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.)
People saying it's not op because hurr durr only 50% winrate with that card. It's probably not OP but it's not about that, it's about the fact that, when you lose to a deathwing, n'zoth or c'thun, you know EXACTLY why you lost. If you lose to a 50/50 sylvanas or rag, sure you get salty a bit, but it could have gone either way, whatever, it's slightly annoying. However you can play around both cards to a major degree and they don't offer an effect that's far above their mana cost.
When you lose to a ridiculous yogg though, you lost to a 10-15% chance of yogg casting something like board clears, card draw and cotw, or double pyro to your face or whatever and that's frankly BS and doesn't require any semblance of skill to play yogg "at the right time", it's the same type of shenanigans like unstable portal where you have 3% chance to win game on the spot if you skillfully portal an antonidas, thaurissan, kel thuzad, whatever. You also cannot ever fully prepare for what yogg can cast. You can play less minions and save board clears if you are expecting yogg, but there's no counterplay to him drawing cards and getting major card advantage, there's no counterplay to every random secret he can cast (you're not gonna run flare or eater of secrets just because of yogg), there's no counterplay to getting pyroblasted and mind blasted for lethal, there's no counterplay for a wide variety of outcomes that yogg can produce.
I don't see how that's any fun for the player on the recieving end, regardless of the fact that a perfect outcome for the yogg player happens rarely. Having even a small chance of winning the game almost instantly with no or almost no counterplay should NOT at the very least, exist in tournaments. The other times when you don't win the game because of yogg (or unstable portal) don't even matter, the sheer existence of possibility to lose instantly because of yogg and the lack of counterplay makes it not ok for tournaments.
Wow people just need to say something about Yogg every day. You lose more time in a day seething about Yogg than the games you lost to Yogg. I think it is fair to ban a card like Yogg from tournaments because its game-changing RNG in a small sample size of games could be the difference that sees the best player lose purely on RNG. However, in ladder the big sample size of games will show that Yogg is good in about 70% of the times he is played, which is a good compromise for its powerful effect (a 10 mana minion needs a crazy effect to see play). In the current aggressive meta you need cards like Yogg so that if you survive to the late game against aggressive decks it can do something to turn the game in your favor.
Yogg is a fun card you play and just watch things go crazy. Good players still reach the highest ranks and bad players still whine about how broken he is. We get it, he can win you a game that you had no chance to win, but he can also do nothing or in some rare cases put you in a worse spot. To me it is more concerning that we have a stupid shaman deck that just goes face dominate the meta and it is decks like those that make Yogg necessary as an extra answer card. When the meta settles into a better state (where most styles of decks are viable) we can revisit the Yogg issue, but right now I think he is necessary to allow you to stabilize against faster decks.
If there is a card to complaint about is CotW, not yogg saron. Yes, sometimes i played it and i incredibly won lost matches; sometimes i played when i was losing and i just delayed my death by a turn; sometimes they played against me when i was in total control and i lost...and finally sometimes they played it against me and they still lost. If the question is "Does Yogg makes HS a less strategic game?" i would say yes, and was probably better if it was not printed. But is not OP. It can be, but it also can be crap. It's a coin toss. I dont see much more skill in paying 8, do 5 damage and spread 22 stats over 3 bodies...repeat next turn and enjoy your being such a skilled player.
but right now I think he is necessary to allow you to stabilize against faster cks.
Except he doesn't do that because fast decks have crushed you well before turn 10. Yogg is crushing control and slow decks.
That is not always true though. A lot of those decks tend to run out of cards in hand (when you near 10 mana not necessarily turn 10 as druid who runs yogg) and they have a decently sized board so Yogg could help a lot (with aoe/draw/heal). The AOE is especially important since as Druid you don't have good enough board clears. I play a lot of games with Druid and that is what he helps me against. I wouldn't need a card like that in a slower meta, because I would be able to create a board and to play out my game. This is also the main reason ramp druid isn't as good as it used to be. Druid creates big powerful boards, but that isn't good enough anymore because other decks can create boards quicker and you can't clear those boards easily (Swipe isn't that great and single target removal is terrible in Druid). I think Yogg is more problematic in Tempo Mage who can play spells offensively (compared to reactively as Druid does) and then if he runs out of steam he can also try his luck with Yogg.
Druid creating powerful minions early has always been problematic because low cost removal makes it a poor strategy unless the minions being played have a battlecry or deathrattle effect in additon to being a large body. In Hearthstone removal is so easy for Warrior, Mage, Rogue and Priest that the Druid's big taunts are a wasted turn and you're better off not bothering with them. None of this has anything to do with Yogg, who is the win-game coin toss card.
It does because it helps establish token druid as the new good druid deck. Now that ramp isn't as good, token is made much better than it used to be thanks to Yogg. Also on your previous quote I went and checked the video posted by Disguised Toast and got this data.
Yogg was played against Zoo (3), Aggro Shaman (2), Tempo Mage (4), Control Warrior (2), Worgen OTK (2), Anyfin (1), Dragon Warrior (1), Freeze Mage (2) and Druid (2).
I would classify the majority of those decks as fast. Also if you check the video most of the time the player with the fast deck has a board and a small or no hand so what I was saying earlier is also backed with solid proof.
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.)
The comparison with deathwing is ridiculous - you don't discard your entire hand when playing yogg. It's a potential table flip for a game you were certain to lose, what is hard to understand about that? The statistics on win/loss ratio with this card is not the issue dude. How can you play around Yogg when the effects are totally random? Not overextending doesn't even begin to cover the possibilities. Know what I think? you play Yogg Druid on ladder, hence the wall of text/bs.
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.
An "OK" card? Dude I hope you're not serious. lmao.
Just like y'all thought Malchezaar was meta-defining y'all think a card that ACTUALLY IS meta-defining is just "OK". This forum is full of idiots who don't understand card games.
Go look at Meta-Snapshot, there are THREE Tier 1 decks that have Yogg in them with two of those being #1 and #3.
I just looked at the meta snapshot and ALL SIX tier 1 decks have Azure Drake in them!!!!!!
WTF are we sitting here talking about Yogg for, Azure Drake is the meta defining card, why isn't this banned already!!!!!
I love it when someone calls other people idiots and then trips over their own shoelaces trying to use 'logic' that falls down at the first hurdle.
Ummm... I actually made a thread about Azure Drake not even 4 days ago
Ummm... I actually made a thread about Azure Drake not even 4 days ago
To this comment i will say that the solution shouldn't be to nerf every card we can. There are more pressing problems right now like for example the state of Shaman, a class that has broken cards on all mana costs up to 6. So yeah, I would rather have Yogg and Azure Drake over those cards. Once those are addressed then we can talk about other slower cards. I would much rather lose late in the game than in the first 4 turns. Finally, as I have said again and again asking for nerfs isn't positive behavior, instead you should be focusing on new ways in which to improve the game, perhaps with slight alterations in the Classic set.
Can we just start instabanning people that keep making these threads?
That make threads talking about the status of the health of a game that they have invested 160 dollars into?
It seems like the people that think that Yogg is a fair or balanced card are the same people who can't seem to answer my arguments or address the points I made about why this card is just unfair overall. I play decks that for the most part have Yogg in them because Yogg is so good. If you have casted 10 or more spells 85% of the time Yogg is a get out of jail free card.
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.)
A++ : well said. The comments on Reynad are perfectly executed. I've never seen someone whine so much. Every loss is a "snipe" job and every RNG outcome is a conspiracy high-roll. It amazes me that this kid owns a competitive team/brand. Just mind-boggling.
Ummm... I actually made a thread about Azure Drake not even 4 days ago
To this comment i will say that the solution shouldn't be to nerf every card we can. There are more pressing problems right now like for example the state of Shaman, a class that has broken cards on all mana costs up to 6. So yeah, I would rather have Yogg and Azure Drake over those cards. Once those are addressed then we can talk about other slower cards. I would much rather lose late in the game than in the first 4 turns. Finally, as I have said again and again asking for nerfs isn't positive behavior, instead you should be focusing on new ways in which to improve the game, perhaps with slight alterations in the Classic set.
I actually never said Azure Drake was OP in the thread, I just asked for people's opinions on whether or not it was based on the fact that the card is used in the 5 slot for 80% of decks out there.
Not only that, but I would much rather lose to Aggro Shaman than Yogg because at least you know what's coming. Aggro Shaman is annoying, yes, but it can be played around and it can be beat by deck that are tailored to beat it. Not only that, but when you beat an Aggro Shaman the feeling is exhilarating. You can outplay Aggro Shamans, you can counter Aggro Shamans, and you can tailor decks made specifically to beat Aggro Shamans, but you can't do the same to beat Yogg decks.
Although I have serious issues with Yogg, my experiences playing Yogg in ranked matches are very good, as I have won a ton of games that I shouldn't have because I dropped Yogg after playing 12-14 spells while being faced with a situation that would otherwise be impossible to beat. You see, the reason I have an issue with this card is because I feel like it is way too effective. While people on this forum are arguing that it's all based on chance and that only 12 of the 20 outcomes were good, all you need to do is watch the video and count the amount of spells being cast to see that when you cast anywhere from 10-14 spells, Yogg will usually save you.
Not only that, but I also saw a user on here who was DEFENDING Yogg bash Flame Juggler.
It's funny because both of these cards fall into the category of "bad RNG" in hearthstone for me and both cards should have never been printed.
This goes for Tuskarr Totemic as well.
Overall, I feel that there seriously needs to be more counterplay in this game. Yogg just doesn't have any counterplay at all.
I feel like people are really just arguing against me saying that the card is OP or just too strong but that really isn't the premise of my argument here.
My argument is that the card is really just unhealthy for the game and that the potential impact it can have on the state of a game is way too much. When you can play Yogg and it can basically erase all the mistakes you made earlier in the game with one turn then this game becomes too RNG based. Yes, RNG is needed in card games and is essential to make things interesting, there's no real argument by me against that, but counterplay is JUST as important and Yogg is ALL RNG and no counterplay.
You see, skilled players are good at recognizing ways to turn a game on its head based on the decent chance that something will happen.
Here, a sure fire way of killing your opponent's minion would be to frostbolt it, BUT a better way of killing it, although there is the chance that the target may not die, would be to play the Cult Sorcerer and then Arcane Missiles for 4 damage. This way you get a minion AND you kill the opponent's minion in the same turn instead of using the 3 damage frostbolt for a 2 hp minion. This is good rng because the player realized that there was more than a 60% chance that there was a way to better kill the opponent's minion, resulting in a decent tempo swing.
Yogg isn't interactive and doesn't require too much thinking before playing. The only thing that I have ever had to think about before playing Yogg is the amount of cards left in my deck in preparation for Yogg drawing me cards. Besides, that, there really isn't too much application to be done before playing Yogg, which means that he is a bad RNG card.
Not only this, but when cards have the potential to be insane or just average based on a 40-60 chance like Tuskarr, that is also bad RNG. Tuskarr is yet another card that, like Yogg, because Yogg is usually played as a last hope, really doesn't come with any risk to playing. Worst case, you get a totem which makes Tuskarr about as good as a vanilla 4-3 or 3-4, OR he doubles his 3 mana value with ANOTHER 3-4 or a 0-3 that draws cards or a 0-3 that has immense value in midrange and aggro Shaman. Flame Juggler is bad RNG on the basis that most of the time you're playing him he will either be average or he will gain you an immense amount of tempo by killing an enemy minion with 1 hp or by popping the divine shield of an enemy minion.
These kinds of cards NEED to be removed from the game altogether because they have no real counterplay and make Hearthstone more like a lotto than a card game like Poker.
As for cards like Azure Drake, they are fine. I agree with everyone that this card is balanced. The only reason it is seeing so much play now is because of the removal of Sludge Belcher for the 5 slot. Now there is pretty much no competition.
Generally I try to stay away from this card is OP threads because I don't really think that most of the complaints are anything other than salty.
Yogg however is an issue. It's not that it's OP because it screws you just as often as it screws your opponent but rather because when you win with Yogg, it just takes away any feeling of out playing your opponent and replaces it with an 'oh well, I got lucky' feeling. Same when you lose to him... It takes away from people's skill in the game and that's why I think it's an issue and unhealthy for the competitive scene.
Imagine if the world champs were decided by Yogg. It's not good for the game - those interested in learning about Hearthstone will just see the game as a slot machine with no skill involved. Oh he won because he got lucky
All card games have an element of randomness to them. Some games you draw well and win and ther you draw bad and lose. That's part of the game and not an issue. Yogg adds an extreme level of randomness that's not healthy for the game. On ladder fine, but not in tournaments
So yeah, that's why I think it's a problem. It's not OP though, just unhealthy for the game as an e sport.
First let me say I agree with 99% from this quote, but not op....lol he is ok...and so are all the old God cards......they're portraying Gods, as a result they are expected to be more then balance.
Just imagine the community outrage if they were balance at release date.
People who are upset or don't like Yogg or one of the other old Gods, because they are op are right, but so are the defenders. Make a third mode and call it the realm of the Gods. That way he can still be played Instead of nerf or cause of contention.
what you dont understand is that decks that play yogg especially the latest malygos druid on tempostorm are decks with a control strategy. what i mean by that? you all are saying that the zoo player was winning and he shouldnt have lost..... are you serious? zoo puke their hand thats the strategy of the deck..... how do you expect the malygos druid to be ahead on board when the deck doesnt play for the board. malygos druid is a deck built on spells and survival till you drop yogg-malygos-giants. so no the zoo wasnt winning or dominating and lost from an unfair yogg. if yogg didnt exist you wouldnt see malygos druid as a deck entirely and the matchup wouldnt be zoo vs malygos druid but zoo vs generic curve deck.
yogg is not the fun card you imagined but a strategy as viable as puking your hand as zoo
get it now? i wont deny that he is RNG like the most RNG that RNG can get but if the card was saying *destroy every minion on board draw 3 cards and put 2 random secrets in play* no one would be fucking complaining now cause thats not as random but its the same thing as yogg does now most of the times.
and please somebody come and talk about the bad yoggs that buff the opponent minion to a 15/15 or those who make you die from fatigue. or how yogg is entirely useless against control decks which drop 1 threat at a time.
the only people who cry at the forums about yogg are the curve-aggro players who had the sure win by puking their hand stolen from them by the god of RNG.
and before someone says im an asshole like other posts at least im an asshole who is right
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.)
I fear that I may lose some brain cells if I finish reading this, so I won't. It's not "rng" like it's a blanket you throw on things. There's good RNG and Bad. Good and bad, in game design terms, not your little boy card game playing rules. You obviously don't know the first thing about designing a card game if you think yogg is perfectly balanced. As you put it, THAT is an objective thing, not a subjective one.
1: lol at people complaining about a card that can actually do something against vomitstone
2: yogg is far from bad rng. Tuskarr is, because of an almost 50% chance to roll something great-to-insane. Yogg may have a good chance to roll some really good clears or generally beneficial spells but every time he rolls again is another chance to get a doom or astral communion
3: saying that he gets better the more spells you play is missing half the point. It's a very convenient thing to point out for yogg haters but it ignores the fact that you have to load your deck up with those spells, potentially weakening ones deck.
4: returning to the tuskarr comparison, yogg cannot be played unconditionally. There are many more conditions to be met for a good Saron play than some are willing to admit. Tuskarr is basically the same as highmane or cotw
5: judging from some of the comments here, it seems that a lot of peeps can't tell when a deck has yogg in it, so don't consider all the times they've won or lost against a deck with yogg in it cause it was never played
6: I don't have yogg so don't even try that argument
Yogg is good for the game. Every tcg has metas and the only realistic way to help diversity, other than nerfing which should be avoided, is to introduce meta changers.
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People saying it's not op because hurr durr only 50% winrate with that card. It's probably not OP but it's not about that, it's about the fact that, when you lose to a deathwing, n'zoth or c'thun, you know EXACTLY why you lost. If you lose to a 50/50 sylvanas or rag, sure you get salty a bit, but it could have gone either way, whatever, it's slightly annoying. However you can play around both cards to a major degree and they don't offer an effect that's far above their mana cost.
When you lose to a ridiculous yogg though, you lost to a 10-15% chance of yogg casting something like board clears, card draw and cotw, or double pyro to your face or whatever and that's frankly BS and doesn't require any semblance of skill to play yogg "at the right time", it's the same type of shenanigans like unstable portal where you have 3% chance to win game on the spot if you skillfully portal an antonidas, thaurissan, kel thuzad, whatever. You also cannot ever fully prepare for what yogg can cast. You can play less minions and save board clears if you are expecting yogg, but there's no counterplay to him drawing cards and getting major card advantage, there's no counterplay to every random secret he can cast (you're not gonna run flare or eater of secrets just because of yogg), there's no counterplay to getting pyroblasted and mind blasted for lethal, there's no counterplay for a wide variety of outcomes that yogg can produce.
I don't see how that's any fun for the player on the recieving end, regardless of the fact that a perfect outcome for the yogg player happens rarely. Having even a small chance of winning the game almost instantly with no or almost no counterplay should NOT at the very least, exist in tournaments. The other times when you don't win the game because of yogg (or unstable portal) don't even matter, the sheer existence of possibility to lose instantly because of yogg and the lack of counterplay makes it not ok for tournaments.
Wow people just need to say something about Yogg every day. You lose more time in a day seething about Yogg than the games you lost to Yogg. I think it is fair to ban a card like Yogg from tournaments because its game-changing RNG in a small sample size of games could be the difference that sees the best player lose purely on RNG. However, in ladder the big sample size of games will show that Yogg is good in about 70% of the times he is played, which is a good compromise for its powerful effect (a 10 mana minion needs a crazy effect to see play). In the current aggressive meta you need cards like Yogg so that if you survive to the late game against aggressive decks it can do something to turn the game in your favor.
Yogg is a fun card you play and just watch things go crazy. Good players still reach the highest ranks and bad players still whine about how broken he is. We get it, he can win you a game that you had no chance to win, but he can also do nothing or in some rare cases put you in a worse spot. To me it is more concerning that we have a stupid shaman deck that just goes face dominate the meta and it is decks like those that make Yogg necessary as an extra answer card. When the meta settles into a better state (where most styles of decks are viable) we can revisit the Yogg issue, but right now I think he is necessary to allow you to stabilize against faster decks.
If there is a card to complaint about is CotW, not yogg saron. Yes, sometimes i played it and i incredibly won lost matches; sometimes i played when i was losing and i just delayed my death by a turn; sometimes they played against me when i was in total control and i lost...and finally sometimes they played it against me and they still lost. If the question is "Does Yogg makes HS a less strategic game?" i would say yes, and was probably better if it was not printed. But is not OP. It can be, but it also can be crap. It's a coin toss. I dont see much more skill in paying 8, do 5 damage and spread 22 stats over 3 bodies...repeat next turn and enjoy your being such a skilled player.
Can we just start instabanning people that keep making these threads?
If you can't beat yogg, join him!
(he will whisper you)
To this comment i will say that the solution shouldn't be to nerf every card we can. There are more pressing problems right now like for example the state of Shaman, a class that has broken cards on all mana costs up to 6. So yeah, I would rather have Yogg and Azure Drake over those cards. Once those are addressed then we can talk about other slower cards. I would much rather lose late in the game than in the first 4 turns. Finally, as I have said again and again asking for nerfs isn't positive behavior, instead you should be focusing on new ways in which to improve the game, perhaps with slight alterations in the Classic set.
That make threads talking about the status of the health of a game that they have invested 160 dollars into?
It seems like the people that think that Yogg is a fair or balanced card are the same people who can't seem to answer my arguments or address the points I made about why this card is just unfair overall. I play decks that for the most part have Yogg in them because Yogg is so good. If you have casted 10 or more spells 85% of the time Yogg is a get out of jail free card.
A whole $160! Be still my heart.
The Arcane Giant will soon be a bigger problem. Unlike Yogg, it is consistent.
Free to try and find a game, dealing cards for sorrow, cards for pain.
what you dont understand is that decks that play yogg especially the latest malygos druid on tempostorm are decks with a control strategy. what i mean by that? you all are saying that the zoo player was winning and he shouldnt have lost..... are you serious? zoo puke their hand thats the strategy of the deck..... how do you expect the malygos druid to be ahead on board when the deck doesnt play for the board. malygos druid is a deck built on spells and survival till you drop yogg-malygos-giants. so no the zoo wasnt winning or dominating and lost from an unfair yogg. if yogg didnt exist you wouldnt see malygos druid as a deck entirely and the matchup wouldnt be zoo vs malygos druid but zoo vs generic curve deck.
yogg is not the fun card you imagined but a strategy as viable as puking your hand as zoo
get it now? i wont deny that he is RNG like the most RNG that RNG can get but if the card was saying *destroy every minion on board draw 3 cards and put 2 random secrets in play* no one would be fucking complaining now cause thats not as random but its the same thing as yogg does now most of the times.
and please somebody come and talk about the bad yoggs that buff the opponent minion to a 15/15 or those who make you die from fatigue. or how yogg is entirely useless against control decks which drop 1 threat at a time.
the only people who cry at the forums about yogg are the curve-aggro players who had the sure win by puking their hand stolen from them by the god of RNG.
and before someone says im an asshole like other posts at least im an asshole who is right
1: lol at people complaining about a card that can actually do something against vomitstone
2: yogg is far from bad rng. Tuskarr is, because of an almost 50% chance to roll something great-to-insane. Yogg may have a good chance to roll some really good clears or generally beneficial spells but every time he rolls again is another chance to get a doom or astral communion
3: saying that he gets better the more spells you play is missing half the point. It's a very convenient thing to point out for yogg haters but it ignores the fact that you have to load your deck up with those spells, potentially weakening ones deck.
4: returning to the tuskarr comparison, yogg cannot be played unconditionally. There are many more conditions to be met for a good Saron play than some are willing to admit. Tuskarr is basically the same as highmane or cotw
5: judging from some of the comments here, it seems that a lot of peeps can't tell when a deck has yogg in it, so don't consider all the times they've won or lost against a deck with yogg in it cause it was never played
6: I don't have yogg so don't even try that argument
Yogg is good for the game. Every tcg has metas and the only realistic way to help diversity, other than nerfing which should be avoided, is to introduce meta changers.