Don't like this nerf tbh. SMOrc "hurr me go face" decks are already tier 1, and Blizzard even said that yogg was a bad card in every deck except token druid and tempo mage. they could have banned it from tournaments, but because of all the salty hunter and shaman players the card is now garbage. oh well, thanks for the 1600 dust i guess
This is a fair nerf. This is what the card should have been like from the start.
To elaborate, it was said multiple times that Yogg is the one casting the spells and not the player. This is also why your minions which interact with spells that YOU cast don't interact with Yogg. If the caster is dead he can't cast spells anymore so if Yogg dies he should stop casting spells because he is dead.
Makes perfect sense.
If we follow this logic then you shouldn't get overloaded either, but they're changing it so you do
I agree that Yogg shouldn't overload the player because it is Yogg who is casting the spells and not the player.
This is the only nerf of this set that I will call idiotic (the execute nerf was unnecessary as well but o well, better nerf control).
So the Yogg Nerf:
We are playing in an absurdly heavy aggro/face meta. Better nerf a 10 mana card that sometimes does nothing useful and sometimes helps your opponent.
To all those who cry because they lost some games to Yogg and say its a 10 mana battlecry 'Win the game' card: Pause, take a drink to dilute your salt levels, think logically and realise that on average Yogg was only significantly better for the person who played it a little over half the time. I.e. 10 mana for poor stats and a slightly greater than 50% chance for a significant benefit. The other 35-45% containing possibilities ranging from bad, through awful, to lose the game. Sounds pretty balanced to me.
If you have a problem with people filling their decks with spells/spell generating cards, then once again, stop crying. Filling a deck with low cost minions and going face is considered a viable strategy, so whats wrong with the opposite that is at least more interesting to play with and against as well as to watch?
Finally the competitive issue that everyone seems to think was an issue: It never even existed. Hearthstone is a card game, and even if there were no rng added through card effects (of which there are many) the greatest and most game deciding rng is contained in what cards you draw at what time. Everyone tolerates this. The degree of randomness brought into a hearthstone game via Yogg is much less than that brought into it via the nature of all card games and that is before the fact that Yogg isn't even in every game, whereas card draw is. The issue is that Yogg's randomness is so much more noticeable, the screen goes purple and tones of cards start popping up, deck shuffling is invisible. The competitive issue was therefore purely psychological and never existed in reality.
So, we can see that pre-nerf Yogg was perfectly fine. Now lets look at the nerf:
Potentially the only realistic nerf that would make Yogg more unplayable would have been to make it cost 12 mana so that you would need innervate or two Emperor ticks etc to play it. Yogg is often the very first casualty of its own effect and it is very rare to see it survive its effect if any significant amount of spells have been played. The only reason Yogg was good is that is could fairly reliably clear the board, no matter how much it screwed you over in other matters such as milling cards or damaging your face, and in an aggro/face meta with the fewest good board clears ever, this made it a card worth playing. Now the card text might as well be:
You are playing a late game deck in an unfriendly meta, should you make it to turn 10 you may now spend your whole turn to play this card. When you play this card the following will likely happen: The card will self-destruct instantly, you may now proceed to lose the game. The card will help your opponent before self-destructing, you may now proceed to lose the game. Should you get lucky the card will help you a little but not enough to make it worth your whole turn, you may now proceed to likely lose the game. Occasionally, should you get very lucky, the card will help you significantly, you can now potentially win the game. Once in a blue moon, when you get incredibly lucky, you will win the game.
Sounds like one of the worst cards in the game. GG Blizzard, make one of the most fun(ny) cards in the game unplayable.
This is so insignificant it barely matters but if you play any other battlecry minion and it then gets silenced, you still got the battlecry effect. Yogg needs to be different why? Makes no sense, final nail in this ridiculous coffin. RIP Yogg, paragon of interesting game design, you shall be missed.
Are you joking? Being able to lose a game due to such unpredictable and uncontrolable rng (so not sylvanas or rag, that are somewhat controlable) is the epitome of bad design where a card is "fun" only for one player but completely infuriates the other player and makes them feel robbed of victory. See unstable portal, implosion, piloted shredder, tuskarr totemic for an example of other very bad and very infuriating rng cards that don't belong in a game of skill. If you want to complain about something, complain that there's not a control card similar to yogg but with a fixed effect.
This Yogg nerf was pretty smart ... maybe except applying overload punishment. Let's think about Hearthstone like a basketball game. In this game there is something like throws in last sec from your own half. If Team A vs Team B is like eg. 98:100 this throw can give You 101:100 ... fair, because Your team was close enough to opponent that those 3 points make a difference. Imagine, that there is new rule - if you throw from your half of court when the last siren comes You automatically get draw and have a chance to win if You actually score, or give +3min if not ... that was pre-nerf Yogg, which could turn lost match (like 56:98) in to a won one ...
It's crazy how many people take a card game so seriously.
There was only one reason to nerf Yogg Saron: Competitive Play. In fact, I don't even think a nerf would still do what the outcome Blizzard is trying to get out of it would do. You're telling me that if I drop a Yogg and the first spell that's cast is twisting nether, I don't deserve to get any other effect out of playing a 10 mana card? Or that if I drop Yogg, get every spell I could ask for then get shadowstepped that this still solves the issue with the card? All that happened is that the variable for having a bad Yogg increases and the chance for a good Yogg to overcast into a bad Yogg also theoretically decreases should you have something that removes Yogg. Every Yogg is different but from my experience playing him, me having a good Yogg turning to a bad Yogg happens almost every time after he gets removed.
1/10, no thought for the ranked 20-5 scene whatsoever
I agree with this nerf flavorwise, but I also agree with what some have said here that they should've increased Yogg's health to 7. Also, I hope they drop that overload crap before the nerf goes live. If Yogg is casting the spells then the player shouldn't overload. Mostly I'm happy this will prevent the DOOM! into Astral Communion that seems to happen to me every third Yogg. Maybe I'll actually play Yogg decks outside of casual now.