I quit playing the game for 2 years and just recently came back(bored in the house, in the house bored). These are the same discussions that were going on in 2018...2017...2016
At one exception, there are less and less people talking about it :(.
When I look at my friends list, all I see is people who have dropped the game.
Price and "too RNG to be fun" are the main reasons...
The problem is powerful RNG effects that can generate more RNG effects, it would solve a lot of the problem if they put in the code that draw effects can't go into other draw effect mechanics so you can't get the dragon, into a dragon, into dragon, into more dragons. That's when it gets toxic.
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If you're going to scam people at least make the figures believable. $93,000 per month?? LMAO. Scamming is a bad profession for you, you don't have the brain power.
The most annoying kinds of rng decks, are those that depends on a few cards to come in the right order (quest warlock, ramp druid, big druid etc.) or depending on lucky rng (thief priest, highlander mage). Losing to those decks while you played really well, making great decisions but lost anyway... Makes you feel very unlucky. I don't play above mentioned decks, because I know I will lose many times due to bad draws and I'd rather lose cause I made bad decision, that I can improve on, I cannot improve on the order which my cards will be drawn.
You know how it goes, you are roping most of the rounds thinking ahead, making a plan, while your opponent just slams cards down cause they have easy decicions to make, and they just clench their butt, hoping the best and voila - luck granted them a win.
I love and hate the game, think it has always been like that, and will never change.
It's a card game, luck is always going to be a factor. You play to maximize your odds, and minimize the options of your opponent.
I think the main issue is the variety in RNG card pools. Discovering literally ANY mage spell is such a wide variety of possibilities and options.
There's also something to be said for VOLUME of RNG. Lackeys for example. You get MULTIPLE chances at lackeys. So the fact that one might be bad, doesn't mean the next one you get is going to be.
I like RNG because it creates game variation, but the power level possibilites of the RNG could probably stand not to be so disparate.
The current priest minion pool is actually a great example of a good RNG pool. There's a couple of low-ish rolls, but they won't lose you the game. And there's a handful of high rolls, but not so powerful that they're impossible to deal with for your opponent.
By the way guys, if you think RNG is okay, watch Pavel vs Rdu game 2.
Exactly! Anyone who - after seeing this - says that RNG in the HS is okay, is out of his mind.
For the reference, game starts at 20:30.
May cause gagging, watch at your own risk!
It's Pavel. We already know he's made a deal with dark forces to have inconceivable luck in Hearthstone.
The main issue I have with RNG-effects is, you don't play these cards for that 1:1000 chance, to pull of something super crazy and unpredictable. If they were generally terrible, and only in a rare outcome great, and if they were in the game for the fun aspect, for the people who like these rollercoaster experiences, it would be alright. High risk for high rewards is fine. Not always fun to witness, but fine.
But these effects have become so commonplace and easy to include, that there's virtually no downside to it anymore. In some cases, the big highrolls are made so big that they become the centerpiece of your entire deck (Spell Mage, almost all Highlander decks). You don't sacrifice consistency for the chance of a better outcome, when the average outcome is already better than anything you could produce consistently. It's pretty much impossible to build a Mage deck that can even attempt to go without any kind of random effect, simply because the remaining cards without any such an element are weaker.
And Zephrys highlights how unfair Discover as a keyword is, when you can get exactly what you want. The normal Discover doesn't guarantee you a perfect outcome, but when you discover 5-10 cards per game, chances are pretty good to that you will eventually get what you want in a given situation, and the result is just as unfair as the litte sh*tbag. And when you can have discovers on decently statted minions or otherwise good cards, why wouldn't you want to use them?
As a result, a lot of decks will include random effects, simply because they would be at a disadvantage if they didn't. In my opinion, this is not how it should be.
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At one exception, there are less and less people talking about it :(.
When I look at my friends list, all I see is people who have dropped the game.
Price and "too RNG to be fun" are the main reasons...
Exactly! Anyone who - after seeing this - says that RNG in the HS is okay, is out of his mind.
For the reference, game starts at 20:30.
May cause gagging, watch at your own risk!
The problem is powerful RNG effects that can generate more RNG effects, it would solve a lot of the problem if they put in the code that draw effects can't go into other draw effect mechanics so you can't get the dragon, into a dragon, into dragon, into more dragons. That's when it gets toxic.
If you're going to scam people at least make the figures believable. $93,000 per month?? LMAO. Scamming is a bad profession for you, you don't have the brain power.
The most annoying kinds of rng decks, are those that depends on a few cards to come in the right order (quest warlock, ramp druid, big druid etc.) or depending on lucky rng (thief priest, highlander mage). Losing to those decks while you played really well, making great decisions but lost anyway... Makes you feel very unlucky. I don't play above mentioned decks, because I know I will lose many times due to bad draws and I'd rather lose cause I made bad decision, that I can improve on, I cannot improve on the order which my cards will be drawn.
You know how it goes, you are roping most of the rounds thinking ahead, making a plan, while your opponent just slams cards down cause they have easy decicions to make, and they just clench their butt, hoping the best and voila - luck granted them a win.
I love and hate the game, think it has always been like that, and will never change.
It's a card game, luck is always going to be a factor. You play to maximize your odds, and minimize the options of your opponent.
I think the main issue is the variety in RNG card pools. Discovering literally ANY mage spell is such a wide variety of possibilities and options.
There's also something to be said for VOLUME of RNG. Lackeys for example. You get MULTIPLE chances at lackeys. So the fact that one might be bad, doesn't mean the next one you get is going to be.
I like RNG because it creates game variation, but the power level possibilites of the RNG could probably stand not to be so disparate.
The current priest minion pool is actually a great example of a good RNG pool. There's a couple of low-ish rolls, but they won't lose you the game. And there's a handful of high rolls, but not so powerful that they're impossible to deal with for your opponent.
It's Pavel. We already know he's made a deal with dark forces to have inconceivable luck in Hearthstone.
The main issue I have with RNG-effects is, you don't play these cards for that 1:1000 chance, to pull of something super crazy and unpredictable. If they were generally terrible, and only in a rare outcome great, and if they were in the game for the fun aspect, for the people who like these rollercoaster experiences, it would be alright. High risk for high rewards is fine. Not always fun to witness, but fine.
But these effects have become so commonplace and easy to include, that there's virtually no downside to it anymore. In some cases, the big highrolls are made so big that they become the centerpiece of your entire deck (Spell Mage, almost all Highlander decks). You don't sacrifice consistency for the chance of a better outcome, when the average outcome is already better than anything you could produce consistently. It's pretty much impossible to build a Mage deck that can even attempt to go without any kind of random effect, simply because the remaining cards without any such an element are weaker.
And Zephrys highlights how unfair Discover as a keyword is, when you can get exactly what you want. The normal Discover doesn't guarantee you a perfect outcome, but when you discover 5-10 cards per game, chances are pretty good to that you will eventually get what you want in a given situation, and the result is just as unfair as the litte sh*tbag. And when you can have discovers on decently statted minions or otherwise good cards, why wouldn't you want to use them?
As a result, a lot of decks will include random effects, simply because they would be at a disadvantage if they didn't. In my opinion, this is not how it should be.