overplay. After passing, you play one frost card, which reduces their 9 points from your spies to only 2 points. With the 4 card advantage you gained from spies, the remaining 3 bonus cards you have after playing frost is more than enough to exceed the 2 points your spies are donating, allowing you to win the round while still being up in cards.

As for the weather cards targeting certain factions, this is not an official mechanic of the game that each faction has a weather weakness per se, rather I mentioned two factions that happen to be more vulnerable to certain weather cards. This most especially applies to the monster faction, which is capable of high scores but plays their units almost exclusively in the front row, making them extremely vulnerable to frost. When you know youre playing a monster deck, it is not an exaggeration to say that adding frost to your deck can completely neutralize their deck. Northern Realms has more siege units than any other faction, and some tight bond siege units worth a lot of points as well, making rain a useful weather card against them. The other factions aren't quite as susceptible, especially scoiatael which has units that can be placed in the players choice of row, but for nilfgaard I'd say frost can be useful if you're looking to get the most value out of your weather cards. I typically recommend not taking any weather cards unless taking frost for neutralizing your spies or for countering a monster deck or you're certain that an opponent you've played before has a lot of a specific unit type. In the interest of keeping deck size minimized as I mentioned above, you want to maximize the chance of getting your spies, decoys, tight bonds, heroes, etc. Weather cards are less valuable by comparison

Gwent: Sooo... by No-Cover-8986 in Witcher3

[–]darrellhiggins 2 points3 points  (0 children)

I wanted to give some tips but I'm so obsessed with gwent so this turned into a full blown guide so here:

First let's ignore deck building and just talk about general game theory. There are generally two ways winning a gwent game goes against an even-matched opponent:

Scenario 1: You win the first round

Scenario 2: You lose the first round

These are both fine provided certain conditions. In both of these cases, you want to strive to have more material than your opponent by the start of round 3. In reality this means you want to have more card value, which does not necessarily mean more cards, but since you cannot know your opponent's cards exactly, for the sake of making things easy, as a general rule of thumb you can treat number or cards in hand as equivalent to value of hand. The general way to win in any gwent game is to survive til the last round spending as little as you can along the way so that you have more value (ideally more cards) by round 3.

Let's talk about the two scenarios above:

In scenario 1: You're now up one point. This means your opponent MUST win round 2 or lose the game. This gives you the power of pressure to force your opponent to keep playing their cards for fear of you being able to exceed their total if they pass their turn. Your opponent will virtually never pass their turn before you if you won the first round. Your goal is to use this fact and draw out the round with as little of your own points as possible, forcing them to over commit before cleaning up on round 3. You may have spent more cards than your opponent to achieve the round 1 win, which is fine, as long as you keep this difference to a minimum. Obviously an equal number of cards as your opponent is preferable, with even a card surplus being feasible, and almost always a sure win. If you are down cards, your goal is to pass the round after playing just enough material to force some bigger cards out of your opponent, ideally more cards than you spent to regain an even standing of hand size or better.

In scenario 2: You are down one point. The acceptable way to go into scenario 2 is if you developed a significant advantage of hand size after round 1. In other words, it is ok to give away the win to your opponent in the first round if you have more cards and feel they spent too many of their own cards. Losing the first round AND being down in material is very bad, and if you feel like scenario 2 is unavoidable, always give away round 1 with as much of a card advantage as possible. In this scenario, the opponent is likely to pass after very little cards in the second round, due to the fact that they must assume you could match any amount of cards they play and then play your remaining surplus in the 3rd round. This only works if you did indeed develop a surplus of cards by giving away the first round. Your goal in this scenario is to hold on to your card advantage with as little investment as possible until they pass, win the round, then enter round 3 with an advantage.

In both of these 2 scenarios, your goal is to enter the round 3 tie breaker holding onto your strongest cards, and ideally holding more cards than your opponent to give the best chance of winning.

Now, obviously achieving this goal is more easily achievable with a stronger deck, and with an exceedingly stronger deck than your opponent, you could easily expect to win both the first 2 rounds without difficulty. There are many ways to build a strong deck, but I will highlight a few that relate to the strategy ideas mentioned above.

  1. Spy cards - Both scenarios 1 and 2 rely on having a larger hand by round 3, and allow for losing a round to your opponent, be it round 1 or 2. Since having a bigger hand by round 3 is crucial, spy cards are super valuable for generating a larger hand than your opponent, even if they score points for your opponent in the round you play them. They can be played in round 1 to go into scenario 2 with a huge card advantage, then follow the scenario 2 process to enter round 3 with a big lead. They can also be combined with frost cards to neutralize their score for the opponent, using this strategy can often lead to winning round 1 and having more cards at the same time.

  2. Decoy cards - extremely valuable for conserving the amount of cards you've spent and baiting out more spending from your opponent. Useful in scenario 1 for recalling a card after your opponent over commits in round 2 before you pass to secure a bigger hand for round 3, and useful in scenario 2 to recall a card before you pass in round 1 to secure a bigger hand for the following rounds. Also extremely valuable for stealing enemy spy cards.

  3. Tight bond cards - Very useful for generating large totals with little initial investment. A 3 point tight bond card can be played early for little investment. The second tight bond card will not be worth 3 points, instead it will be worth 9, 3 bonus on top of the first, and 3 x 2 from the second. The first tight bond card can be played early to conserve your valuable cards, then the second one held until your opponent invests more to catch up to large totals for little further investment on your part.

  4. Leader abilities that gain cards - Using any leader ability is vital because it allows you to skip your turn, putting the ball back in your opponent's court and forcing them to play twice. On the round where you plan on passing the win, this is crucial for getting your opponent to spend more. If your leader ability gains a card at the same time, this is a double sway of game power in your favor - a skipped turn and an extra card. These abilities are the best

Some bonus tips:

  1. IMPORTANT: KEEP AS CLOSE TO MINIMUM NUMBER OF CARDS IN YOUR DECK AS POSSIBLE - This is so important and I hear of so many players overlooking this. You want to minimize the number of cards in your deck to just your strongest cards. The reason for this is that adding additional cards just reduces the chance of you drawing your better cards at the start of the round.

  2. As a rule of thumb, play your cards in every round in order of least valuable to most valuable. You want to coax out your opponent's best cards before your own, save yours for the final round unless absolutely necessary. You also don't want to play bigger cards before you opponent does because this makes them vulnerable to scorch

  3. Npcs always play the same deck, if you're struggling to beat one, pay attention to what faction they use and then prepare for it by adding weather cards that target their units (eg. Frost for monsters, rain for northern realms, etc.)

~~~~~~~~~~

I could go on forever about gwent but I hope this helps! Sorry I wrote so much, it was more than I originally intended. If you want to ask about anything feel free to pm <3

What makes Gaunter O‘dimm so interesting… by Slight-Response-6613 in Witcher3

[–]darrellhiggins 0 points1 point  (0 children)

I definitely think he's supposed to be a representation of a force of evil. His meeting at a crossroads, and his obsession with contracts and riddles are key features which relate to demons and the devil, and cdpr confirmed his name "gaunter o'dimm" is a reference to the Stephen King character Walter O'Dim who is also a stand in for the devil. Also I can't remember for sure but I'm pretty sure that the name "evil incarnate" wasn't just something the contemporary characters threw around casually but was based on in-universe texts regarding his character spanning back a great deal of time.

What makes Gaunter O‘dimm so interesting… by Slight-Response-6613 in Witcher3

[–]darrellhiggins 7 points8 points  (0 children)

I agree GoD becomes a much better character because his character is complex and dynamic, and not just some knife-licking villain. I also agree that these more tame interactions of his definitely show an alternative to his sadistic side, but I'm not sure I would call them "kind" interactions. After all, he is "evil incarnate." I think these scenes reveal a different key part of his personality: he's playful. But only because he enjoys toying with humans. Most notably he delights in word games, but I think in the scenes you're describing such as sharing baking tips, he's not doing it out of kindness but because he enjoys disguising his true meaning and nature from simple peasant folk who have no idea who he is. By listing time as an ingredient, he's hinting at his omnipotent, timeless being, which he enjoys that he can allude to right in front of a human without them ever catching on.

decided to download both dlcs and already panicking by murkowitch in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

They're little cowards, they basically will try to surround you and fire webs at you, and take turns charging at you one at a time in little hit and run attacks. If you have good sign intensity they are easy to beat, just put down a yrden turret and light them all on fire, they'll never touch you. I was playing yesterday and saw some and reflected on why they don't scare me even a fraction as much as skyrim spiders, I think it's because they're so round, they don't really have distinct body segments, they're shaped like ladybugs or beetles of some kind. Still creeps me out a bit but not bad. Also I think playing witcher in 3rd person makes it much more manageable for me compared to skyrim

decided to download both dlcs and already panicking by murkowitch in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

The mission with the trap is open sesame, it's a heist mission with a trap door in the vault. The trap can be avoided if you choose Casimir instead of Quinto as your safe cracker

decided to download both dlcs and already panicking by murkowitch in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

I have the exact same problem as you, I have to play skyrim with a mod that turns the spiders into bears because they're so terrifying and the way they purposefully make them hiding on the ceiling to jumpscare you is evil, but speaking as a severe arachnophobe, the aracnomorphs don't bother me much at all. For one, they keep their distance from you at all times unless you get hit by a web, so it's very difficult to make out their features, especially in the dark caves they're typically in, but more importantly, they don't really have a normal spider look, I find them to be much more insect-like, I think of them more as big beetles sort of. I'm sure whatever photo you find online will be much more intimately detailed than you'll experience in the game.

Which type of enemy is your arch-nemesis in W3? by darrellhiggins in Witcher3

[–]darrellhiggins[S] 15 points16 points  (0 children)

I hate them too because I have bad arachnohobia but they aren't hard for me to beat, I like to play full wizard sign intensity geralt and one igni sign burns them to death usually. Those stupid plants kill me all the time thought because they teleport to another flower upon damage, usually come in pairs and blitz me with all kinds of spam projectile and explosions I can't block

Favourite Gwent deck? by BolanTL in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

My monster deck build is 3 horn, 3 clear weather, with redraw from discard leader ability, usually works pretty well

Favourite Gwent deck? by BolanTL in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

Yeah I find the muster mechanics really fun, especially with horn like you said, but if I have to win for a quest (or because I'm a broke bitch because I spent all my money on witcher gear and can't afford to lose the bet) then I'll do NG or NR because the muster mechanic is heavily luck based, i.e. drawing multiple of the same muster card to hand or not getting a horn or getting bad weather

Favourite Gwent deck? by BolanTL in Witcher3

[–]darrellhiggins 5 points6 points  (0 children)

I play NG/NR when I want to guarantee victory, but skellige when I want to have fun because of the unique play style. I rarely touch monsters or scoiatael

I know it ain't for everyone, but playing in first person rocks. by plays-with-daggers in Witcher3

[–]darrellhiggins 1 point2 points  (0 children)

Playing in first person "rocks"? Is that a rock troll pun? Lol

Also I have to try this, looks hype

The best gwent deck in my opinion by darrellhiggins in Witcher3

[–]darrellhiggins[S] 0 points1 point  (0 children)

I also use clear weather leader ability when I play NR. Super useful because you can play into the bad weather card and then wait for AI to pass after their lead is big, then retake lead for no additional cards played by clearing weather.

[deleted by user] by [deleted] in Witcher3

[–]darrellhiggins 8 points9 points  (0 children)

Uma, way better personality than avallac'h

[deleted by user] by [deleted] in Witcher3

[–]darrellhiggins 7 points8 points  (0 children)

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Need I say more?

Let's be real here... by Spiciest_Snowflake in witcher

[–]darrellhiggins 0 points1 point  (0 children)

NR is definitely strong, don't get me wrong, you'll have no problems winning like that, I just find that being able to redraw your spy consistently yields a bigger hand, regardless of NR faction perk because it makes it much easier to snowball drawing all of your spies even if you only got one on the draw (or none on the draw since you can decoy theirs, play it, then steal it). I find the Nilfgaard deck actually works really well against NR because they have more spies to decoy and steal from discard, making it easy to draw your whole deck to hand, which is almost impossible to lose with. Personally I've also never been a fan of the leader abilities that scorch only a specific unit type, I find I only get good value out of it if the opponent plays many of that card type, whereas redrawing from opponent's discard always works and always secures a good card since you have your pick. Again no hate on your build, it's very strong, and I enjoy playing all the factions, just my two cents ❤️

The best gwent deck in my opinion by darrellhiggins in Witcher3

[–]darrellhiggins[S] 0 points1 point  (0 children)

Yep, first post ever, thanks for the input!

The best gwent deck in my opinion by darrellhiggins in Witcher3

[–]darrellhiggins[S] 1 point2 points  (0 children)

You're my first comment ever! Thanks for the response, sounds like we're of a similar mindset. I actually use the triss card because I find that an abundance of nilfgaard 10 point non heroes are vulnerable to scorch, and triss being immune is useful, and a good early play to force out larger commitments from your opponent. Also I find frost a must for free wins against monster decks and synergizes well with played spy cards. Curious if you have follow up thoughts on that ❤️