Actually I did listened and I do agree with almost everything they say there . Especially about the bomb ladder .
But I believe they underestimate the power of hitting the right target with juggler on turn 2 . In arena and tempo match-ups this is game winning and it shouldn't be . That's all .
Here's the thing almost everyone is always over looking and is just reinforced by your post there.
Hearthstone is a game. This means it's meant to be fun first challenging second and competitive third.
RNG is part of the game, why because a roll of the dice can be fun. Tilting absolutely I've been there. However it's fun none the less. A card like yogg just throws it into overdrive and says let's see what weird and or whacky shot we can pull off now.
As for skill in the late game. Not necessarily the only thing that will win the game sometimes you need some luck with it, be it rolling high on that lightning storm to clear the board or your sylvanas stealing the right munion for you. Maybe you're healing touch pulling the right card so you can survive just a couple more turns. Point being if we had no random effects what's making hearthstone stand out from all the other ccg that are out there.
It has the advantage of being a digital game that they can balance at any time. As for right now it's far to early to call for yogg to be nerfed or moved to wild. Why you may ask. Simple it hasn't broken the game. Only the hearts of some players because they didn't get the roll they needed to get things to go their way. If yogg was such an overpowered card every class would have a deck that runs it.
I don't know the last time I saw a warlock, paladin, priest or even rogue play a yogg on me. Hell I don't think even a warrior has so that leaves druid mage hunter maybe the one shaman thay one time playing a weird deck. So half the classes play it.
So at the end of the day just because a couple classes run it doesn't make it either meta defining or overpowered. It just makes it a fun card and a hail Mary to say fuck it let's see if luck is on my side today.
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“In the midst of chaos, there is also opportunity” ― Sun Tzu
I feel like many people here are missing the point. The issue with Yogg isn't that he wins games; The problem is the unreliability. Now, before you start saying "and that's why he isn't OP", you're not seeing the bigger picture. Games are potentially decided by a spin of yogg's roullette wheel. There is no preparation, no counter. You and your opponent just sit out the animation and hope the outcome is favorable.
Never is there a moment where you can think, "now is the time when I need Yogg's effect!" because his effect could be anything. You could be looking for a clear, but you cannot play him as a clear because he might not do that. Yogg is a twisting nether that reads "Destroy all minions; Or do something completely different". A deathwing that reads "Destroy all minions and discard your hand. Maybe. Or do something else".
That's not how games should (or could) be decided. It's anti skill and anti competitive.
You are wrong . Yogg is always board clear + card draw + board generation + secrets .
How much of these he actually does is directly proportional with the number of spells you played earlier . If you played few spells he might not do anything . If you played a lot of spells he can turn the game around .
There is a time to Yogg .A good player will play Yogg only when he is the only thing that can help him come back into the game .
I feel like many people here are missing the point. The issue with Yogg isn't that he wins games; The problem is the unreliability. Now, before you start saying "and that's why he isn't OP", you're not seeing the bigger picture. Games are potentially decided by a spin of yogg's roullette wheel. There is no preparation, no counter. You and your opponent just sit out the animation and hope the outcome is favorable.
Never is there a moment where you can think, "now is the time when I need Yogg's effect!" because his effect could be anything. You could be looking for a clear, but you cannot play him as a clear because he might not do that. Yogg is a twisting nether that reads "Destroy all minions; Or do something completely different". A deathwing that reads "Destroy all minions and discard your hand. Maybe. Or do something else".
That's not how games should (or could) be decided. It's anti skill and anti competitive.
That's pretty accurate.
A 10 mana card should be able to decide a game, that's true. Like Anyfin can decide a game (although mostly it's the second one). But it should also be somehow predictable. If my opponent plays a lot of deathrattle cards, I will consider N'zoth and I know pretty much exactly what I have to expect when he comes down. He can still be uncounterable for me, but that's okay then. If I happen to have a N'zoth on my own, maybe that's enough to counter it. Maybe a boardclear is enough, but maybe it isn't.
If my opponent Plays Yogg and my board gets cleared, he draws a bunch of Cards and Yogg builds a board for him, and I Play my Yogg and I draw a bunch of Cards, get frostbolted in my face and finally astral communioned, then the same card has two completely different outcomes. And that is not how competetive hearthstone should be. That's also the problem Piloted Shredder had (potentially opposite outcomes for the same card), but 100 times enhanced. With Shredder the most outcomes where similar and only a few were game deciding (millhouse vs. Doomsayer). With Yogg, everything is only RNG.
I feel like many people here are missing the point. The issue with Yogg isn't that he wins games; The problem is the unreliability. Now, before you start saying "and that's why he isn't OP", you're not seeing the bigger picture. Games are potentially decided by a spin of yogg's roullette wheel. There is no preparation, no counter. You and your opponent just sit out the animation and hope the outcome is favorable.
Never is there a moment where you can think, "now is the time when I need Yogg's effect!" because his effect could be anything. You could be looking for a clear, but you cannot play him as a clear because he might not do that. Yogg is a twisting nether that reads "Destroy all minions; Or do something completely different". A deathwing that reads "Destroy all minions and discard your hand. Maybe. Or do something else".
That's not how games should (or could) be decided. It's anti skill and anti competitive.
I totally agree, that's why hs in going in a bad direction where gamse are just decided by a rng, and most of the times in ur favor. It's completly useles try to think strategys if everything is decided by luck
You are wrong . Yogg is always board clear + card draw + board generation + secrets .
How much of these he actually does is directly proportional with the number of spells you played earlier . If you played few spells he might not do anything . If you played a lot of spells he can turn the game around .
There is a time to Yogg .A good player will play Yogg only when he is the only thing that can help him come back into the game .
No, you are wrong. Yogg can be any of those things, all of those things, or none of those things. Go watch the video. You cannot make a reliable expectation on Yogg.
Watch closely . Every single player who played Yogg draw at least one card and did at least some damage to the board . Sometimes it wasn't enough to save them ? yes . But had them played more spells it would have .
A 10 mana card should be able to decide a game, that's true.
A 10 mana card should not be able to decide the game, or the game becomes about which player draws the 10 mana card first, making it a game of chance.
I'm inclined to agree with you here. A 10 mana card shouldn't decide the game rather it should have a large impact on the outcome. Which is what yogg does. More spells you cast the bigger the impact he has on the outcome.
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“In the midst of chaos, there is also opportunity” ― Sun Tzu
Watch closely . Every single player who played Yogg draw at least one card and did at least some damage to the board . Sometimes it wasn't enough to save them ? yes . But had them played more spells it would have .
I honestly believe you're just not thinking it through. Playing more spells doesn't make Yogg "better", it only makes him do more. More random unpredictable good or bad spells with no reliable outcome.
Dude, You do not understand !
Spells are on average good for you . Any board generation is good . Any card draw is good . Any secret is good . Any board clear is good, Since you play yogg from behind .
The only unreliable spells are direct damage and direct heals . But direct damage will usually hit minions as well and since you play from behind it will usually hit opposing minions since they have more on the board . Direct heal is perfect if it hits you and you usually do not care if it hits the opponent . You just want to survive yourself .
The more spells = the more positive the effect will be for you overall .
Most people use the competitive argument but how many of you are pro or trying to become one? I've been legend multiple times, got it the first time before naxx playing handlock in a meta riddled with miracle rogues and zoolocks and I really don't care and never cared about competition in this game. I just want to have fun and Yogg achieves that. Maybe you're new to this game so you still have illusions about the competitiveness of HS but most veteran players after 2 years + just want some fun and not the play-your-minions-on-curves-and-think-you-have-great-skill way of playing. Also it seems pretty obvious that Blizzard clearly chose the RNG path for this game... Just look at knife juggler he's been one of the biggest offenders since beta. And have you seen how many RNG cards there have been since GVG? Just look at Karazan, most legendaries are RNG Based: Barnes, Mediv, Malcheezar, etc... SO yes Yogg is the god of RNG, his effect is unprecedented and probably a bit frustrating if you're expecting to win and he turns the game around against you but he's also a lot of fun for most people. Btw if you really want to be competitive you need to learn to cope with the bitterness of losing, it's not that bad to win or lose a game based on rng, and you can't last if you can't stand losing in a card game.
I don't agree with yogg defenders since there is too much possitive spells and less negative ones so if you consider this as a dice you have less chance to roll one but more chance to roll six that is what makes Yogg unfair
I've never seen someone discuss a card and change his thought over it. That's why I don't get these pointless threads. You want to hear it so badly from someone that they agree what you think? It's like watching kids fight with a grown men's vocabulary.
I dont care about competetive HS whatsoever - I dont watch it, I dont want to be part of it in any way. As long as I have fun with Yogg I am ok with this card and all the rng it brings on. I actually like Yogg.
N'Zoth, the Corruptor massive board presence bringing high value minions back to life.
Deathwing - clears the board (And your hand), wins games that your opponent gone all and thinks you are out of AOE.
Deathwing, Dragonlord - summon a 12/12 body with a strong deathrattle, but it's generally a card good against control.. or if you are winning by light years against aggro/midrange.
Yesherajj, rage unbound (I 100% got his name wrong) - slow card.. but wins the game if your opponent have nmo answer which normally ins't the case.
Yogg is exactly what his name sais : the last hope for someone in a losing position.
It can be frustrating to play against but a 10 mana legendary should have a powerful effect. In most cases he just acts like a Doom or Deathwing. Sometimes it's more powerful than anything but sometimes is pretty bad making him overall an OK card for the mana cost and rarity.
If you play him right, he can't be bad.
To clarify, you play him when you would otherwise lose. There is no negative outcome then.
I don't think the designers of HS are stupid, and they probably knew this. In poker you call it a "freeroll", a position where there is no negative outcome, but potential gain. It is an extremely profitable position.
The result is that Yogg effectively reduces the edge of any deck over the deck running Yogg with a considerable margin.
Of course, many players play him poorly... they do it when don't need to. That is not a mistake top competitive players will make, which is why he is ruinous to those types of games.
I watched it and during every single one of 'em I thought this:
"Isn't this what Deathwing used to do when you included him in control decks, and the reason why he was seen roughly 50/50 of all times when Taunt-druid was the name of the game in tournament-play?"
Yogg-Saron, Hope's End is a perfectly balanced card, bad rng but due to its mana cost and conditional activation serves the same function as Deathwing. Professional hearthstone players are as a general rule of thumb exceedingly whiny in their appearance... because folks associate Kripparian and Raynad as professional Hearthstone players.
Kripparian is a Hearthstone content producer but not commonly a 'professional' player (he's also an idiot but that's mostly due to the fact that he claims every card his opponent plays is a top-deck'd card... and this includes the times when someone keep such cards as Reno Jackson, Malygos, Gadgetzan Auctioneer in their opening hand as in... cards folks INTENTIONALLY keep in their opening hand because its a good idea; so Kripparian is an idiot sorry but that's not subjective, that's an objective thing).
Raynad is a whiny kid who doesn't understand math (if you don't believe me, go and look up his video on RNG, compare it to Extra Credits explaination of the "Delta of Randomness", take a math class if you still don't believe me... and its quite clear Raynad failed math in school) and complains about the fact that rng even exists in cardgames.
Sorry but no, Yogg-Saron, Hope's End is an unconditional Deathwing for spells which means that you need a drawback for the card. And that drawback is that it only works some of the time.
I would agree that 'Hearthstone can't be taken seriously because of a card that wins you games from behind and establishes dominance when ahead!' but... all of these Yoggs were played from behind and most of 'em didn't do anything to help win the situation. I agree that rng is not good for the competitive scene and I fundamentally believe that if there's even a chance to essentially become an immortal ... the game's flawed. Look to highground miss chance in games like DotA, SC:BW, WC3, etc. for reference.
However... you don't become an immortal because you played Yogg-Saron, Hope's End, nor are you an immortal even due to the highground miss chance considering... the games I listed have been considered some of the most competitively balanced games in the history of gaming! You don't become an immortal, because of how the game's made. And likewise what Kibler has said "Play around it"; don't overextend, you can see when a 'BIG' Yogg is coming or not, if you are playing an aggressive deck... put on more aggression. Failed to do so? Did you fail because your deck is built wrong (your fault), because you didn't draw the 'right' cards (welcome to cardgames) or because of a Yogg-Saron, Hope's End that a) hasn't been played yet or b) he was able to powerup with spells and then play on 10 mana?
The card's fine. If you want to debate me on this, bring me statistics of win-ratio for the card.
(Oh and btw, just because I need to state this as well: Firebat had the right idea that you could make a format in which you could ban certain cards which is a good thing for community tournaments, horrendous idea for official tournaments but good for those kind of community tournaments to exist as well. Other than that when Firebat was talking about the win ratio of Yogg-Saron, Hope's End in his video he neglected one thing: too few games are played by 'each player' to provide solid averages or statistics. To understand this better I suggest following Extra Credits and looking up their videos on competitive viability and tournament play. That as well as Brian Kibler.)
IIRC the random effects in DotA are not purely random ; You are guaranteed to have a close to average result because of an anti-streak system that increases your chance of X result until you get X result ( With the chances actually hitting 100% at some point ). So, unlike Yogg, you can't RNG your way out of any situation.
I think RNG gets out of hand the instant nothing ( Not even an even more unreasonnable amount of luck ) can save you from someone being lucky. Like, in a MOBA, say someone only crits ( For some reason ), well, just CC or focus them. Sure, it puts a dent in your odds of winning, but it's nothing you can't deal with. However, Yogg ? Kiss goodbye to your Ice Block, 'cause Flare, and then you can just wait for a few pyroblasts to finish you off. It's a simple fact that nothing can any realistically save you from Yogg. You can decrease its effectiveness, sure, but you will never, ever deny it the possibility of breaking you in half.
Also the claim Yogg Saron is hard to pull off is laughable when many decks consist almost entirely of stalling the game with loads of spells. It's not like it's a hard thing to do, really. I've even seen a guy include Yogg' in a deck that only managed to play 3 spells before turn 10+, and guess what, they threw a piece of removal at my side of the board, played CotW, a useless spell, and boom, outvalued by RNG. As to "putting pressure", or whatever, this is Hearthstone ; For those of us who don't participate in HS * chuckle * e-sport, it's random matchmaking. I can't magically turn my control deck into an aggro one when I queue into a Yogg deck, and that's if aggro decks actually counter Yogg decks ; Never played either of them, so can't speak for that match-up, but I would think tempo mage isn't exactly at a disadvantage against aggro decks, with loads of removal, board clears and flamewaker.
As to bringing its winrate...Well, I'm not Blizzard, am I ? It's a pretty cheap tactic to ask someone to do something they can't do. Also, the winrate probably consists in quite a good deal of Yoggs playing against each other. Dr Boom probably had a very close to 50%, not because it was balanced, but because everyone was using it.
Hearthstone was never meant to be a competitive game format, the only reason it exists as one is because said RNG elements are fun to watch, a kinda paradox of the scene. The Devs themselves even said they didn't want Hearthstone to become competitive and the RNG elements play a big factor in why that is the case. RNG cards are perfectly fine in Hearthstone with that intention that it isn't meant to be competitive, ergo why they released Yogg because it's a fun card and you can get away with RNG cards in Hearthstone because it is a Digital Card game.
Yogg is ridiculous in tournaments I agree, but these tournaments were never meant to really exist in the first place and it's always fun to watch when Yogg wins / loses a game.
That is a difference of opinion. I have stopped watching tournaments due to Yogg, and I don't think I am alone. Conquest format + yogg = almost identical decks to ladder and very little guarantee of the best player winning (not that there was ever big guarantee, HS being a game where an edge of more than 60% is difficult either way... but that edge has grown even smaller now).
Yogg-Saron is a 10 mana card. It must have such an effect.
Cards like Fiery Bat, Flame Juggler and Tuskarr Totemic are 100% based on RNG and can win games on turn 1-2-3. That happens much more frequently than a Yogg win and is far more problematic.
If you hate RNG, just play another game, Hearthstone is 100% based on RNG.
That's easy, any card with RNG effect keeps the game from being PTW, keeps it new player friendly, it's a delicate balance though, too much RNG and the people who who blows a lot of cash on packs will rage quit.
Okay I watched the first 10, I don't have time to watch the rest.
Sometimes it turned the game around, sometimes it didn't, which is my experience is consistent with Yogg. I assume the players who put it in their deck considered it was worth the risk, even for a 10 mana card.
What is your point here?
This.
While the community is pretending to be in hysterics regarding the card, no one has actually presented a data set suggesting the card is remotely close to having the power levels which are commonly assumed. Similar community histrionics led to Blizzard nerfing a deck with a 46% win-rate almost a year ago. Neither the Druid nor Mage Yogg decks are tearing up the ladder - indeed, the Mage deck is third-tier. They see play in tournaments because neither is powerful enough to ban. FWIW - to all appearances, the card doesn't seem to have the sort of consistent, unfair effect which other playable 10-drops possess in order to see play. In the twenty games shown in the video, Yogg won a few more than he lost. It doesn't show how many games were lost owing to Yogg being a dead draw in the early and mid-game - 10-mana cards have low "win-rates when drawn" and need to compensate by having high "win-rates when played." It frankly doesn't matter how they achieve it - Anyfin+Murky and C'Thun simply burst the opponent down; N'Zoth resets the game so unfairly that the opponent can't recover. It is difficult to "play around" any of this, as the effects are often independent of game-state - that's why these 10-drops see play, and Mind Control doesn't. Sometimes, Yogg achieves a similarly unfair result. I would guess that the card isn't unfair enough to justify its play-rate, but no one seems to know - it would be nice to see a data analysis from VS.
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Actually I did listened and I do agree with almost everything they say there . Especially about the bomb ladder .
But I believe they underestimate the power of hitting the right target with juggler on turn 2 . In arena and tempo match-ups this is game winning and it shouldn't be . That's all .
Here's the thing almost everyone is always over looking and is just reinforced by your post there.
Hearthstone is a game. This means it's meant to be fun first challenging second and competitive third.
RNG is part of the game, why because a roll of the dice can be fun. Tilting absolutely I've been there. However it's fun none the less. A card like yogg just throws it into overdrive and says let's see what weird and or whacky shot we can pull off now.
As for skill in the late game. Not necessarily the only thing that will win the game sometimes you need some luck with it, be it rolling high on that lightning storm to clear the board or your sylvanas stealing the right munion for you. Maybe you're healing touch pulling the right card so you can survive just a couple more turns. Point being if we had no random effects what's making hearthstone stand out from all the other ccg that are out there.
It has the advantage of being a digital game that they can balance at any time. As for right now it's far to early to call for yogg to be nerfed or moved to wild. Why you may ask. Simple it hasn't broken the game. Only the hearts of some players because they didn't get the roll they needed to get things to go their way. If yogg was such an overpowered card every class would have a deck that runs it.
I don't know the last time I saw a warlock, paladin, priest or even rogue play a yogg on me. Hell I don't think even a warrior has so that leaves druid mage hunter maybe the one shaman thay one time playing a weird deck. So half the classes play it.
So at the end of the day just because a couple classes run it doesn't make it either meta defining or overpowered. It just makes it a fun card and a hail Mary to say fuck it let's see if luck is on my side today.
“In the midst of chaos, there is also opportunity” ― Sun Tzu
My current disaster-piece
“In the midst of chaos, there is also opportunity” ― Sun Tzu
My current disaster-piece
Most people use the competitive argument but how many of you are pro or trying to become one? I've been legend multiple times, got it the first time before naxx playing handlock in a meta riddled with miracle rogues and zoolocks and I really don't care and never cared about competition in this game. I just want to have fun and Yogg achieves that. Maybe you're new to this game so you still have illusions about the competitiveness of HS but most veteran players after 2 years + just want some fun and not the play-your-minions-on-curves-and-think-you-have-great-skill way of playing. Also it seems pretty obvious that Blizzard clearly chose the RNG path for this game... Just look at knife juggler he's been one of the biggest offenders since beta. And have you seen how many RNG cards there have been since GVG? Just look at Karazan, most legendaries are RNG Based: Barnes, Mediv, Malcheezar, etc... SO yes Yogg is the god of RNG, his effect is unprecedented and probably a bit frustrating if you're expecting to win and he turns the game around against you but he's also a lot of fun for most people. Btw if you really want to be competitive you need to learn to cope with the bitterness of losing, it's not that bad to win or lose a game based on rng, and you can't last if you can't stand losing in a card game.
I don't agree with yogg defenders since there is too much possitive spells and less negative ones so if you consider this as a dice you have less chance to roll one but more chance to roll six that is what makes Yogg unfair
I've never seen someone discuss a card and change his thought over it. That's why I don't get these pointless threads. You want to hear it so badly from someone that they agree what you think? It's like watching kids fight with a grown men's vocabulary.
Suck My Lollipop!
I dont care about competetive HS whatsoever - I dont watch it, I dont want to be part of it in any way. As long as I have fun with Yogg I am ok with this card and all the rng it brings on. I actually like Yogg.
Yogg-Saron is a 10 mana card. It must have such an effect.
Cards like Fiery Bat, Flame Juggler and Tuskarr Totemic are 100% based on RNG and can win games on turn 1-2-3. That happens much more frequently than a Yogg win and is far more problematic.
If you hate RNG, just play another game, Hearthstone is 100% based on RNG.
That's easy, any card with RNG effect keeps the game from being PTW, keeps it new player friendly, it's a delicate balance though, too much RNG and the people who who blows a lot of cash on packs will rage quit.
Competitive hs is and will always be a complete joke unless they start removing coinflip win the game cards.