I mean, there are so many other card games out there that are much more dependent on player skill than HS.
I don’t mind losing. If I myself make a misplay, I’ll own that loss. If my opponent simply has the better deck composition, hats off to him.
But do the devs really think it’s a fun experience when one player plays on a perfect curve and gets highroll, while the other player gets horrible card draw?
When I get such an opponent, I don’t even bother conceding. I just turn off the game.
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Hearthstone and other card games for that matter are 1 part luck 4 parts skill.
Card games depend on rng.
Without it, it would be pretty boring with always the same outcome.
Just try to play classic mode, if your mulligan and your draws are terrible there isnt much u cant do, so mechanics like tradeable and discover can make the game more fluid by giving you more options and control of the match.
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Ummm I’d have to contest that and say it’s 4 parts luck and 1 part skill. Just my 2 cents.
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Hearthstone is more popular than those other games, and yes, it’s partly because players LIKE RNG.
This happens in every card game ever dude, what you on about?
Frequently, in magic, decks stall. You either get all lands and no spells, or spells you can’t play because you got no lands.
In YGO it’s even more egregious, where a good opening hand can mean your opponent just wins at turn 0, without even allowing you to play.
Low rolling and high rolling aren’t exclusive to hearthstone
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Not really. Hearthstone simply came out first, that’s why it’s the most popular
I think that is really optimistic. This game is weighted heavier than a Walmart shopper on a mart cart.
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we all know people like card random card generation so much they run decks with alot of it no matter how low on the tier list those decks are
and thats probably why other card games like runeterra been adding those type of effects for a long time now
I disagree here. In terms of playing? HS is easier. The board layout is simple and easily deciphered. Every other game complicates that feature needlessly.
Players play HS because it’s board is more easily understood.
Wrong, try 3 parts luck and 1 part skill.
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Ol king troll here-
Card draw rng alone will still favor the better player.
You need to cram as much “random” in the game as possible so the outcome can be manipulated but appear as random chance.
The more variables there are, the harder it is to pin point the riggery that this game implements to keep players playing.
Don’t get bored, get upset, emotions are key to player engagement and long term addiction…i mean play.
or not. Its pretty much unprovable either way.
Absence of evidence is not evidence of absence.
Kind of like how these forums are a place for players to further engage with the game that they are emotionally roused about.
Crazy Smiley Face
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I have heard prismata is a CARD game without RNG and card draw. Go try it!
Whether its luck skill or riggery people still play the slots and enjoy them.
As long as its not negatively affecting oneself its entertainment.
Did download the free prismata (not sponsered), have to give it some time to know how I feel about it.
Still believe the emotional highs and lows of hearthstone scratch a certain itch for better or for worse.
Except for standard rn 4 parts luck 1 part skill.
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Based on luck. And yet, somehow the same players consistently hit legend and well beyond. That’s because their accounts have enhanced RNG, though.
Only BAD players say this kind of nonsense. Is luck involved? Yeah, it’s a bloody CCG. My advice: L2P. I mean that sincerely. Watch content creators like Kibler and especially Nohandsgamer (he explains his actions). Do your research, too. Read as much as the Hearthstone Wiki, VS Reports, so on. Lastly, do not hesitate to ask for help. Many people here would be willing to coach you.
If you play a deck with a 50%+ winrate, legend is not luck or skill.
Its amount of games played.
Skill is knowledge of card interactions and probabilities.
Flipping a coin, it landing on heads 3 times in a row and guessing that it will probably land on tails the next flip is considered skill by some, 50/50 luck by others.
There is a point of not knowing how to play the game, followed by knowing what cards are available to your opponent, but after that the skill factor takes a back seat to probabilities, card draw, rock paper scissor matchups, and amount of games you can play in a month.
I understand this is a very divisive topic, people who are heavily invested in the game want to believe they are amazing and better than others for reasons but…really its a childrens game meant for entertainment and amusement, where random shenanigans are the norm.
Legend rank is not an aptitude test used to validate ones own excellence or to attempt to shame others for their inability to commit as much play time in a month.
That being said…
Yeah I’m legend rank *puts on a pair of dark sunglasses.
I think this is somewhat dismissive of the entire Hearthstone has tones of RNG argument. It is a valid argument, and pointing out that the same people consistently end up ranking highly doesn’t really address what I think people who raise this point actually are concerned about. That is it doesn’t really address the reasonable concerns related to high RNG, see below for discussion of these.
This is correct and I think addresses the main concern here.
From an abstract point of view, RNG is basically an increase in variance. If you are trying to measure a statistic, let’s say win rate, which we can take to be a proxy for skill/ability, then it’s a well established fact that increasing variance by a linear factor, say by the value x, increases the number of samples required to estimate the statistic in question to the same confidence level by exactly x*x, that is, increasing variance increases the number of games need to be played to stay at the same win rate quadratic in the increase!
If that doesn’t put you back, it should. Roughly speaking, if they increase the variance in the game by a factor of 2, you have to play 4 times as many games to get to the same win rate as you did before the increase. Say it used to take ten games to get a solid estimate on win rate, now it takes 40. Big difference, especially in time.
Generally speaking, and certainly this expansion, the trend has been to print more and more late high RNG cards, a great (but not only) example of which is Theotar. This card by itself massively spikes RNG and hence variance in the game itself for obvious reasons (if he happens to steal a key card it’s over.) I don’t have the numbers but I would estimate a meta with Theotar and one without would easily be in the 2 to 3x difference in amount of variance, and that is just one card! There are more like this.
So yes, this is the main reasonable concern with high RNG, it’s going to eventually take an infinite amount of games to get an accurate win rate if they keep upping it with cards like Theotar, etc.
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Despite RNG, the same people make it to legend and beyond monthly. Just time and luck, right?
RNG takes a lot of knowledge to properly play around. You need to know all outcomes. This is all a part of skill. Adding necessary tech for their pocket meta (bad players rarely do this). Anticipating mulligans, cards drawn, upcoming enemy plays, what cards are being held onto and what they are, are and the list goes on. If the game were entirely linear it’d not only be boring, but it’d actually less skillful.