The RNG of things like Yogg is one of the only things that makes this game really versatile. HS is a pretty simple card game compared to things like MTG, and it plays fast. It's meant to. And having a simpler pool, smaller decks, and faster play, RNG cards allow some versatility. I'd wager that without things like Discover, Tuskarr Totemic, etc, the meta would be even more linear than it is.
Sorry OP doesn't like Yogg. It's all going to be ok.
That's a really bad argument. You can give a card versatility without making it random. Look at all the druid Choose One cards.
Would the meta be more linear? Yes of course it would be, but people would be able to play decks without random effects in them. Requiring randomness in order to create versatility is bad game design. It shows that they can't design cards that allow people to toolbox, and toolboxing is a massive part of card games.
... maybe it's because of cards like Yogg that people are having so much fun ...
I'm not having any fun. Where's the fun?
Since I'm talking about the people who watch the game on stream I'll say you and I are a minority, just take a look at how many video on internet there are thanks to him, he's a source of entertainment , he provides fun, simple as that, sorry for you that you don't feel the same bro
You really feel that game design should be based around spectators and not players?
I do not know if you played MtG back in the days when Falling Star and Chaos Orb were legal. Weird things happened: people at tournaments played their cards wide away to offset this weird effect, and what if someone would win a game thanks to their "flipping" skills? Would that be a "proper" Magic win? The "Yogg effect" reminds me of that time, in which you would lose a game to a good flick of the wrist.
I was a god among men with a Chaos Orb back in the day. If you were good at it the thing was straight up broken. Had one guy threaten to play with his cards sleved in a tub of water! We played on tiny tournament tables back then which made it especially evil. Just to be nice I'd always play it.... wait for a bit for my opponent to do what he wished with his cards, then activated it. Some folks just sat their with their land fanned together nicely for me. Just evil. Yogg is utterly reasonable by comparison.
Yogg is not a coin flip. You need to know when to play him, when not to. You need to set him up. You need to build a deck he works in. He is a big chunk of nothing good if you are up in the game, he is a shot at a turn around you are behind. He's no more a game changer than DOOM or Nether Void or Brawl.
To those who don't know, Chaos Orb was an actual physical card, it's effect was you flip it from one foot above the table, it must complete a full rotation in mid air. Then any card it lands on is destroyed along with itself. And this was a card used competitively in tournaments. That. Is true bullshit.
The people defending yogg saying it can backfire are either being intellectually dishonest or don't have much experience playing the card. I've played Yogg A LOT and he very rarely backfires....
So you agree it sometimes backfires which is in contradiction to your first part.
But honestly Yogg is no problem card RNG wise because he costs 10 MANA!!!
Way worse RNG cards are cards like Juglers,Discard randomness and Tuskar Totemic.
Id say Tuskar wins by RNG way more games than Yogg will ever win and that on turn 3.
Those are bad designed cards because they flipp game on early turns. Cards like Yogg are ok because theyre meant to change/win the game.
So he might be high reward low risk but thats completely fine on 10 mana. Before changing Yogg, there is no way to stepp over Tuskar and Stuff when talking about problem RNG.
There is no contradiction, I said he very rarely backfires, meaning simply stating that he backfires is not a good argument to defend the fairness of the card, because a downside that is only relevant a very small amount of the time is not worth discussing. That's like saying shredder wasn't a problem just because it could give you doomsayer or darnassus aspirant.
So its a Legendary 10 mana Card with drawback+condition and a body that is 5 mana overcosted, how is that not allowed to have a gamechanging effekt?! And why would you ever compare THIS to a 4 mana card that has none of these drawbacks.
Design wise: Legendary + Drawback + Condition +5 mana missing on Body+10 mana cost the only missing effekt would be making it a classcard. but no question yogg has the highest BONUS on Effekt of all cards in the game just by default game design.
Yes the effekt is random but it can backfire and the body is shit so the battlecry is meant to be broken. Sure you can design a non RNG Yogg but will that in the end be stronger than this version?
Compare this with varian for example, he has no downside no condition a better body and already draw/plays 3 cards.
So by default Yoggs Effekt has to be even better. For example a non RNG Yogg would be like 10 mana 7/5, if you played 15 spells this game, destroy all enemy minions, draw 3 cards deal 5 damage to your Hero or something like that.
Yogg is most of the time just doing what he is allowed to to balance wise even if the result is insane.
I do not know if you played MtG back in the days when Falling Star and Chaos Orb were legal. Weird things happened: people at tournaments played their cards wide away to offset this weird effect, and what if someone would win a game thanks to their "flipping" skills? Would that be a "proper" Magic win? The "Yogg effect" reminds me of that time, in which you would lose a game to a good flick of the wrist.
I was a god among men with a Chaos Orb back in the day. If you were good at it the thing was straight up broken. Had one guy threaten to play with his cards sleved in a tub of water! We played on tiny tournament tables back then which made it especially evil. Just to be nice I'd always play it.... wait for a bit for my opponent to do what he wished with his cards, then activated it. Some folks just sat their with their land fanned together nicely for me. Just evil. Yogg is utterly reasonable by comparison.
Yogg is not a coin flip. You need to know when to play him, when not to. You need to set him up. You need to build a deck he works in. He is a big chunk of nothing good if you are up in the game, he is a shot at a turn around you are behind. He's no more a game changer than DOOM or Nether Void or Brawl.
Thanks buddy for the memories! :) and many thanks to the insightful replies that I have read until now!
Anyway, the problem with Yogg you cannot play around it except ( like someone in this thread suggested ) by rushing the opponent down before turn 10; you can play around Brawl and Nether Void, but you cannot play around Yogg. And Yogg is a bad designed card since IMHO no card should be allowed that basically says: "Flip a coin. If it is head you win."No matter it costs 10 mana, no matter it has a weakish body. This card would be played even if it was a 10 mana 1/1. Read this card like this: "Flip a coin=win the game". And no, this is not the same as topdecking a win when you need that exact amount of damage or something like that.
Let's help ourselves with another example: take a longish boardgame, Risk/Settlers of Cataan/Agricola/Puerto Rico. You play for like, 2-3 hours... one is clearly winning, others are fighting at their best, one is struggling bad and clearly losing. What if the losing player plays a card that says: "Flip a coin=win the game"? Would you consider this good design? Would you be satisfied with the outcome? Would you say good game, 'twas fun? Just some food to thought. Since I am an avid and experienced boardgamer, cardgamer and playtester I like to study games from a good/bad design PoV.
You make a fool out of yourself I don't think that was your idea when creating this Yogg cry topic
No, I created this topic to have some insight about what I think it is a really bad card design that can be very harmful to Heartstone in the medium long run, and also to exchange PoVs about it. What is YOUR idea when replying on the topic in such a useless and offending way? I was expecting more friendliness and seriousness from dutch people.
BigFatMurloc, comparing Yogg-Saron to Varian Wrynn is a shining reason why you don't know what you're talking about.
Varian Wrynn can only pull cards you have put in your deck, can only summon minions, and being played late in the game can push you into fatigue by drawing 3 cards, also Varian is a class card, and technically does not make a direct impact on the board unless he rips a taunt or charge minion(direct impact meaning your opponent could easily just ignore it for a turn) that you yourself put into your deck. Yogg-Saron doesn't care what's in your deck, it will play what it wants, which either means it will be incredible or backfire, like you said, but the design of Yogg-Saron decks means that when you summon yogg, there is no way you would have won if you didn't get a good roll on his effect anyway, so you really have nothing to lose and everything that happened before now was a waste of time.
Also, the fact that you don't know the proper spelling of effect puts a damper on the respect of your opinion.
Ok so if your only problem is my gramatiks this thread can finaly be closed. And English is not my main language so i give a fuck about it.
You completely miss my point though, which was that Yogg has to be way way over Varians cardeffekt from a design perspektive.
the effekt is random but its justefyed due to 10 mana,bad body, legendary, condition, and a random drawback.
As I said you could change the rng to fixed things but it still would be broken because the cost ratio of Yogg is highest in game. So hes meant to have the strongest battlecry in the game.
So again may i ask how you would design the best battlecry in the game? And would that be under the average Yogg is doing now anyways?
A 4 mana 7/7 on 4 will lose you more games than a card dropped at turn 10 or later. Also some decks really need Yogg. The reason Druid plays it is because Druid doesn't have any real comeback mechanics, losing the board would often mean losing the game. I play Druid the most out of any class and I know for a fact that you have to strengthen your board continuously to not fall behind, which makes you susceptible to being board cleared. Pre-Standard you had something like Ancient of Lore, which would draw you cards so that even a board clear wasn't terrible (you also had combo so having a board wasn't strictly necessary, but I actually agreed that it needed to be nerfed because it wasn't interactive). I am sure other decks that run Yogg might have similar reasons (other than just the fact that it is fun).
A 4 mana 7/7 on 4 will lose you more games than a card dropped at turn 10 or later. Also some decks really need Yogg. The reason Druid plays it is because Druid doesn't have any real comeback mechanics, losing the board would often mean losing the game. I play Druid the most out of any class and I know for a fact that you have to strengthen your board continuously to not fall behind, which makes you susceptible to being board cleared. Pre-Standard you had something like Ancient of Lore, which would draw you cards so that even a board clear wasn't terrible (you also had combo so having a board wasn't strictly necessary, but I actually agreed that it needed to be nerfed because it wasn't interactive). I am sure other decks that run Yogg might have similar reasons (other than just the fact that it is fun).
But I have answers to that 7/7. A hex, a pacify effect, a polymorph, a freezing trap, a BGH etc.
people who play face decks will never understand this game has way too much rng. some ppl say yogg has little rng? REALLY? throw spells hope to draw so u can clear the board and again hope yogg does sth good? good game definitely.
to the people who says this is a game it cant be serious. what about games that are serious and fun at the same time, have u ever heard sth like this or played?
A 4 mana 7/7 on 4 will lose you more games than a card dropped at turn 10 or later. Also some decks really need Yogg. The reason Druid plays it is because Druid doesn't have any real comeback mechanics, losing the board would often mean losing the game. I play Druid the most out of any class and I know for a fact that you have to strengthen your board continuously to not fall behind, which makes you susceptible to being board cleared. Pre-Standard you had something like Ancient of Lore, which would draw you cards so that even a board clear wasn't terrible (you also had combo so having a board wasn't strictly necessary, but I actually agreed that it needed to be nerfed because it wasn't interactive). I am sure other decks that run Yogg might have similar reasons (other than just the fact that it is fun).
But I have answers to that 7/7. A hex, a pacify effect, a polymorph, a freezing trap, a BGH etc.
There is no answer or counterplay to a Yogg.
Yeah, but you are more likely to have finished a match by turn 10 than to have the exact answer you need at turn 4. My point anyway is that a lot of things are decided by luck or by the fact that opponent's can run deck with a very low curve and using some ridiculous cards/combos (such as Divine Favor or Doomhammer + 2x Rockbiter Weapon and many more) can consistently get reliable results. To me that is more frustrating that losing to Yogg. I am sorry if I am not being helpful I just think that Yogg is a fun card compared to other things in Hearthstone.
A 4 mana 7/7 on 4 will lose you more games than a card dropped at turn 10 or later. Also some decks really need Yogg. The reason Druid plays it is because Druid doesn't have any real comeback mechanics, losing the board would often mean losing the game. I play Druid the most out of any class and I know for a fact that you have to strengthen your board continuously to not fall behind, which makes you susceptible to being board cleared. Pre-Standard you had something like Ancient of Lore, which would draw you cards so that even a board clear wasn't terrible (you also had combo so having a board wasn't strictly necessary, but I actually agreed that it needed to be nerfed because it wasn't interactive). I am sure other decks that run Yogg might have similar reasons (other than just the fact that it is fun).
But I have answers to that 7/7. A hex, a pacify effect, a polymorph, a freezing trap, a BGH etc.
There is no answer or counterplay to a Yogg.
Yeah, but you are more likely to have finished a match by turn 10 than to have the exact answer you need at turn 4. My point anyway is that a lot of things are decided by luck or by the fact that opponent's can run deck with a very low curve and using some ridiculous cards/combos (such as Divine Favor or Doomhammer + 2x Rockbiter Weapon and many more) can consistently get reliable results. To me that is more frustrating that losing to Yogg. I am sorry if I am not being helpful I just think that Yogg is a fun card compared to other things in Hearthstone.
No worries, all replies are helpful :)
I agree that Yogg can be funny, but can be really, really unfair and enfuriating. Losing to a Doomhammer + 2 Rockbiter can be indeed frustrating, but it is hardly unfair. The only RNG involved there is the luck of the draw.
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The best way to solve problems is to create more problems until you are dead
Yogg is supposed to be a joke. Why so serious bro?
If Yogg is the reason this game can't be taken seriously, it means this game could have taken seriously before whispers of the old gods.
Legendaries crafted so far: Dr. Boom, Kazakus, Lord Jaraxxus, Sylvanas Windrunner, Fire Plume's Heart, Mal'Ganis, Bloodreaver Gul'dan, Baku the Mooneater, Genn Greymane, Aya Blackpaw, Patches the Pirate, Leeroy Jenkins, Zilliax, Raid the Docks and ancharr
I think it's better if you delete this topic.
You make a fool out of yourself I don't think that was your idea when creating this Yogg cry topic
AJAX AMSTERDAM
I would play Yogg even if it was a 1/1, since its card text is:"Flip a coin: if it is Heads you win the game".
A 4 mana 7/7 on 4 will lose you more games than a card dropped at turn 10 or later. Also some decks really need Yogg. The reason Druid plays it is because Druid doesn't have any real comeback mechanics, losing the board would often mean losing the game. I play Druid the most out of any class and I know for a fact that you have to strengthen your board continuously to not fall behind, which makes you susceptible to being board cleared. Pre-Standard you had something like Ancient of Lore, which would draw you cards so that even a board clear wasn't terrible (you also had combo so having a board wasn't strictly necessary, but I actually agreed that it needed to be nerfed because it wasn't interactive). I am sure other decks that run Yogg might have similar reasons (other than just the fact that it is fun).
people who play face decks will never understand this game has way too much rng. some ppl say yogg has little rng? REALLY? throw spells hope to draw so u can clear the board and again hope yogg does sth good? good game definitely.
to the people who says this is a game it cant be serious. what about games that are serious and fun at the same time, have u ever heard sth like this or played?