They took away the Randomness... and then the abuse started

Back in the day everything was random you had 0 control of any random effects.

Then came discover.

Then came tutor cards with 0 restrictions to make them work.

Pull X type of card… Hehe… I will only run 1 to 3 that way i will always have those options in my discover.

The current druid deck showcases all of it now.

Decking out by turn 8 with 20+ armor stealing your deck and blowing it up.

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Theres a term for that. It starts with Power and ends with Creep.

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And losing to controlled random is a far better player experience than losing to pure random is.

Discover is definitely too abundant over the last few years, especially when the discover cards dont pay much of a tax on their effect any more. But its still much better than pure casino deciding games. At least there is some player agency with discover.

I say that as someone who loves the playing & watching the fireworks of pure random, far more so than pretty much any other forum regular.

Everything in moderation, Blizzard.

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It’s not power creep.

It’s that the game used to be genuinely random.

I mean it maybe feels better, but it’s… not. Without genuine randomness the game is way more linear. Like in a way, when there’s so much cycle & draw, and game plans are really just working towards some high cost swing card (which even the aggro decks do now – Unholy DK with Marrowgar, Pure Paladin with Countess, among others) every deck plays like a combo deck.

Discover isn’t even really genuine RNG because the spell card pools generally (at least of the popular classes who use it – Priest, Mage, DK in particular) are so consistent. Which… like I was glad when they took out like… the really bad generation hits from priest, and I think having a consistent standard is good, but it’s way too consistent IMO.

It’d actually be helpful to print more “bad” cards.

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Beat me to it

And it’s something that will A) be around forever and B) only get worse because the devs (as they have admitted) believe it is required to sell cards. Someone said it recently, but I think HS could use a reset, which I know won’t happen. In fact, it seems like they are eager to add an additional expansion a year.

It seems all the cards that used to do this randomness had a big payoff with some risk. Now, it’s big payoff with low risk if any at all.

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Them what is power creep if it’s not stuff getting more powerful over time?

I think the problem is that the OP was talking about consistency creep and you’re trying to generalize/oversimplify that to the broader concept of power creep.

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Well for Druid. You can do anything with Druid anyways.

Pretty much I said earlier in other posts that you can ruin Druid for a certain expansion but will come back to destroy everything.

“… and then the abuse started

What a drama queen.

That’s not what we’re talking about?

The discussion is about how cards used to be able to low roll and now they can’t.

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Because they power creeped the low roll out. Random vs Discover is basically 1 roll out of X vs 3 rolls out of X where X is the Pool of random cards. So random —> discover is basically power creep to triple your chances at getting something good and since you never get repeat rolls on Discover choices it also makes it that much harder to completely whiff as you have to hit 3 whammies instead of just the 1 that Random can hit. That’s one of the ways they power crept the game.

Randuin wrynn was the peak.
Noxious moments were some of the best.

Keep in mind the shift to 4 expansions a year would also accompany the removal of mini sets, so the total number of cards printed annually would be the same. 3 mini sets is a full expansions worth of cards. So long as the pricing model was also adjusted accordingly this wouldn’t actually affect anything, and should actually lead to longer periods of increased meta stability. The mini sets typically break a meta when they’re released so removing them would be a net positive.

Part of the issue is How cards are designed actually.

While hearthstone isn’t rocket science lately devs aren’t delivering cards that promote decision making.

That makes the meta not evolve in a natural way.

Like…
It’s not that dificult to ask for more cards with multiple uses like reverberations for example.

That way the learning curve of the playerbase in general forces the meta changes.

In other words the excess of nerfs lately feel like a way to compensate for the design quality the game refuses to give.

Still that way of change things lead to predictable results without any substantial experience.
I can only talk for myself but it’s not making me feel less bored and i guess it not works on other older players too.