The main problem about tuskarr totemic and other cards like flame juggler is - early game should never be decided by rng. It's just unhealthy when you can win a game just by rng factor on turn 2 or 3.
You're thinking of balance in terms of within games. Designers are thinking of balance in terms of within play sessions (multiple games). There's no issue with Totemic when you average out the results over many games, assuming you don't tilt off the face of the earth the moment one decent RNG result happens and you immediately quit Hearthstone for the day.
I really think that Blizzard's design philosophy is off with the over reliance on random numbers. People play Hearthstone to have fun and that means winning. People assume that if you win it means you have skill and therefore are actually good at the game. All these random number / random summon cards eat at the skilled player until the deciding factor in a game becomes, ultimately, pure luck. That in turn destroys the potential of the game for both player and spectator alike once everybody realise that the games are being decided via randomness.
Skill is taking the best possible action in a given situation, it doesn't matter how you got into that situation.
1. I really don't know whether the probabilities of the totems are equally distributed 2. A 3/2 and a 0/3 ARE NOT as good as a 3/5. Not even close. That's not how it works. Would you prefer a 9/9, or a 9/1 and 2 0/4s? Right. 3. The totem being random is a HUGE disadvantage. You can't just take the mana cost of the best outcome and tack it on top. This is one of the reasons why the shaman hero power is considered the weakest. 4. A 3/2 is a very low tempo play on turn 3. With a HP totem that is still average tempo.
Making the card only summon a hero power totem would mean the card would be unplayable. Thou I agree it sucks that early game rng decides a whole game in some cases. My solution is to make it a 4 mana card that can only summon non hero power totems.
How would it be unplayable, you get 4 mana worth of minions for 3 mana...
The totems are actually worth 0 mana and with the rng element they are actually worse than 0 mana minions.
How are they worth 0 mana when you have to pay 2 mana to make one?
You don't play a card using your hero power. Hero powers are all on about the same power level and a 1/1 (Paladin) and 1 damage (Moonfire) are hero powers as well as 0 cost cards. It's basic Hearthstone card science.
Totems are an exception since you cannot summon them (the 4 totems from Totemic Call) in any other way than using the Totemic Call (or Tuskarr Totemic of course).
Okay, so you're saying Totemic is a 3/2 Fencing Coach.
I feel like the card is definitely good but looking at several class cards many are the same kind of op, the real problem with the card is the rng component, without totem golem this card would be playable and would see play but would not have the chance to win alone. The average power of this card is fine but the unpredictability of it makes it too good your nerf would be an over nerf and it is not a big enough problem to need that. I think the card is really cool and mostly well designed but I understand the salt and think your point is mostly pretty reasonable.
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Just fill your deck with one drops, that is creative deck design, right?
This is actually the card i want to get changed the most. Its a card that shows how bad RNG is for the game. Its a coinflip on turn 3 to win or lose and thats not fun at all.
But the prblem is, that the lead designer of hearthstone doesnt understand this so there will propably be more cards like this in future sets.
Why was no one complaining about tuskar totemic in September? December? March?
Wotog added no new totems. It's exactly the same card that wasn't used in any competitive deck prior to the rotation.
The real issue is that the rotation had basically left 2 classes with enough cards to be good, 1 classes with a hero power that makes crappy aggro functional, 3 classes that are entirely reliant on gimmicks and polarized matchups, and 3 classes that can only function if everyone passes t1-t3.
Part of the issue has to do with its new synergy in WotoG. Thing from Below makes Tuskarr Totemic more of a natural inclusion so of course people are going to be more upset about it now because they're seeing it more often.
I think the card is poorly designed with the totems we have, but I don't think it is that overpowered. If you made it only summon hero power totems then you will need to lower its mana cost to 2 or else no one would ever consider playing it. Generally two bodies are worse than one, so a 3/2 that summons a hero power totem just wouldn't be worth 3 mana. We already have a 2/3 that summons a 1/1 and I can't remember the last time I saw anyone play that in constructed.
The problem is just that even with mana crystals locked shamans have the perfect curve including all these nonsense cards like feral spirit or dr. 4 to gain tempo back when you clear everything. I mean blizzard did make a great job with tunnel trogg being releazed and even with dr. 2 you still can say that this is shaman. But they screwed up by giving shaman those midgame-ish cards to get lethal at turn 5 whitch is just astonishing! Shaman was pretty ok after nerf and before whispers came out...
A card that is usually a 3/4 or 4/3 for 3 mana is right on curve, especially for a class card that is supposed to be just slightly better. Getting a bonus +3/4 in stats is rough, but the chances of that are 14%, and will only get worse if Blizzard blesses Shaman in the next expansion or two with more crappy totems. And it only gets worse in Wild if more and more totems get added in (although we haven't seen any since TGT if I'm correct). If it makes you feel any better, Shaman is destined to be ass again March 2017 when they lose Tunnel Trogg, Thunderbluff Valiant, Brann, Jeweled Scarab, the two cards being complained about here, etc, so just deal with it for a little longer. Shaman players deserves one good year.
Totem Golem should be 4/3 instead of 3/4 and Tuskarr Totemic should be 2/2. There should be some value lost in RNG cards. Otherwise, it becomes 100% viable.
Totem Golem should be 4/3 instead of 3/4 and Tuskarr Totemic should be 2/2. There should be some value lost in RNG cards. Otherwise, it becomes 100% viable.
Well I guess if you put Dr. 4 in a rogue deck, you are pretty much screwed lol
Better id you look on shaman and his curve now as you looked on secret paladin. I mean of corse secret paladin is even worse but now the new secret paladin is just the shaman. And even the hunter is getting more and more value back with Mr. Firebat if blizzard gives them an op (they already have a good 4 drop) 4 drop. If this happens I guess there's something going on here. Blizzard should more or less bring cards for the same mana costs that compete against each other than bringing cards that are respectively good to be played on curve...
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Tuskarr Totemic should have been a 2/2 with the same effect instead.
Skill is taking the best possible action in a given situation, it doesn't matter how you got into that situation.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
5 mana 3/3 .... summon a non-hero power totem ?
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
1. I really don't know whether the probabilities of the totems are equally distributed
2. A 3/2 and a 0/3 ARE NOT as good as a 3/5. Not even close. That's not how it works. Would you prefer a 9/9, or a 9/1 and 2 0/4s? Right.
3. The totem being random is a HUGE disadvantage. You can't just take the mana cost of the best outcome and tack it on top. This is one of the reasons why the shaman hero power is considered the weakest.
4. A 3/2 is a very low tempo play on turn 3. With a HP totem that is still average tempo.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I feel like the card is definitely good but looking at several class cards many are the same kind of op, the real problem with the card is the rng component, without totem golem this card would be playable and would see play but would not have the chance to win alone. The average power of this card is fine but the unpredictability of it makes it too good your nerf would be an over nerf and it is not a big enough problem to need that. I think the card is really cool and mostly well designed but I understand the salt and think your point is mostly pretty reasonable.
Just fill your deck with one drops, that is creative deck design, right?
This is actually the card i want to get changed the most. Its a card that shows how bad RNG is for the game. Its a coinflip on turn 3 to win or lose and thats not fun at all.
But the prblem is, that the lead designer of hearthstone doesnt understand this so there will propably be more cards like this in future sets.
I think the card is poorly designed with the totems we have, but I don't think it is that overpowered. If you made it only summon hero power totems then you will need to lower its mana cost to 2 or else no one would ever consider playing it. Generally two bodies are worse than one, so a 3/2 that summons a hero power totem just wouldn't be worth 3 mana. We already have a 2/3 that summons a 1/1 and I can't remember the last time I saw anyone play that in constructed.
The problem is just that even with mana crystals locked shamans have the perfect curve including all these nonsense cards like feral spirit or dr. 4 to gain tempo back when you clear everything. I mean blizzard did make a great job with tunnel trogg being releazed and even with dr. 2 you still can say that this is shaman. But they screwed up by giving shaman those midgame-ish cards to get lethal at turn 5 whitch is just astonishing! Shaman was pretty ok after nerf and before whispers came out...
Just remember the good times!
A card that is usually a 3/4 or 4/3 for 3 mana is right on curve, especially for a class card that is supposed to be just slightly better. Getting a bonus +3/4 in stats is rough, but the chances of that are 14%, and will only get worse if Blizzard blesses Shaman in the next expansion or two with more crappy totems. And it only gets worse in Wild if more and more totems get added in (although we haven't seen any since TGT if I'm correct). If it makes you feel any better, Shaman is destined to be ass again March 2017 when they lose Tunnel Trogg, Thunderbluff Valiant, Brann, Jeweled Scarab, the two cards being complained about here, etc, so just deal with it for a little longer. Shaman players deserves one good year.
Tuskarr Totemic : Summon a random Totem Golem
Totem Golem should be 4/3 instead of 3/4 and Tuskarr Totemic should be 2/2. There should be some value lost in RNG cards. Otherwise, it becomes 100% viable.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Super swingy, extremly RNG-based cards are bad design competetive scene in mind.
Well I guess if you put Dr. 4 in a rogue deck, you are pretty much screwed lol
Better id you look on shaman and his curve now as you looked on secret paladin. I mean of corse secret paladin is even worse but now the new secret paladin is just the shaman. And even the hunter is getting more and more value back with Mr. Firebat if blizzard gives them an op (they already have a good 4 drop) 4 drop. If this happens I guess there's something going on here. Blizzard should more or less bring cards for the same mana costs that compete against each other than bringing cards that are respectively good to be played on curve...
Just remember the good times!
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.