Conjurers Calling

@Drib: help me understand one thing: do you consider that there is no strategy in any game with randomness?

@Vlad

I think that all games MUST have a degree of randomness as this is a fact of Games there is no game if there is no RNG involved even if the RNG is down to which colour to play in Chess or where Resources are placed on a map.

The only thing I dislike about the RNG element within Hearthstone is that RNG can have a HUGE impact on the play out of a game, like top decking that Hagatha,s Scheme when your opponent has a board full of 1/1,s with 2 savage roar in hand and no other way to refill their board.

This is a big example of where a simple card turn can turn the tide of the game.

Now I believe that HS should have RNG but I think that if the RNG goes your way it should be done over multiple turns and not a simple card turn and certainly not play as big an impact as it can do.

I think as stated before by a previous poster that the Dev,s of HS seem to like this ā€œOh Wow moments where RNG high rolled for your opponent and turn the tide of a game in their favourā€

The RNG elements need a better balance I think.

PS : I used Token druid as an example as I am playing a Token Druid currently because of fast wins or losses.

Actual Scenario I got queued into a Control Warrior, I filled the board once he cleared with Warpath, I filled again he cleared with Brawl., he played Dr Boom, I conceded as there was no way I could beat him but had he not had Warpath and or Brawl I might have won.

I do know that Control Warrior V Token Druid is almost a guarantee,d loss as warrior have too many multiple ways to deal with token style boards so I almost accepted the match as a loss before it even started.

Ok, I got your point, just want to add 2 points:

  1. High roll archetypes are inconsistent. They feel bad to lose against, I agree, but they are inconsistent nonetheless. I wonā€™t bother you with details, but all decks whose win condition relies on high roll tend to have very low success for most players. Fun fact though, in the hands of very experienced players they work much better. If draw RNG was the issue they should be as inconsistent for good players as they are for bad.
  2. What you pointed out is not a problem with RNG. Itā€™s a power with the power level of some cards that, when drawn, allow for a huge shift in the game. That said I think itā€™s much more productive to discuss the power level of such cards and even the archetypes that use them since RNG is completely unrelated. I think you are blaming RNG when your complaint is around some cards.

Extra fun fact, if you are playing a token deck, you are, by definition, playing a very low variance deck.

Good points!

Yes I think I should have specified that RNG is not really the issue but the power that some cards can provide.

The stats have token Druid as 45% vs control warrior, which is bad but far from an auto loss. Iā€™d guess youā€™re doing something wrong in that particular matchup if youā€™re constantly getting stomped. Iā€™m nowhere near familiar enough with token Druid, despite having a version built, to know myself how to play it.

Itā€™s quite easy really. Just spam the board with treants (or other minion type you prefer) then twin spell +1/+1, twin spell +1/+1, twin spell +1/+1 and gg. Additional savage roar + savage roar is optional.

Itā€™s advice like that as to why my jank decks so often beat token druids. They over commit, I punish them. If they actually staggered out there minions and put on the right amount of pressure every turn, Iā€™m pretty sure Iā€™d lose nearly every game.

Thatā€™s probably the right mindset in some match-ups, but if you do that every game playing token druid, then youā€™re gona lose far more than you should.

ItĀ“s quite easy really. Just spam the board with treants (or other minion type you prefer) then savage roar , savage roar gg. Additional twin spell +1/+1, twin spell +1/+1, twin spell +1/+1 is optional.

(Sniffs loudly)
ā€œsmells like :b:ANCIENT ONEā€¦ā€