Yes this is a salt post. But seriously there is not a single boss I despise more than this awfully designed piece of crap. Was the person who designed this on drugs or something? A masochist? Or simply just too lazy to design an actual intelligent boss that requires strategy. I don't mind the final bosses being a terror to navigate around and require you to draft with them in mind from the very start like the Darkness. When you lose to those kinds of bosses, it feels bad, but you can always point to a play or a pick where you can go "if I had done that differently, it might've turned out better". With King Togwaggle, you can literally play perfectly and get bullshitted by him RNGing the perfect treasure response. There is absolutely no way you can play around him, and there is absolutely no way you can draft to improve your deck's winrate against him. This is the only boss that can beat you even if you drafted a godlike deck and got the dream opening hand, simply because it has a built-in Yogg-Saron like ability to get out of any situation. There are plenty of oppressive bosses in the Dungeon Run, Candlebeard, Sturmi, Blackseed, and the other 4 final bosses can all annihilate you if you're unprepared. But still, you can prepare for them, and when they do rear their ugly heads, you at least know what win conditions you have against them and what strategy you'll need to employ to beat them. You literally cannot do that for King Toggwaggle. The worst part about it is that unlike some of the other oppressive bosses, he's not even fun or interesting. Getting owned by Boots of Haste, Portable Ice Wall, Wand of Disintegration etc just feels awful and doesn't even do anything "cool".
This boss should just be deleted. Dungeon runs are plenty hard with the other 4 potential opponents, and at least those are skill dependent matchups.
wow,take a brake and think why are you getting so angry for a boss at Hearthstone's dungeon
Because King Togwaggle represents everything that should not exist as a boss of any game (RNG fest, no skill dependence, no strategy dependence). I don't mind losing to other difficult bosses if I made mistakes with drafting, got unlucky with mulligans, misplayed, used an incorrect approach etc. King Togwaggle is the one boss I do have a problem with losing to simply because it should never have gotten through testing (Do you see anything like this for a WoW Raid boss for instance? Do you see anything like this in any strategy related game?). Someone who has difficulty spelling the word "break" or using proper punctuation has a similar chance of beating King Togwaggle as a ThijsNL or Pavel. That's a problem.
All the final bosses are designed to fight toe-to-toe with the ridiculously overpowered decks you draft as you rank up. The special abilities, cards, and minions you gather need to combine into something more powerful than the final boss to win. Togwaggle is a challenge in this regard.
You use RNG to defeat everything in this game. What you draw, what cards you have, what you put in your collections, what you discover, and even more. Card games are about winning the strategy first and the execution second. There is no real tactical skill in playing cards as long as the order is correct and your strategy leads you to the best possible play with the cards available on your turn. To this end, there is nothing about Toggwaggle that needs to be changed or addressed. He is in many ways the same as the deck the player will draft.
The only conclusion is that you're OK with RNG high rolls as long as they're yours more often than your opponent's.
It doesn't really matter does it? There is no reward for winning dungeon runs nor a penalty for losing. With that in mind, he is there for the flavour of 'what would it be like if I had all these treasures?'
Plus, the design isn't as lazy as you say. Yes the variance is extremely high, but they only included a subset of the treasures to prevent him from directly disrupting your gameplan: he cannot discard or take cards from your hand. Nor does he ever shuffle your two decks together, get a 2-mana mind control, get Wish or get Rod of Roasting.
All the final bosses are designed to fight toe-to-toe with the ridiculously overpowered decks you draft as you rank up. The special abilities, cards, and minions you gather need to combine into something more powerful than the final boss to win. Togwaggle is a challenge in this regard.
You use RNG to defeat everything in this game. What you draw, what cards you have, what you put in your collections, what you discover, and even more. Card games are about winning the strategy first and the execution second. There is no real tactical skill in playing cards as long as the order is correct and your strategy leads you to the best possible play with the cards available on your turn. To this end, there is nothing about Toggwaggle that needs to be changed or addressed. He is in many ways the same as the deck the player will draft.
The only conclusion is that you're OK with RNG high rolls as long as they're yours more often than your opponent's.
Did I say you don't need RNG to defeat the other bosses? In fact I specifically stated that you draft to increase your chances of winning, not for a surefire win. There is plenty of tactical skill involved in defeating the Darkness, Vustraz, Azari etc, and the same goes for some of the other high end bosses. Not drafting enough large minions and getting slaughtered by Hamm, or drafting too many spells and getting annihilated by Gutmook are issues with the player's strategy. Knowing how many hits you can take from Darkness tokens and how to navigate the board clears is a skill. Knowing what cards to keep vs Azari and how to pace yourself into lategame is a skill. There is no strategy whatsoever into building a deck vs King Togwaggle, and there is most definitely no skill/tactics involved.
Darkness/Vustraz/Azari etc have plenty of RNG high rolls. And they happen quite a bit more frequently than that of the player. Yet I'm okay with that happening because there are ways to improve these lopsided odds into something manageable in your favour. That is not possible with King Togwaggle.
The only conclusion is that you are using a strawman and framing your post with an argument I never made.
I remember I got my mage win because of him putting 7 portals on his side. Effectively turning him in a sitting duck. That was awesome. As for dungeon run bosses, all off them have their BS moments honestly.
It doesn't really matter does it? There is no reward for winning dungeon runs nor a penalty for losing. With that in mind, he is there for the flavour of 'what would it be like if I had all these treasures?'
Plus, the design isn't as lazy as you say. Yes the variance is extremely high, but they only included a subset of the treasures to prevent him from directly disrupting your gameplan: he cannot discard or take cards from your hand. Nor does he ever shuffle your two decks together, get a 2-mana mind control, get Wish or get Rod of Roasting.
Just because there's no reward/penalty doesn't make the inclusion of something in a game to be okay. For example "you don't have to beat Emerald Weapon, therefore it's okay for the boss to randomly delete a member of your party permanently at the start of the fight". That would instantly turn Emerald Weapon from "one of the most iconic superbosses in one of the most beloved games in history" to "this boss is why we all hate FF7".
There are strategies against togwaggle. Stealth for instance stops all of his biggest threats. The rng he has to still turn the tide is the same shit as with Azari (milling all your key cards) or the flummox of the stupid eye when you can’t flood the board or only have good minions. And the AI is surely not helping him.
i consider togwaggle the easiest boss together with the darkness.
I never do this like never ever,but first of all proving a point making someone fun for his english is sad,especially when I have hit legend several time in the past and guess what completed the dungeon run with all 9 classes in some hours so to try with your way of talking I will answer
hahaha cry more from losing from an al you noob
Your ability to argue a point is directly equivalent to your language skills, in which you're clearly lacking. Also I have hit legend multiple times and beaten the dungeon run with all 9 classes as well too, as have many other players. Not exactly something unique to you, unless you want to reveal yourself as a top end Hearthstone pro or something it doesn't put you on a pedestal.
The main reason they have so OP decks and powers is because the Blizzard AI is nothing more than a two head ogre, by that I mean if they actually played like real player you would probably lose every game no matter what.
The main reason they have so OP decks and powers is because the Blizzard AI is nothing more than a two head ogre, by that I mean if they actually played like real player you would probably lose every game no matter what.
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Yes this is a salt post. But seriously there is not a single boss I despise more than this awfully designed piece of crap. Was the person who designed this on drugs or something? A masochist? Or simply just too lazy to design an actual intelligent boss that requires strategy. I don't mind the final bosses being a terror to navigate around and require you to draft with them in mind from the very start like the Darkness. When you lose to those kinds of bosses, it feels bad, but you can always point to a play or a pick where you can go "if I had done that differently, it might've turned out better". With King Togwaggle, you can literally play perfectly and get bullshitted by him RNGing the perfect treasure response. There is absolutely no way you can play around him, and there is absolutely no way you can draft to improve your deck's winrate against him. This is the only boss that can beat you even if you drafted a godlike deck and got the dream opening hand, simply because it has a built-in Yogg-Saron like ability to get out of any situation. There are plenty of oppressive bosses in the Dungeon Run, Candlebeard, Sturmi, Blackseed, and the other 4 final bosses can all annihilate you if you're unprepared. But still, you can prepare for them, and when they do rear their ugly heads, you at least know what win conditions you have against them and what strategy you'll need to employ to beat them. You literally cannot do that for King Toggwaggle. The worst part about it is that unlike some of the other oppressive bosses, he's not even fun or interesting. Getting owned by Boots of Haste, Portable Ice Wall, Wand of Disintegration etc just feels awful and doesn't even do anything "cool".
This boss should just be deleted. Dungeon runs are plenty hard with the other 4 potential opponents, and at least those are skill dependent matchups.
All the final bosses are designed to fight toe-to-toe with the ridiculously overpowered decks you draft as you rank up. The special abilities, cards, and minions you gather need to combine into something more powerful than the final boss to win. Togwaggle is a challenge in this regard.
You use RNG to defeat everything in this game. What you draw, what cards you have, what you put in your collections, what you discover, and even more. Card games are about winning the strategy first and the execution second. There is no real tactical skill in playing cards as long as the order is correct and your strategy leads you to the best possible play with the cards available on your turn. To this end, there is nothing about Toggwaggle that needs to be changed or addressed. He is in many ways the same as the deck the player will draft.
The only conclusion is that you're OK with RNG high rolls as long as they're yours more often than your opponent's.
Look at this thing and let me know what you think!
It doesn't really matter does it? There is no reward for winning dungeon runs nor a penalty for losing. With that in mind, he is there for the flavour of 'what would it be like if I had all these treasures?'
Plus, the design isn't as lazy as you say. Yes the variance is extremely high, but they only included a subset of the treasures to prevent him from directly disrupting your gameplan: he cannot discard or take cards from your hand. Nor does he ever shuffle your two decks together, get a 2-mana mind control, get Wish or get Rod of Roasting.
I remember I got my mage win because of him putting 7 portals on his side. Effectively turning him in a sitting duck. That was awesome. As for dungeon run bosses, all off them have their BS moments honestly.
There are strategies against togwaggle. Stealth for instance stops all of his biggest threats. The rng he has to still turn the tide is the same shit as with Azari (milling all your key cards) or the flummox of the stupid eye when you can’t flood the board or only have good minions. And the AI is surely not helping him.
i consider togwaggle the easiest boss together with the darkness.
You can only play around a bit against King RNG.
1: Not playing aggro, because multiple Portable Ice Wall loses on the spot.
2: Always pick Wand of Disintegration, so you do not autolose against a full board of random legendaries.
Of all his devious moves, the worst is giving himself to you in a card pack.
The main reason they have so OP decks and powers is because the Blizzard AI is nothing more than a two head ogre, by that I mean if they actually played like real player you would probably lose every game no matter what.
The main reason they have so OP decks and powers is because the Blizzard AI is nothing more than a two head ogre, by that I mean if they actually played like real player you would probably lose every game no matter what.