Am I the only one who is kinda done with the cards that have 'flip a coin to see if you get either the worst or the best x-mana minion, which will decide if you win or lose the game'
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Elazul2k posted a message on The problem with Heroic Brawl (rewards too top-heavy)Posted in: General DiscussionThe most likely outcome:
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user-15600384 posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General Discussionidk If you would defend this card after a months of grinding highest of ladder to get to Hearthstone tournament you lost to not a coin flip, a whole fking wallet flip
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Rohx50 posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General Discussion3) Yogg-Saron requires some skill
Hahaha.....no......./facepalm. Just......no.
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Firepinch posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General DiscussionI think you are confusing the risk of playing Yogg as a reason for it not being broken and annoying.
Yes, it is risky for the person who plays it. They could lose, right? A lot of situations you play Yogg, however, you are already losing. You are at your "Hope's End" and want to win the game with the role of a dice.
The problem I have with Yogg is that, despite all of the RNG I've pushed through the entire game, he has the potential to change things INSTANTLY. There are counters to Deathwing and Nzoth, but Yogg has no counters. He has UNLIMITED potential! And when people play Yogg, a lot of times they have nothing to lose. The game is already far gone for them, and they simply cross their fingers, praise a video game character, and hope for the best.
He's done some cool things and does keep the game interesting, but it's ridiculously frustrating to be on the receiving end of a good Yogg. Nothing is fun about pushing through layers of RNG, only to be completely countered in ONE TURN without having anyway to plan for it or strategize.
No amount of planning, deck changes, or predictions can protect you from Yogg. No tech cards, no rares, no epics, no legendaries, NOTHING! That's what I think is wrong with Yogg. And the frustration piles on more because I run into that card several times a day. All your prep could mean absolutely nothing. You lost because you qued into the game.
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TalariaEU posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General DiscussionI read the post looking for arguments but all I could find was nonsense and melodrama.
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Maximal_HS posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General DiscussionYou don't know what you are talking about.
1. Yogg is an auto win card. Ohh you've been behind all game, no problem just play Yogg he will win you the game if it went long enough. Thereis a reason it is used in every high spell decks, even control warrior uses him now. Its so cheap to build your deck around spells just so you can play RNGYogg to win you the game, so fucking interactive...
2. Yogg is the worst designed card ever in Heartstone wtf are you smoking? You are telling me a card that is pure RNG and at the same time insanely op, that destroys competitive scene is a well designed card? You know pros want this card gone for Heartstone? There is a reason to that.
3. Yogg requires skill? HAHAHA. It requires zero skill to play.
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NoName11247 posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General DiscussionI can't understand why people can so easily accept losses due to N'Zoth, the Corruptor and C'Thun, but just can't take it as soon as Yogg-Saron is involved : just use the word RNG, and everyone lose their mind. Those three cards work more or less the same way (giant 10 mana "i win" button). To me, 90% of Yogg wins are fair (giant 10 mana cards should have a big impact on the game) ; sure, a few of his wins are abused, but the card inherent lack of reliability more than make up for that.
Because I can keep brawl or other board clears against N'Zoth, I can play Tinkmaster, Sylvana, Hex or Entomb against C'Thun. But there is no way to play around a "Chose a random winner" card. I lost this season 8 games to Yogg druid and in 7 of these games I had lethal on the board and only lost to Yogg. -
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jainaishot posted a message on End the Yogg-hate & RNG-hate (For serious Discussion)Posted in: General DiscussionSome random dude on the internet wants the other random dudes on the internet to stop bitching...right..
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jackjohn920 posted a message on Priest of the Dragonlord - Now 100% Less Theoretical!Posted in: Priest of the Dragonlord - Now 100% Less Theoretical!(I just consolidated all my thoughts into one comment)
I looked at this deck and it immediately felt off to me. The first and obvious reason is that the curve is way too high, there has been only a few decks in the history of the game that could run eleven cards 5+ Mana. The current iteration of Dragon Priest actually runs twelve 5+ Mana cards, but for much better reason and in a more balanced way. So lets compare the 5+ Mana cards in each deck.
Current Dragon Priest:
2x Azure Drake, 2x Blackwing Corruptor, 2x Holy Nova
1x Cabal Shadow Priest, 1x Entomb, 1x, Lightbomb
1x Chillmaw, 1x Dr. Boom, 1x Ysera
Dragonlord Priest:
2x Azure Drake, 2x Blackwing Corruptor, 1x Holy Nova
1x Ancient Harbinger, 1x Entomb
1x Chillmaw, 1x Ysera, 1x Deathwing, Dragonlord, 1x N’Zoth the Corruptor
What is different between these two? The current Dragon Priest has more swing cards, cards that impact the board immediately, better cards on curve, and less conditions to be met. The current Dragon Priest is also able to fight for the board better in the early game and thus has more room to run higher cost cards. Speaking of swing cards, the current Dragon Priest runs 3x board clears (not including Chillmaw), and two single target removals.
The second thing that stood out to me is that this deck just isn’t able hold off in the early game and could easily lose the board. Essentially for two reasons, the loss of Velen’s Chosen, and the lack of one more impactful minion in the 2-4 slots. These problems are somewhat one in the same, as Velen’s Chosen essentially acted as that strong minion in the 2-4 slot. The Dragon Priests plan was to play high health minions early and then to buff them with Velen’s to trade incredibly efficiently. There are essentially no good neutral options in these slots anymore. A Dark Cultist or Piloted Shredder could have served very well here, but its not an option. You could try to play a Wild Pyromancer as Priest often does, but as we move toward a less token based game with the removal of Muster for Battle this doesn’t feel that great either.
What took me longer to realize is how suboptimal you have to try to make the deck to have the N’Zoth dream come to fruition in any real capacity. First off you can try to run Shifting Shade, but I think that these is terrible for two reasons. First off, it is a terrible tempo play, a 4 drop that can easily be killed by a 2 drop, and without a Deathrattle that will have an immediate impact is just not good in a deck that needs the tempo. Second off it has a horrible anti-synergy with Chillmaw. If you dropped N’Zoth, pulled out two Shifting Shades and Chillmaw and then the Chillmaw died and its Deathrattle activated you would feel pretty bad. In the same vain you have to run Museum Curator, which is also a terrible tempo play, especially without the chance to buff with Velen’s. What is less obvious about it is that there is nothing that feels good to get from Curator in standard with this deck. First off, the number three top cards you would want to get are all gone (Dark Cultist, Piloted Shredder, Sludge Belcher), and second off the other ones are either high costed (like Sylvanas, Chillmaw, etc.) or die to Chillmaw’s effect. The best cards you could really get from it for tempo are like Spawn of N’Zoth (terrible), Infested Tauren (terrible tempo play, good with N’Zoth, terrible anti-synergy with Chillmaw) or Shifting Shade.
With all of that said, I don’t think that there is really a much better option to try to make this N’Zoth/Dragonlord deck work. I think there may be an argument for removing Chillmaw and adding in like Infested Tauren’s, but then the Dragonlord feels a lot worse. I look at the current Dragon Priest deck and it feels so right, like Blizzard knew exactly what that deck was supposed to look like and how it was going to function, and this just feels wrong. Why is Shifting Shade not a 3 / 4 or even a 3 / 5 when Chillmaw and Excavated Evil are in the game? Where is a good priest specific 2 drop? How about a 3 mana dragon with Deathrattle?
Here is my go at it:
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100% guarantee this will be the first card nerfed out of the set.
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As someone who has a complete golden collection from Classic to Blackrock, I have completely stopped spending money on this game as it has become nothing but a cash grab from Blizzard. Last expansion burned me pretty bad with all the worthless crap that was printed and this season is even worse. 22 legendarys from a small set is a fucking joke. On average, if you don't start with any dust, you are looking at 250 packs this expansion to get the set. That is FAR more than we have ever seen before (Even classic, which is a much larger set), and FAR more than most other card games.
The F2P model is killing this game
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IMO - any card that has RNG printed on it should be reworked / recosted / stated to remove the RNG.
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Instead of reprinting, I would rather see them add cards to the classic set once a set/expansion rotates out.
Cards like this (and more) should just exist in the classic set, along with many others IMO
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Arbitrary personal opinion, but Asia has always been easier for me than NA or EU, especially in arena. Probably the only reason is I tend to see more of the exact same deck more frequently in Asia, while in NA and EU I see more variety. Again, based on personal experience.
Also, all 3 of my under 100 games to legendary have all been on Asia. Best I have ever done in NA is around 115.
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Would downvote if I could, I actually like the nerfs, I think they are fair and needed.
The problem is that they do nothing to address class disparity. IMO what these nerfs really do is limit just about every deck that isn't midrange shaman and control warrior
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It probably should, but it won't.
I think the new text on the card is correct, but the mana cost is absurd. Should have stayed at 2
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Order plays for sure, lot of people can't figure out optimal order to save their lives, even in legend.
Probably the most common would be in Paladin. I constantly see people drop pyro, cast EQ, then cast another spell, usually forbidden healing, probably just from habit.
Or, Tuskarr before hero power when you would want to high roll double spell power, or visa versa, when you would not want a double.
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All the curse sites are garbage when it comes to speed with all of the bloat crap all over the page
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W/o death's bite, I see this only being played, as others have said- in reno decks, or in some new midrange variant possibly.
Seems extremely good in wild though