It's like playing a random combo deck where every match it's a roulette of unexpected results. I've stole Flying, Bombs, super buffs, and I can't wait to play ranked for more possibilities. I've also stole Hero and killed 3 Goblins haha xD! Just wanted to share my excitement toward a deck I've been lacking for a while.
I recently realized that Terraformer is like a Goblin's wet dream, I had 5 guys with Stone Bomb last night. Brainless was the funniest thing ive seen stolen.
Great to hear that you are enjoying the Goblins. Their theme adds a lot of unpredictable diversity to the game. Some may not like the more random aspect they bring, but they keep things interesting.
I love the design but I do wish players had a little more control or ability to mitigate the RNG of it.
What were you thinking of? The only things that kind of makes sense to me might be something along the lines of: - The next time a Goblin uses Goblin Thievery, it will only steal passive abilities.
A source of Confuse in theme could help by cutting down on the number of possible stolen abilities. The usefulness would vary hugely between champs, but it would still be an interesting tool.
Maybe instead of random actually make it organised. For example using thievery gets 1st ability, second one gets 2nd ability, 3rd one gets 1st passive if abilities have run out etc. This means that you know exactly what you will steal, and also stops you from stealing iron will off a guy who has bastion of iron will, or icewalker instead of arctic.
That actually sounds like a huge sandbag, you'll have to play an entire game to steal something useful. (All unique or upgraded abilities are further right )
Not always. Anyway, I never said that this exact thing should happen, or that it would make it better. Just an example to reduce randomness.
I dunno, I think the more you try to reduce the randomness the more you lose the point of goblins. I mean, there is a point where more randomness would be too much, but I also think traditional Pox attitudes to randomness need a rethink in this case.
For the life of me, I can't get how rng like that is supposed to be fun Although, the times you Firk someone over with some hilarious drop it's probably fire
it's too swingy. the ability failing would be bad enough, but to steal something negative and give it to all your units? that's just game-losingly bad. just kid of silly.
I think it balances it well, automatically getting a good ability every time would be too cost efficient. The player having to think about which champion to use it on and potentially waste a couple of uses among the many they likely have seems fine to me.
I stole Geogenesis from someone's Rockforger once. It kinda sucked though because he surrendered a few rounds later and I only got like 20 Rocklings. On a similar note, what happens if Thievery steals Spirit Projection? Would it summon the Garu illusion, or the SotM illusion (for 2x2 Goblins)? Or would it summon actual Goblin Manifestations?
I get what your saying. RNG is one of the worst things in video games for me. Though I find it to be quite amusing to watch others either get wrecked, or pull of devastatingly comical combos. But playing it personally? No.
I agree with the RNG hate among strategy games. Like the flip of a coin cards on MTG were the worst and they stoppped producing them. But I believe the scenario is different here. It will do something different against any champion. It's not about the chance of getting good or bad abilities, like 50% good 50% bad. That would be terrible. In fact as someone said, you can choose which rune to target, so you determine that porcentage. You calculate the positive and negative spectrums of posibilities, and you can even choose a target which doesn't have any real negative abilities. So if you take the risk to target a Polluted Martyr for some awesome ability and you ended up gaining Short Lived, you can laught at that and play again. You are in control, you can predict the spectrums, you take the risk, you decide.