Quote (Hepzibah @ Nov 7 2016 10:32pm)
I mean.. I'm not about to argue moba bs with you because I don't play enough of them.. -- but in terms of starcraft.. when the game opens you need to decide on a build -- your opponent without scouting can play into and or counter the build just blindly.. You can open with a random build and hope for success.
If I open spawning pool early gas vs your 3 hatchery - blind essentially - overlord scouts are kinda slow - youre going to lose everytime.. these decisions are made randomly at the start of a sc2 game
I imagine the person shotcalling - even with as much information as they can take in are often gambling//making a random rotation/switch up to single out or attempt to single out opponents.
being caught out of position while opponents are rotating around the map - Kripp would describe as bad RNG... or is this poor skill?
theres kind of a fine line -- That's where hs comes in
If Starcraft II had only three viable builds that counter every other build, then yes, it would become rock paper scissors. But there are lots of choices. Being caught off guard while you're somewhere on a map does not amount to RNG. That is chance, but not random chance.
Remember, chance involves not knowing, and weighing controllable outcomes. In Starcraft II, you have full control over your choices, and over what chances you choose to take.
In Hearthstone, there is a significant amount of RANDOM chance. Things that you cannot CHOOSE. You can choose not to play RNG cards, or to play them at selective times in order to guide the RNG the way you want, but ultimately there are factors which you just cannot control. Knife juggler is a prime example.
Completely RNG-based cards can be interesting, but there's just too much of it, plain and simple. The problem is that RNG is built into the game. There is no stack (like in MTG), so RNG is a factor which keeps the game interesting without a stack. Fundamentally Hearthstone would be boring without RNG. I think what a lot of people aren't talking about is that the fundamental way Hearthstone was built just doesn't allow for as competitive a meta as people keep asking for.
What would be interesting is if Blizzard introduces some new card features that soft-introduce the stack into the game, thus increasing possibilities for non-RNG cards. Cards that provide your opponent a 20 second window to respond, for example. Such a card would pause the timer on a player's turn. An example could be a card that says "Deal 8 damage. Your opponent chooses the target"... or "Your opponent chooses whether to discard 2 cards, or lose 2 random minions." That's a super soft interaction, but they could build off of that premise and start making things a bit more complex as time goes on.
This post was edited by Canadian_Man on Nov 8 2016 02:20am