**When RNG is on our side, the game is so much simple, clean fun!
Can we all agree that RNG makes Hearthstone fun? I hear a lot of people complain about RNG in the current state. But for some, it just makes the game simple, yet entertaining. I think that if people don't like RNG, they really need to try those much more complex card games. The rigid rules and infinite tactics are what make those less RNG and more reliant on skill. But simplicity and RNG make HS great.
I mean, there are certain cards that can just screw games over. Barnes is a great example. A 4-drop shouldnt determine the game. I don't mind 10-drops determining the game with RNG, but there needs to be limitations. Like the nerf on Yogg was great.
Any thoughts on RNG in the current meta? Like it? Dont like it? And if you dont, do you have any suggestions for changes to the game that allow future expansions to grow, while reducing RNG.
I think flamewaker, RNG aside, is just too strong. Cards like say, evolve, are healthy as they allow you to control the outcome within reason, as well as allow your opponent to interact with the outcome. Cards like lightning storm aren't healthy, since a 50/50% chance can decide the game on turn 3.
The main reason I have kept playing the game since late beta is that RNG allows games to be fundamentally different even when you are up against the same decks.
On that front I am a huge fan of the burgle mechanic, which is far from broken and require a decent level of skill to work out how to use cards together when it is not normally possible
Naah. Basing a deck purely because of Rng cards is not fun. It's terrible annoying. Tempo Mage is a terrible annoying deck.
I like to play non rng decks. Dragon decks, Rogue decks, the old zoo, handlock, controlwarrior (Yes, brawl excist).
These kind of decks are fun. Because it actually requires some skill to plan your turn and trade correctly, and actually think a littlebit.
Rng-based decks plays flamewaker and girl on turn five, along with 2 x arcane missiles and hope it trades well. If it does, you win the game, if it doesen't you'll lose. This isn't fun.. it's bullshit.
Card games are inherently random since decks are shuffled, and that's part of what makes them great. We've all seen what happens when crucial RNG elements like that are removed, like in the brawl where you always get a perfect curve. Also, while randomness feels unfair if you look at single games, over the course of many games it always evens out.
Some of the benefits of RNG is that it forces you to adapt, to weigh the benefits of a good roll against the downsides of poor rolls, and figure out what the best course of action is. It also gives the underdog a chance to win through a combination of luck and risktaking, sometimes scissors beats rock.
But for a competitive game, there are downsides. Tournaments feel silly when the best player doesn't win due to bad luck, and a streak of bad luck may lead to weeks of bad arena runs. Some games feel like pure cointosses because of how far apart the best and worst cases of certain RNG are. Even testing out new decks can become difficult because you don't necessarily know how many of the past 10 games were lost or won based on luck, which is how you often see people post decks with winrates above 80%.
RNG is just a tool. Good in the right hands, bad in the wrong.
I love it. I'm always excited to play cards like Spellslinger, Medivh, the Guardian, Elise StarseekerYogg-Saron, Hope's End etc., because they make each game special and unique. I can only play so many games with a deck with no randomness before I get bored. That's why I mostly play arenas, over there each game is different.
I disagree with all people saying Flamewaker is a massive amount of RNG. Usually, when you play it, you calculate the percentage of a good outcome for you. As another said before, the problem of flamewaker is that he's just too strong. He has nearly vanilla stats for a 3 drop but also a devastating effect with all the cheap spells of the mage. That said, RNG is a nice feature when it's not winning you a game. Yogg saron pre and post nerf is unhealthy. It can win you a game on its own. The RNG inside the shaman hero power is totally fine. Actually, RNG is fine if the variance of the outcome is not too large. For example, the Moonglade Portal RNG is fine because you know that there is a high chance of having a good minion out of it.
RNG has the advantage of changing the outcome of each game, otherwise it's repetitive.
I think flamewaker, RNG aside, is just too strong. Cards like say, evolve, are healthy as they allow you to control the outcome within reason, as well as allow your opponent to interact with the outcome. Cards like lightning storm aren't healthy, since a 50/50% chance can decide the game on turn 3.
I completely agree with this. Flamewaker should IMO be similar to Shadowboxer. 2/3 for 2 mana and does 1 damage whenever a spell is casted.
I know most people won't play it anymore but now entire mage decks are build aroundFlamewaker, while it's just a rare card... That's just not right.
Yeah, now that you mention the eSports scene, that is the one thing I don't like about the game. I love playing. I love watching. I hate kids putting hope in tournaments reliant upon luck (in some calculated fashion).
a lot of ppl bias . They only complain about certain card RNG
ie happy with Barnes. Or new expansion random ++ but hate dr boom, flame walker, discover keywords etc. Because dr boom, flame walker or discover cause them to loses more game. Exact lethal doom bot to face. But happy with Barnes because they can build more gimmick deck and feel.fun when win.
I disagree with all people saying Flamewaker is a massive amount of RNG. Usually, when you play it, you calculate the percentage of a good outcome for you. As another said before, the problem of flamewaker is that he's just too strong. He has nearly vanilla stats for a 3 drop but also a devastating effect with all the cheap spells of the mage.
I am a big fan of the current tempo (aggro) mage. So you'd think I'd be really biased about my "flamewanker." On the contrary...
I agree that he could definitely use a nerf to his base stats. I think making him a 2/3 body would be much more viable as many 2 drops can trade up and many 3-damage spells can take him out swiftly. I'm all for making the game a bit more fair on certain elements.
2/3 body would be be correct, it would be like the Keeper of the Grove nerf. Or drop random damage to 1. 2 is really too much, you can pump out 6 damage per turn easily like this.
I hate RNG, hope they gonna remove all of those rng cards, but but for now we have to deal with it. So far the only rng cards im using is Ragnaros, Sylvanas, Barnes.
I have no shame at all admitting I LOVE the RNG. If everyone will stand aside while I date myself here it reminds me of the PC game for Magic: The Gathering that Microprose put out in the mid 90s called Spells of The Ancients. During that time MtG had no RNG at all but this PC game had exclusive cards that summoned random creatures and did random damage and caused random fast effects to happen etc. They were really cool cards that could never be done in the actual card game. It also had an amazing MtG themed RPG called Shandalar that remains one of my favorite video games to date.
**When RNG is on our side, the game is so much simple, clean fun!
Can we all agree that RNG makes Hearthstone fun? I hear a lot of people complain about RNG in the current state. But for some, it just makes the game simple, yet entertaining. I think that if people don't like RNG, they really need to try those much more complex card games. The rigid rules and infinite tactics are what make those less RNG and more reliant on skill. But simplicity and RNG make HS great.
I mean, there are certain cards that can just screw games over. Barnes is a great example. A 4-drop shouldnt determine the game. I don't mind 10-drops determining the game with RNG, but there needs to be limitations. Like the nerf on Yogg was great.
Any thoughts on RNG in the current meta? Like it? Dont like it? And if you dont, do you have any suggestions for changes to the game that allow future expansions to grow, while reducing RNG.
I love it. I tried playing ESL, which is basically RNG free, it was very boring.
I think flamewaker, RNG aside, is just too strong. Cards like say, evolve, are healthy as they allow you to control the outcome within reason, as well as allow your opponent to interact with the outcome. Cards like lightning storm aren't healthy, since a 50/50% chance can decide the game on turn 3.
Wimmy wam wam wazzle!
When you keep being unlucky for god knows how long by this point, it isn't that "fun" anymore.
Anyone would have already quit this game with my unluck.
The main reason I have kept playing the game since late beta is that RNG allows games to be fundamentally different even when you are up against the same decks.
On that front I am a huge fan of the burgle mechanic, which is far from broken and require a decent level of skill to work out how to use cards together when it is not normally possible
Barnes isn't pure RNG like Yogg. Its specific to the deck you make and if your Barnes pulls out a Doomsayer, that's your own fault :)
You can also win World ChampionShips just by using RNG as a last hope xD #PavelSports
Naah. Basing a deck purely because of Rng cards is not fun. It's terrible annoying. Tempo Mage is a terrible annoying deck.
I like to play non rng decks. Dragon decks, Rogue decks, the old zoo, handlock, controlwarrior (Yes, brawl excist).
These kind of decks are fun. Because it actually requires some skill to plan your turn and trade correctly, and actually think a littlebit.
Rng-based decks plays flamewaker and girl on turn five, along with 2 x arcane missiles and hope it trades well. If it does, you win the game, if it doesen't you'll lose. This isn't fun.. it's bullshit.
Everything that isn't about elephants is irrelephant.
I can't wait for that Flamewaker to rotate out, i hate that card.
Card games are inherently random since decks are shuffled, and that's part of what makes them great. We've all seen what happens when crucial RNG elements like that are removed, like in the brawl where you always get a perfect curve. Also, while randomness feels unfair if you look at single games, over the course of many games it always evens out.
Some of the benefits of RNG is that it forces you to adapt, to weigh the benefits of a good roll against the downsides of poor rolls, and figure out what the best course of action is. It also gives the underdog a chance to win through a combination of luck and risktaking, sometimes scissors beats rock.
But for a competitive game, there are downsides. Tournaments feel silly when the best player doesn't win due to bad luck, and a streak of bad luck may lead to weeks of bad arena runs. Some games feel like pure cointosses because of how far apart the best and worst cases of certain RNG are. Even testing out new decks can become difficult because you don't necessarily know how many of the past 10 games were lost or won based on luck, which is how you often see people post decks with winrates above 80%.
RNG is just a tool. Good in the right hands, bad in the wrong.
I love it. I'm always excited to play cards like Spellslinger, Medivh, the Guardian, Elise Starseeker Yogg-Saron, Hope's End etc., because they make each game special and unique. I can only play so many games with a deck with no randomness before I get bored. That's why I mostly play arenas, over there each game is different.
I disagree with all people saying Flamewaker is a massive amount of RNG. Usually, when you play it, you calculate the percentage of a good outcome for you. As another said before, the problem of flamewaker is that he's just too strong. He has nearly vanilla stats for a 3 drop but also a devastating effect with all the cheap spells of the mage.
That said, RNG is a nice feature when it's not winning you a game. Yogg saron pre and post nerf is unhealthy. It can win you a game on its own. The RNG inside the shaman hero power is totally fine. Actually, RNG is fine if the variance of the outcome is not too large. For example, the Moonglade Portal RNG is fine because you know that there is a high chance of having a good minion out of it.
RNG has the advantage of changing the outcome of each game, otherwise it's repetitive.
Not all who wander are lost.
2/3 for 2 mana and does 1 damage whenever a spell is casted.
Yes I'm an addict.
Yeah, now that you mention the eSports scene, that is the one thing I don't like about the game. I love playing. I love watching. I hate kids putting hope in tournaments reliant upon luck (in some calculated fashion).
a lot of ppl bias . They only complain about certain card RNG
ie happy with Barnes. Or new expansion random ++ but hate dr boom, flame walker, discover keywords etc. Because dr boom, flame walker or discover cause them to loses more game. Exact lethal doom bot to face. But happy with Barnes because they can build more gimmick deck and feel.fun when win.
I agree that he could definitely use a nerf to his base stats. I think making him a 2/3 body would be much more viable as many 2 drops can trade up and many 3-damage spells can take him out swiftly. I'm all for making the game a bit more fair on certain elements.
2/3 body would be be correct, it would be like the Keeper of the Grove nerf. Or drop random damage to 1. 2 is really too much, you can pump out 6 damage per turn easily like this.
IMO - any card that has RNG printed on it should be reworked / recosted / stated to remove the RNG.
SWCCG World Champ- Star Wars CCG, best card game ever
I hate RNG, hope they gonna remove all of those rng cards, but but for now we have to deal with it. So far the only rng cards im using is Ragnaros, Sylvanas, Barnes.
I have no shame at all admitting I LOVE the RNG. If everyone will stand aside while I date myself here it reminds me of the PC game for Magic: The Gathering that Microprose put out in the mid 90s called Spells of The Ancients. During that time MtG had no RNG at all but this PC game had exclusive cards that summoned random creatures and did random damage and caused random fast effects to happen etc. They were really cool cards that could never be done in the actual card game. It also had an amazing MtG themed RPG called Shandalar that remains one of my favorite video games to date.