Why? Why have that element in the game? It's so superfluous and horrible. It adds literally nothing, just frustration for the player who doesn't get favored by the totem RNG that particular game.
Why have one of the hero powers have such a random element in it? Why do they think that random is a good way to balance things? "Oh we want to make a 1.5/1.5.. let's make it randomly a 1 or a 2! Yeah that works! Nope.
Having totems summoned in a order makes it more predictable, yes but not just for you but your opponent as well.
Yeah that's what is called "balanced".
If the order is set, yes, sometimes it will not work out. But so what? What if the other hero powers were "balanced" by being random? Mage now deals 0...or 2! Hey LUCK EVENS OUT ON AVERAGE! IT TAKES SKILL TO PLAY AROUND LUCK! Warrior, priest, hunter... 0 or 4! Do you get two lucky shots with your hunter hero power, or do they do nothing? BALANCED!
I like to showcase how dumb their "let's balance things with random" approach by applying it to existing things. I think most people who defend random crap would see it differently if it was applied to established non-random elements of the game.
Does it sound like a good idea to make arcane intellect draw 1 or 3 cards at random? Why not, right?
Maybe flamestrike now rolls 3 or 5 like lightning storm! Maybe all aoe does that now. Holy nova deals 0-4 and heals 0-4.... why not?
It seems to me like it would make the game a lot worse to make all these changes so why defend similar mechanics on existing cards??
I think it would be perfectly fine to let the player choose. You could still only get one of each kind. At the moment it is pretty weak and not only because it's unreliable (no other hero power is). I also doubt having a set order would make it a lot better, though.
I have gold shaman and as an experienced player, the vast majority of the time, i am playing out a totem for the body alone. The effect that each totem brings is just a plus. There are times where I will be praying for that Wrath of Air Totem but honestly, i am jsut looking for the 0/2 or 1/1 too combo with Flametongue Totem or once in a blue moon, Bloodlust.
If you wanna remove the RNG of the Shaman hero power , you would rather replace it with something else .
As allready mentioned by Mister_Smith , making an order for the totem summoning would ruin the class . as it would be too pridictable , and mostly useless .
See how that works? Just by making some ridicolous statements i haven't proven anything because it's in no way related to wether having a form of RNG is good for the game or not.
Explain to me how the hunter power dealing 0 or 4 is not balanced the same as it dealing 2 always? It averages out to exactly the same amount: 2. Why would arcane intellect draw 5? What does that have to do with my examples? Makes no sense. If it drew 1-3 or 0-4, it would still average out to 2.
Randomness is how they chose to balance many cards in the game: Mad bomber, mind control tech, knife juggler, imp-losion, goblin blastmage etc. Rather than price these cards higher and let you choose the ability or having them have a set ability, they decided to price them aggressively but to make their ability random, with the philosophy that over time it averages out.
But why stop there right? Make everything just average out needlessly.
It's clear to me that you don't think that's a fun way to balance the game. Most people don't.
As allready mentioned by Mister_Smith , making an order for the totem summoning would ruin the class . as it would be too pridictable , and mostly useless .
why? None of the other hero powers "ruin" their class yet none are random.
What argument do you have to support this notion that if you could predict the order, it would ruin shaman?
?
As RevolutionaryArtillery mentioned, most of the time what totem you get is not a big deal. But some of the time the game is decided by it. Why would you want more games to be decided entirely by random chance? ??
I can see how you may be frustrated, but it's probably just because you don't understand how RNG works.
I too used to get frustrated by shaman RNG, but then I realized that if I put my faith in the heart of the cards, I could take control of the RNG. Not only do I always get the totem that I want now, but my opponents rarely ever have a way to kill them.
It's rare that in any given shaman game I'm unable to summon all of my totems, and combine them into Totemica The Forbidden One, instantly winning the game.
Totems themselves are more powerful than the other token generator HP, thus the randomness. 3 of the 4 totems give you a 2 stat minion with a bonus effect which is thus more powerful than Paladins 2 stat 1/1 minions. This is balanced by the totems being random and only 4 on the board at any time.
Totems themselves are more powerful than the other token generator HP, thus the randomness. 3 of the 4 totems give you a 2 stat minion with a bonus effect which is thus more powerful than Paladins 2 stat 1/1 minions. This is balanced by the totems being random and only 4 on the board at any time.
Actually most cards with 0 attack automatically are given an extra stat point.
If anything Shaman's Hero power is actually a bit weaker than it should because it's random and the totems DON'T receive an additional benefit because of it. (Frostbolt vs Flamecannon).
So if you would stop trying to make every form of RNG look stupid with your way or arguing and stop to think about what it actually provides for a second you would certainly see the unnecessity of this thread.
Ok so basically I'm wrong because I'm wrong. Yes, got it.
Why does the shaman hero power have to be random, but not the hunter? Because!
So if you would stop trying to make every form of RNG look stupid with your way or arguing and stop to think about what it actually provides for a second you would certainly see the unnecessity of this thread.
Ok so basically I'm wrong because I'm wrong. Yes, got it.
Why does the shaman hero power have to be random, but not the hunter? Because!
Yes understood.
Can't you just think of the Hunter Hero Power as always being random, but for some incredible reason, it always hits face? Feel better? I knew you would.
I have to partially agree on this. Partially, because cicling through all Totems would be pretty bad imo.
Anyway it will not happen, because Blizzard somehow decided to make Shaman the wacky RNG-class. Just look at Lightning Storm, Crackle or even shit like Dunemaul Shaman and Ancestor's Call. This reliance on randomness and the stupid Murloc-thing Blizzard started with GvG is part of the reason why Shaman is in such a sad state right now.
It would be enough for me if they would just remove Searing Totem form the hero ability. Seriously, everytime I get one of those I get the urge to strangle someone. If I wanted my hero power to summon 1/1s I'd play Paladin.
If it weren't random, what would be the order of the Totems you would choose? Personally my only complaint about the Shaman hero power is that Earth Totem is practically ineffectual, I really wish it healed the Shaman for 1 as well so people would actually have to address it.
You're saying my idea is bad because.. the game has some RNG. And some RNG is good because it "balances out" non-RNG.
But my hypothetical RNG situations are "really stupid" for some reason because.. you decided that they are.
Why would it be more stupid for arcane intellect to draw 1-3 cards? Who knows. It averages out to the same card, but it's random instead of not random.
It's the same with Hearthstone. The game needs a basic ruleset and mechanics that work reliably in order to guarantee a smooth and consistent experience for the player. Adding random elements into the mix is then what brings new aspects into the game in form of events you can't precisely calculate.
There's already a random element to card games: The deck. Every extra element of random you add after that needs a case-by-case justification.
In MTG for instance, there's virtually no extra random effects. In fact, lots of cards even curb the randomness of the deck order by letting you search for cards for instance. Some card games, like the old 1995 Decipher Star Wars game ( that sucked lol ) largely negated the randomness by letting you draw like 7 cards a turn.
Other card games, like pokemon, had abilities that flip coins. A LOT of them. Every other attack from a monster involved flipping one or more stupid coins.
What seems odds to me is that the designers of hearthstone don't seem to get that randomness is not inherently better for their game. They always fall back on the same examples of why SOME random is good but they ignore the fact that the best-selling TCG, MTG, has largely eliminated random effects from its cards, with the rationale that people hate it. Randomness is fine for a few casual games, but when you play dozens / hundreds of games and have a large portion of them come literally to a coin flip, it pisses people off.
It seems obvious to me that the hearthstone team just LIKES randomness. They don't really have any particular strong logical points to show why XYZ amount of random is better or worse. They just have this game and it lets them make certain random things, so they do it.
They don't have too and I see no evidence that the game would be worse if they didn't, but they still want that in there.
Right now it seems pretty clear to me that the current level of RNG is really pissing off a LOT of players and is largely making hearthstone a big joke in the card game world. It's really popular though, but in my opinion that has almost nothing to do with the design of the game. Well ok it has to do with ONE aspect of the design: You can't interact during the opponent's turn. That, more than anything, is the design element that keeps the game fast-paced and that's something most people LOVE about hearthstone. No endless priority passing, no waiting around, no 10 minute clock for the opponent to run out. At most you will wait 90 seconds and then it's your turn and you have YOUR 90 seconds.
By far I think this is the design element of the game that contributes the most to its popularity. The RNG, if anything, detracts from it.
Fixed totem order would make the Shaman worse. You would end up too many times with a totem you know is going to be 100% bad, and be forced to either waste 2 mana to cycle (but what if what you want is 3 deep), or you just stop playing totems.
Shaman's hero power was comparable to paladin's. But paladin's hero power recieved a big boost with quartermaster. They are threats now. In constructed, there are many cases where you rather ping a 1-1 recruit than a 2-1 damaged golem.
Totems did not get any boost. 1-1 searing totem is still wisp value. Other totems are situational tokens. I would love the shaman class if it could choose which totem they got. I think it wouldn't make the class broken at all. I felt like totems were more of "tools" for shaman, rather than fighter minions. It does not make sense to get a random "tool" when there is obviously a tool for every job and a job for every tool.
It seems as absurd as a repairer summoning a random tool from his toolkit. Need a wrench? Too bad you put your hand in the toolbox and grabbed a screwdriver instead.
Fixed totem order would make the Shaman worse. You would end up too many times with a totem you know is going to be 100% bad, and be forced to either waste 2 mana to cycle (but what if what you want is 3 deep), or you just stop playing totems.
It would just force a different playstyle. Every time you make a totem you would need to think whether or not it's the right time to make it. Right now you just make them whenever and hope to land on the right one, or the right one multiple times so you end up on trolden, aka Ben Brode's Hall of Gaming Excellence. lol
Why doesn't it summon totems in order?
SOOOOOO many shaman games come down totem RNG.
Why? Why have that element in the game? It's so superfluous and horrible. It adds literally nothing, just frustration for the player who doesn't get favored by the totem RNG that particular game.
Why have one of the hero powers have such a random element in it?
Why do they think that random is a good way to balance things? "Oh we want to make a 1.5/1.5.. let's make it randomly a 1 or a 2! Yeah that works!
Nope.
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Yeah that's what is called "balanced".
If the order is set, yes, sometimes it will not work out. But so what? What if the other hero powers were "balanced" by being random?
Mage now deals 0...or 2! Hey LUCK EVENS OUT ON AVERAGE! IT TAKES SKILL TO PLAY AROUND LUCK!
Warrior, priest, hunter... 0 or 4!
Do you get two lucky shots with your hunter hero power, or do they do nothing? BALANCED!
I like to showcase how dumb their "let's balance things with random" approach by applying it to existing things. I think most people who defend random crap would see it differently if it was applied to established non-random elements of the game.
Does it sound like a good idea to make arcane intellect draw 1 or 3 cards at random?
Why not, right?
Maybe flamestrike now rolls 3 or 5 like lightning storm! Maybe all aoe does that now. Holy nova deals 0-4 and heals 0-4.... why not?
It seems to me like it would make the game a lot worse to make all these changes so why defend similar mechanics on existing cards??
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
I think it would be perfectly fine to let the player choose. You could still only get one of each kind.
At the moment it is pretty weak and not only because it's unreliable (no other hero power is). I also doubt having a set order would make it a lot better, though.
I have gold shaman and as an experienced player, the vast majority of the time, i am playing out a totem for the body alone. The effect that each totem brings is just a plus. There are times where I will be praying for that Wrath of Air Totem but honestly, i am jsut looking for the 0/2 or 1/1 too combo with Flametongue Totem or once in a blue moon, Bloodlust.
If you wanna remove the RNG of the Shaman hero power , you would rather replace it with something else .
As allready mentioned by Mister_Smith , making an order for the totem summoning would ruin the class . as it would be too pridictable , and mostly useless .
OverloadShaman : http://www.hearthpwn.com/decks/217213-brm-new-take-on-overload-shaman
Explain to me how the hunter power dealing 0 or 4 is not balanced the same as it dealing 2 always? It averages out to exactly the same amount: 2.
Why would arcane intellect draw 5? What does that have to do with my examples? Makes no sense.
If it drew 1-3 or 0-4, it would still average out to 2.
Randomness is how they chose to balance many cards in the game: Mad bomber, mind control tech, knife juggler, imp-losion, goblin blastmage etc.
Rather than price these cards higher and let you choose the ability or having them have a set ability, they decided to price them aggressively but to make their ability random, with the philosophy that over time it averages out.
But why stop there right? Make everything just average out needlessly.
It's clear to me that you don't think that's a fun way to balance the game. Most people don't.
why?
None of the other hero powers "ruin" their class yet none are random.
What argument do you have to support this notion that if you could predict the order, it would ruin shaman?
?
As RevolutionaryArtillery mentioned, most of the time what totem you get is not a big deal. But some of the time the game is decided by it. Why would you want more games to be decided entirely by random chance?
??
Such questions lol
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
I can see how you may be frustrated, but it's probably just because you don't understand how RNG works.
I too used to get frustrated by shaman RNG, but then I realized that if I put my faith in the heart of the cards, I could take control of the RNG. Not only do I always get the totem that I want now, but my opponents rarely ever have a way to kill them.
It's rare that in any given shaman game I'm unable to summon all of my totems, and combine them into Totemica The Forbidden One, instantly winning the game.
Totems themselves are more powerful than the other token generator HP, thus the randomness.
3 of the 4 totems give you a 2 stat minion with a bonus effect which is thus more powerful than Paladins 2 stat 1/1 minions. This is balanced by the totems being random and only 4 on the board at any time.
Actually most cards with 0 attack automatically are given an extra stat point.
Wisp has 2 stat points, Target Dummy has 2 stat points + Taunt
Goldshire Footman has 3 stat points + Taunt, Shieldbearer has 4 stat points and Taunt
If anything Shaman's Hero power is actually a bit weaker than it should because it's random and the totems DON'T receive an additional benefit because of it. (Frostbolt vs Flamecannon).
Ok so basically I'm wrong because I'm wrong.
Yes, got it.
Why does the shaman hero power have to be random, but not the hunter?
Because!
Yes understood.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
Can't you just think of the Hunter Hero Power as always being random, but for some incredible reason, it always hits face? Feel better? I knew you would.
I have to partially agree on this. Partially, because cicling through all Totems would be pretty bad imo.
Anyway it will not happen, because Blizzard somehow decided to make Shaman the wacky RNG-class. Just look at Lightning Storm, Crackle or even shit like Dunemaul Shaman and Ancestor's Call. This reliance on randomness and the stupid Murloc-thing Blizzard started with GvG is part of the reason why Shaman is in such a sad state right now.
It would be enough for me if they would just remove Searing Totem form the hero ability. Seriously, everytime I get one of those I get the urge to strangle someone. If I wanted my hero power to summon 1/1s I'd play Paladin.
If it weren't random, what would be the order of the Totems you would choose? Personally my only complaint about the Shaman hero power is that Earth Totem is practically ineffectual, I really wish it healed the Shaman for 1 as well so people would actually have to address it.
You're saying my idea is bad because.. the game has some RNG.
And some RNG is good because it "balances out" non-RNG.
But my hypothetical RNG situations are "really stupid" for some reason because.. you decided that they are.
Why would it be more stupid for arcane intellect to draw 1-3 cards? Who knows. It averages out to the same card, but it's random instead of not random.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
The difference is that even if you NEVER get the totem you needed, the Shaman hero power is still good.
If the Mage power hit a random character, or the Warrior power gave a random armor amount, they would be terrible.
I don't think it's necessarily worse than other classes right now, but it's needlessly random.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
There's already a random element to card games: The deck.
Every extra element of random you add after that needs a case-by-case justification.
In MTG for instance, there's virtually no extra random effects. In fact, lots of cards even curb the randomness of the deck order by letting you search for cards for instance.
Some card games, like the old 1995 Decipher Star Wars game ( that sucked lol ) largely negated the randomness by letting you draw like 7 cards a turn.
Other card games, like pokemon, had abilities that flip coins. A LOT of them. Every other attack from a monster involved flipping one or more stupid coins.
What seems odds to me is that the designers of hearthstone don't seem to get that randomness is not inherently better for their game. They always fall back on the same examples of why SOME random is good but they ignore the fact that the best-selling TCG, MTG, has largely eliminated random effects from its cards, with the rationale that people hate it. Randomness is fine for a few casual games, but when you play dozens / hundreds of games and have a large portion of them come literally to a coin flip, it pisses people off.
It seems obvious to me that the hearthstone team just LIKES randomness. They don't really have any particular strong logical points to show why XYZ amount of random is better or worse.
They just have this game and it lets them make certain random things, so they do it.
They don't have too and I see no evidence that the game would be worse if they didn't, but they still want that in there.
Right now it seems pretty clear to me that the current level of RNG is really pissing off a LOT of players and is largely making hearthstone a big joke in the card game world. It's really popular though, but in my opinion that has almost nothing to do with the design of the game. Well ok it has to do with ONE aspect of the design: You can't interact during the opponent's turn. That, more than anything, is the design element that keeps the game fast-paced and that's something most people LOVE about hearthstone. No endless priority passing, no waiting around, no 10 minute clock for the opponent to run out.
At most you will wait 90 seconds and then it's your turn and you have YOUR 90 seconds.
By far I think this is the design element of the game that contributes the most to its popularity. The RNG, if anything, detracts from it.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
Fixed totem order would make the Shaman worse. You would end up too many times with a totem you know is going to be 100% bad, and be forced to either waste 2 mana to cycle (but what if what you want is 3 deep), or you just stop playing totems.
Shaman's hero power was comparable to paladin's. But paladin's hero power recieved a big boost with quartermaster. They are threats now. In constructed, there are many cases where you rather ping a 1-1 recruit than a 2-1 damaged golem.
Totems did not get any boost. 1-1 searing totem is still wisp value. Other totems are situational tokens. I would love the shaman class if it could choose which totem they got. I think it wouldn't make the class broken at all. I felt like totems were more of "tools" for shaman, rather than fighter minions. It does not make sense to get a random "tool" when there is obviously a tool for every job and a job for every tool.
It seems as absurd as a repairer summoning a random tool from his toolkit. Need a wrench? Too bad you put your hand in the toolbox and grabbed a screwdriver instead.
It would just force a different playstyle.
Every time you make a totem you would need to think whether or not it's the right time to make it. Right now you just make them whenever and hope to land on the right one, or the right one multiple times so you end up on trolden, aka Ben Brode's Hall of Gaming Excellence. lol
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman