I know there's been a lot of people freaking out over Sn1p Sn4p and the possibility of the Priest deck, but something occurred to me while trying out a similar deck in Wild, using Glinda Crowskin, Mechwarper and Skaterbots.
It's actually almost as bad to pull off as the Test Subject Priest Combo deck is. To get anywhere near a reasonable amount of damage, you have to pull off the echo repeat a LOT of times. And the animation times cause this to be really difficult (not impossible) to do.
And therein we have the secret to ensuring that Sn1p Sn4p will not be too much of a problem. Make his animation entrance and subsequent addition to the hand animation take a longer than average sort of time. That way it slows down the combo itself greatly and limits the combo without breaking either it (a quick player can still do it) or ruining the card with a nerf.
Alternatively, they could just replace the echo keyword with a minion version of Twinspell or something... but yeah... lol
Yeah I was thinking of that too, though it is actually a nerf to the card. Would be interesting.
I suppose that from a technically-speaking standpoint, it is soft-lowering the power of the card by slowing down its cast-speed, so it could be considered a nerf, perhaps. Technically-speaking, lol. :-)
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
If that is all that prevents the Combo from breaking the meta, the "fix" would be worse than the problem itself.
I don't even contemplate the fact they will actually impair a game mechanic with animations to keep it in check.
It would be beyond silly for any game designer.
Hopefully, they tested extensively, and found out the occurrence of the Combo + victory at early turns is very inconsistent, and/or they have a decent nerf ready to apply.
Actually, the easiest way out is saying the announcement was wrong, and SN1P-SN4P was meant to cost (4) from the beginning.
It would become a silly legendary at that point but Marin the Fox exists so...
To be fair War Master Voone was initially 5 mana, but his stats and cost were changed later on (probably people thought his inclusion in Odd Dragon Warrior was too good). If I remember correctly, Seeping Oozeling also used to cost 5 mana when it was revealed*, but the devs decided to give it a small nerf. They probably feared its power in recruit/deathrattle hunter.
The issue with this is that Skaterbot gives half the damage increase SN1P-SN4P gives meaning you would only need half the plays. I've played the Glinda/Zill combo several times and have managed to easily get over 20 mechs played in the time given. With 90 second turns, the animation would have to be 6 seconds (that's really long) to prevent an OTK, and even then I'm pretty sure you can play another one while the animation is finishing and essentially queue up a couple.
Sad that cards that aren't causing problems are getting nerfed simply because T5 doesn't do a very small tweak to the card so that it doesn't go crazy.
Its so typical of T5 to nerf the wrong card every time. Instead of fixing the new problematic card that this is, they instead destroy Mecathun Wild Priest for no reason. Sigh...
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I know there's been a lot of people freaking out over Sn1p Sn4p and the possibility of the Priest deck, but something occurred to me while trying out a similar deck in Wild, using Glinda Crowskin, Mechwarper and Skaterbots.
It's actually almost as bad to pull off as the Test Subject Priest Combo deck is.
To get anywhere near a reasonable amount of damage, you have to pull off the echo repeat a LOT of times. And the animation times cause this to be really difficult (not impossible) to do.
And therein we have the secret to ensuring that Sn1p Sn4p will not be too much of a problem. Make his animation entrance and subsequent addition to the hand animation take a longer than average sort of time. That way it slows down the combo itself greatly and limits the combo without breaking either it (a quick player can still do it) or ruining the card with a nerf.
Alternatively, they could just replace the echo keyword with a minion version of Twinspell or something... but yeah... lol
Yeah I was thinking of that too, though it is actually a nerf to the card. Would be interesting.
I suppose that from a technically-speaking standpoint, it is soft-lowering the power of the card by slowing down its cast-speed, so it could be considered a nerf, perhaps. Technically-speaking, lol. :-)
That may be a fine idea, however, I don't think it should be used to "fix" a "bad designed" card.
Note: I am still not sure if it's a bad designed card yet.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Letting costs get lowered to 0 is always asking for trouble, pretty much game design 101
Nozdormu?
4/3/19 RIP Keith Flint. 😔
Lol it's a good plan, but a bit of a soft tech option I'd say :-P
If that is all that prevents the Combo from breaking the meta, the "fix" would be worse than the problem itself.
I don't even contemplate the fact they will actually impair a game mechanic with animations to keep it in check.
It would be beyond silly for any game designer.
Hopefully, they tested extensively, and found out the occurrence of the Combo + victory at early turns is very inconsistent, and/or they have a decent nerf ready to apply.
Actually, the easiest way out is saying the announcement was wrong, and SN1P-SN4P was meant to cost (4) from the beginning.
It would become a silly legendary at that point but Marin the Fox exists so...
Twinion!
To be fair War Master Voone was initially 5 mana, but his stats and cost were changed later on (probably people thought his inclusion in Odd Dragon Warrior was too good). If I remember correctly, Seeping Oozeling also used to cost 5 mana when it was revealed*, but the devs decided to give it a small nerf. They probably feared its power in recruit/deathrattle hunter.
So what you are suggesting might become real.
I'd love to know where you're getting a T5 Nozdormu from.
The issue with this is that Skaterbot gives half the damage increase SN1P-SN4P gives meaning you would only need half the plays. I've played the Glinda/Zill combo several times and have managed to easily get over 20 mechs played in the time given. With 90 second turns, the animation would have to be 6 seconds (that's really long) to prevent an OTK, and even then I'm pretty sure you can play another one while the animation is finishing and essentially queue up a couple.
That was tongue in cheek to be fair. But I suppose the same place everyone else is pulling a hypothetical Turn 6 Kill Every Game from?
Card hasn't even been released yet.... Still I suppose we all know better than people whose job it is to release and design cards don't we? 😂
Thats the beauty of the Internet. Everyone is an expert because Google says so.
4/3/19 RIP Keith Flint. 😔
I am keen to try this card out in a new Mech Paladin build with Glowstone Technician. I hope it's competitive.
I imagine from the as-yet-unannounced re-buff to Innervate to have it give 3 mana. Heh! :-P
They could also just nerf Reckless Experimenter.
I say "could" as if they didn't just do that.
Easy:
Far Sight
:P
Sad that cards that aren't causing problems are getting nerfed simply because T5 doesn't do a very small tweak to the card so that it doesn't go crazy.
Its so typical of T5 to nerf the wrong card every time. Instead of fixing the new problematic card that this is, they instead destroy Mecathun Wild Priest for no reason. Sigh...