Currently the turn length in Hearthstone is 75 seconds. Personally I don't think that is enough time to take a proper turn, but I'm sure many people would disagree. In Patron Warrior, on key turns, you have like 45 seconds because of the way animations cut into you're turn time (this is something I also think should change but probably a discussion for another thread). Also with decks that I am unfamiliar with like Freeze Mage and Oil Rouge which require alot of thinking, 75 seconds feels too short. I think that the best solution would be to have custom game lobbies with different options for things like turn duration, animations on/off, etc.
I want to hear other poeple's opinion on this as well, but I think that having more options is generally better.
I wouldn't like to have the player population splintered with too many options for how the games will be setup.
I do run out of time on key turns some games, but I think being able to assess the board and come up with a play to execute before time runs out is one of the skills needed. I think it strikes a pretty good balance between giving players time to think and not making you wait too long while your opponent takes her turn.
The issue where animations take so long that you artificially have a turn time quite a bit shorter than the norm could be addressed though. They could do something like not have the armorsmith or frothing animation trigger individually for each damaged minion.
i'd change it to 60. other than patron warrior 60 seconds is more than enough time. for patron you could just cool it with the animations , they take way too many time.
I feel like the only problem with the 75s time limit is that animations count against it. It gives some cards arbitrary benefits and downsides outside of the printed text which can make it very hard to balance a game properly. My vote is to make it so the timer pauses while cards are animating, since the animations themselves are nice and part of the games appeal. Also an option to turn on a visual timer would I think be a good thing.
That is why a lot of top players (Lifecoach) rope a lot of turns. When you have the play you want, you could use the remaining time to think about the upcoming turns
I just lost a game against Handlock with Patron because he overextended into Frothing combo but I had to wait the entire length of the rope for the Frothing to trigger 9 times, my armorsmith to trigger 4 times, and for his Sludge Belcher slime to spawn so i could kill it and hit for lethal. Unfortunately, the rope burned out a full 15 seconds before it would even let me target his slime and I died. This game needs a chess clock or something.
so u really want to give broken patron easier wins by change turn time and make it more OP than it is atm? No way.
Turn time and animations should not be part of the game regardless of how you feel about specific decks. Especially since this is now a mobile game where mobile users are actually unable to play the best deck in the meta.
I think it would be good to shorten the turn timer to 60 seconds for ranked/casual (keep the longer time for friend games, games in legend rank, and possibly tournaments), and then make it so that animations do not count towards the 60 seconds.
Currently the turn length in Hearthstone is 75 seconds. Personally I don't think that is enough time to take a proper turn, but I'm sure many people would disagree. In Patron Warrior, on key turns, you have like 45 seconds because of the way animations cut into you're turn time (this is something I also think should change but probably a discussion for another thread). Also with decks that I am unfamiliar with like Freeze Mage and Oil Rouge which require alot of thinking, 75 seconds feels too short. I think that the best solution would be to have custom game lobbies with different options for things like turn duration, animations on/off, etc.
I want to hear other poeple's opinion on this as well, but I think that having more options is generally better.
I wouldn't like to have the player population splintered with too many options for how the games will be setup.
I do run out of time on key turns some games, but I think being able to assess the board and come up with a play to execute before time runs out is one of the skills needed. I think it strikes a pretty good balance between giving players time to think and not making you wait too long while your opponent takes her turn.
The issue where animations take so long that you artificially have a turn time quite a bit shorter than the norm could be addressed though. They could do something like not have the armorsmith or frothing animation trigger individually for each damaged minion.
Main NA, but also play Asia and EU
an option to turn off animation would be nice
i'd change it to 60. other than patron warrior 60 seconds is more than enough time. for patron you could just cool it with the animations , they take way too many time.
I feel like the only problem with the 75s time limit is that animations count against it. It gives some cards arbitrary benefits and downsides outside of the printed text which can make it very hard to balance a game properly. My vote is to make it so the timer pauses while cards are animating, since the animations themselves are nice and part of the games appeal. Also an option to turn on a visual timer would I think be a good thing.
Best thing to do is to stop the time while your are doing the combo, so the animation does not take your time
That is why a lot of top players (Lifecoach) rope a lot of turns. When you have the play you want, you could use the remaining time to think about the upcoming turns
Silver Hand Recruit
I just lost a game against Handlock with Patron because he overextended into Frothing combo but I had to wait the entire length of the rope for the Frothing to trigger 9 times, my armorsmith to trigger 4 times, and for his Sludge Belcher slime to spawn so i could kill it and hit for lethal. Unfortunately, the rope burned out a full 15 seconds before it would even let me target his slime and I died. This game needs a chess clock or something.
so u really want to give broken patron easier wins by change turn time and make it more OP than it is atm? No way.
Turn time and animations should not be part of the game regardless of how you feel about specific decks. Especially since this is now a mobile game where mobile users are actually unable to play the best deck in the meta.
Turn time and animation time should be shortend if I could choose
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
I think the right idea is to make the game more difficult, not lower the time because facetards get bored between targeting their minions to face.
I think it would be good to shorten the turn timer to 60 seconds for ranked/casual (keep the longer time for friend games, games in legend rank, and possibly tournaments), and then make it so that animations do not count towards the 60 seconds.