Can we somehow tone down RNG?

I don’t think anyones enjoying the 103645535356336367215 rogues on ladder high rolling every possible answer every game.

Can we some how tone down what can and can not be generated? There’s a bit of difference between wish upon a star or the 9 mana mage spell and holy smite being generated off scorpion. Just a tiny bit of a difference, especially when both cost 1 mana.

You (the devs) had the right idea when you limited the spells being generated by effects to be with in mana ranges (less than 3 mana, greater than 5) it reduces the pool to a limited number of options that can be at least played around to some degree. As it stands now the RNG can generate any spell in the game, and the high rolls are just disgusting.

Furthermore, if the opponent doesn’t have a hint as to what is generated there is zero counter play on their part, so it leads to awful uninteractive solitaire games with the rogue generating cards and figuring out the best way to play them, while the opponent just sits there and works towards their lethal game plan without even bothering to anticipate what might roll because… Well you can’t.

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At bare minimum, 103,645,535,356,336,367,215 people enjoy it

dont like rogue dont play rogue
let us have fun with excavate rogue … why do peopel insist others have to play the cards they choose for them to play ?

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Okay but how come DK cannot generate triple rune cards? How are so many cards that were nerfed a while ago not reverted? If Rogues are allowed to randomly generate wins then the other classes need to have their cards back as well that allow them to randomly steamroll opponents. The fact that Random Rogue is a top 100 legend deck is slap in the face to the game. There’s literally no skill in randomly getting what you need to win games, from any class.

I don’t mind there being randomly generate cards in a game but Rogues are randomly generating decks full of cards that win them the game. There’s no way to “Play around” that. Lets also not start the tired excuse of “Well they don’t always generate wins”. A regular deck can get a bad draw and lose just as often and Rogues generate win just as frequently as your average deck. The only difference is that in a regular game i can play around the opponents known deck of cards.

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Let them generate all the random cards they want, just make them pay full cost for them. The mana cheat, especially with sonya, is insane.

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Actizzard has been in love with RNG since discover existed. Tons of people dislike it, but people with lots of money and no brains are the ones pushing for more RNG, so guess what we get.

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The short answer: NO. The long answer: no, Team 5 let themselves go, they are just pretending to keep the game balanced while making it a randomness fiesta. Aviana, Amanthul, Yogg, Yogg’s Prison, Wave of Nostalgia… the list goes on and is ever growing.

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See, discover from your own class it’s one thing. It’s things like Priest generating Helya or Druid getting 1 mana Shudderblock with Boomboss that make it silly and annoying.

that mechanic is popular

one nice proof of its popularity is excavate rogue which exists as it is know because people made many threads asking for azerite scorpion to be buffed

I’ve been advocating for this for years. I want this to be more of a strategy game and less of a slot machine

If you have any self-awareness as a gamer, it doesn’t feel that great to win because of good luck but it sure feels like crap when you lose because of bad luck. And frankly, it makes the whole game feel pointless

CCGs have enough RNG built-in without having to add layers upon layers more

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With who? Citation needed unless you have some kind of insider information that you care to share with us

No we can’t.

The game is better this way.

The title needs clarifying. We need to tone down generation and either have it be printed less or revert to its old state where you would lose pressure using it.

Agreed entirely on the rng factor; unfortunately, that’d require Team 5 to do their job for the first time in the history of Hearthstone. Also - what gets really old are the stupidly broken infinite combos that are allowed to go on for almost an entire season before being nerfed; right now, for example, we have Rogues using Sonya and Spectral Cutlass to generate infinite deadly poisons and this is on top of still dealing with Warriors with the same effect and armor, etc…not much of a match up when one side can generate enough attack to take out almost your entire health bar by mid game with one blow from their weapon…

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This is a nice argument really.

What i can say about is that:
The last changes really made the game better or where Just to make some voices go down a little ?

They really made a positive impact or just removed something from viability without further explanation ?

I fear that for most the answer is the second.
Good part of the what made the game better balanced this week where caused by deck refinement and would happen with or without most changes blizzard did.

If anything they show blizzard is in fact going a little too fast at “Toning down by their own hands”.

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Yeah, that is a fair point and this is just one more proof that Team 5 has no clue what they are doing with DK in general.

I love to play control DK but it’s so bad. It needs to be running 1 Unholy because without Helya it has no win condition. It is however so slow that anything faster will obliterate it before turn 6. I guess life gain would be cool? Too bad, need 3 Blood for that. Runes are a gimmick DK in a way that no other class is limited and sorry because that limitation is not even compensated by the power of individual cards.

Me: Hey Blizzard, I’d like some life gain but Vampiric Blood is 3 Blood Runes.
Blizzard: It is too powerful, it needs a limitation.

Meanwhile Boomboss, Aviana or Jungle Gym are low power cards that do not need any limitation. Eh.

And yes, as annoying as Boomboss or Aviana are you can prepare for them. But Rogue, Aviana Druid and Amanthul Priest can throw at you whatever.

Neither, I’m asking for them to revert to and adhere to a principled approach in printing cards with RNG. In particular, they should put qualifiers on what gets generated. To give solid examples of this, tooth of nefarion and Jackpot were both key cards in thief rogue of past.

The difference between those cards and today’s RNG generation is that the qualifiers on the generation limit the generation to a smaller pool which can, to some degree, be played around.

As it is right now, scorpion can generate any spell in the game, there’s nothing to play around and it’s a solitaire game. Literally if a rogue needs an out they will just repeated drop scorpion until they find it.

In other words you want to be the RNG police.

At this point i would rather return the 3 rune cards to be generated for DK rather than start limiting pools on other classes.

Why? It does not solve anything.

Technically it does.

It let’s everything go free so we can see what is going on.

Also everyone who atleast try to play the game is kinda tired of the way things are being “solved” lately.
Like…
Make changes almost once a week?
Seriously?

Or better yet. Literally Kill a deck giving a “game design direction change text” while half the game do the same thing or worse.
Yes, i talking about rainbow mage.

That to not even mention we did so many nerfs that we did go a full cycle.

If it is to do that BS we better revert everything.