Unfortunately that's not how "time" in this game works. APM really does matter here...the player could be "queing" up quite a few cards and spells, thus their time gets extended so the game can render the cards animations. It almost acts like an extra buffer for the time limit. It just so happens mage is the class that milks this feature the most because of its APM related styles of play coming out lately.
That said I do agree that it's B.S. Blizzard won't ever do anything about it though so I wouldn't try wasting breaths here. People have been complaining about time limits and in game animations forever. But I agree, lots of match results would be different if the turn counter acted like it was supposed to and actually ended when the rope did.
honestly I've been one of those guys advocating for shorter time limits in hearthstone for a while now. Especially since intentional ropers are a huge thing now and it drives players nuts. Thank god I know how to take quick turns and shorten the game's turn times.
I find it problematic that game is based on "rushing". I can't see why we have 90 s time limit if you have more cards to play. Its just plain stupid.
Time limit is good to avoid annoy idling but getting few seconds more IF you have little time and play card would be great. More chances to messy comboes instead that only reason why it is not possible is that time runs out, That being said it would be even more stupid if turn swapped when time runs out and animations in chain would stop and cards returned to hand.
So give us timer that adds a tad for each card / effect. Chess is quite good example where they use such to cut slowness but promote playing. 90 sec limit could be even shorter to cut non doing over playing. Net would be faster turns in the end
For me it's the opposite. When I play long combos I just run out of time and lose a game that I would have won because of stupid punk ass animations. That's why I don't play such decks. It makes me so angry when I want to play and it doesn't let me because of this animations trash.
i think they have huge bug abuse with magister downgrasp,without using wildfire the hero power is increased by each use of hero power with 1 and susprise the new hero power is dealing 5 dmg after 3 time using hero power and cast wildfire after hero card in turm 8
the timer should be absolute. I don’t care if the devs have coding issues to clean this up. They just damn well should. When the rope stops the turn should be over.
EZ
this is a “no brainer” issue that needs to be fixed a long time ago. It’s also a testament to Blizzards character issues as a company and how they value their player base.
we’ll continue to see more and more people abandon this game over flaws like these.
i think they have huge bug abuse with magister downgrasp,without using wildfire the hero power is increased by each use of hero power with 1 and susprise the new hero power is dealing 5 dmg after 3 time using hero power and cast wildfire after hero card in turm 8
They used Reckless Apprentice. It used their hero power to kill the 3 health water elemental, so the Honorable Kill triggered and increased its damage. That's not bug, that's just how it works. Honorable Kill can be triggered multiple times by Apprentice if the health lines up.
I find it problematic that game is based on "rushing". I can't see why we have 90 s time limit if you have more cards to play. Its just plain stupid.
Time limit is good to avoid annoy idling but getting few seconds more IF you have little time and play card would be great. More chances to messy comboes instead that only reason why it is not possible is that time runs out, That being said it would be even more stupid if turn swapped when time runs out and animations in chain would stop and cards returned to hand.
So give us timer that adds a tad for each card / effect. Chess is quite good example where they use such to cut slowness but promote playing. 90 sec limit could be even shorter to cut non doing over playing. Net would be faster turns in the end
-D
thank you! completely agree, could not have said better myself
the timer should be absolute. I don’t care if the devs have coding issues to clean this up. They just damn well should. When the rope stops the turn should be over.
EZ
this is a “no brainer” issue that needs to be fixed a long time ago. It’s also a testament to Blizzards character issues as a company and how they value their player base.
we’ll continue to see more and more people abandon this game over flaws like these.
Truth is, it already is absolute.
There are no coding issues but just normal latency things. When your rope stops, your turn is over on your side of the screen - but the animations will continue on your opponent's side.
The analogy I posted in another thread was speed chess by mail: information just takes time to travel from each player to the server to your opponent and back again.
They need to implement the same hard timer rule they have for Battlegrounds into the card modes.
It already is there (minus the display). You get 90 seconds and if the "battle animations" from your opponent take longer to resolve your turn is shorter - and the very same happens to your opponent with your animations!
They can't make changes to the time limit at this point, neither increase it nor decrease it. Same goes for animation speeds. The game is inherently balanced around the limitations being the exact same as they are right now. It's really fucking dumb, but that's how it is. Know what happens when this breaks? Combo decks can't lose anymore. Cheaters in wild removed the animations and dominated wild with Ignite Mage a while ago as a result.
The ship has sailed on fixing this issue. Trying to change it will break it even more now.
I remember in good old MTG you'd just say "I'll repeat this 100 times" and your OTK was on. This was no problems since turn time was not supposed to limit crazy combos in the first place. In HS we don't have the interrupting cards needed to keep OTK's in check, so we need the turn/animation time to limit these decks to some degree.
I think we should either get some proper interruption tools or just not have all these combos that pretty much defies the main idea of the game. We now even have "cheating" software that.... skips animations... Like that's not an option in most games.
I remember in good old MTG you'd just say "I'll repeat this 100 times" and your OTK was on. This was no problems since turn time was not supposed to limit crazy combos in the first place. In HS we don't have the interrupting cards needed to keep OTK's in check, so we need the turn/animation time to limit these decks to some degree.
I think we should either get some proper interruption tools or just not have all these combos that pretty much defies the main idea of the game. We now even have "cheating" software that.... skips animations... Like that's not an option in most games.
It is cheating, no quotation marks necessary. It's really stupid that the game is balanced around the turn limit, but that is in fact the case. It is cheating because the people using the software can do more damage in one turn than people not using that software. It's been this way for a long time in Hearthstone. It was the case for old freeze mage decks, it was the case for APM Priest, and it is the case for ignite mages now. The game is fundamentally unable to deal with the consequences of not having animations, which is definitely bad design but is also a problem they can't really fix now either.
It's also very stupid to compare this situation to the MTG one, when MTG Arena also has the same problem with turn timers and animations dictating what is technically possible and what is technically impossible to do. You can't handwave infinite combos away in Arena either.
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Mage is ludicrous, does the rope not run out?!
Unfortunately that's not how "time" in this game works. APM really does matter here...the player could be "queing" up quite a few cards and spells, thus their time gets extended so the game can render the cards animations. It almost acts like an extra buffer for the time limit. It just so happens mage is the class that milks this feature the most because of its APM related styles of play coming out lately.
That said I do agree that it's B.S. Blizzard won't ever do anything about it though so I wouldn't try wasting breaths here. People have been complaining about time limits and in game animations forever. But I agree, lots of match results would be different if the turn counter acted like it was supposed to and actually ended when the rope did.
honestly I've been one of those guys advocating for shorter time limits in hearthstone for a while now. Especially since intentional ropers are a huge thing now and it drives players nuts. Thank god I know how to take quick turns and shorten the game's turn times.
That’s not how it works. You can’t gain more time than your 90 seconds, animations or not.
BUT animations resolving can and will cut into the 90 seconds of the other player, reducing the effective time they have to act.
My claws that catch and such. Just make the animations quicker and don’t actually fix the problem right?
Click to quicken animations out.
I find it problematic that game is based on "rushing". I can't see why we have 90 s time limit if you have more cards to play. Its just plain stupid.
Time limit is good to avoid annoy idling but getting few seconds more IF you have little time and play card would be great. More chances to messy comboes instead that only reason why it is not possible is that time runs out, That being said it would be even more stupid if turn swapped when time runs out and animations in chain would stop and cards returned to hand.
So give us timer that adds a tad for each card / effect. Chess is quite good example where they use such to cut slowness but promote playing. 90 sec limit could be even shorter to cut non doing over playing. Net would be faster turns in the end
-D
honestly you would think they would just speed up all the animation at once when the rope hits
For me it's the opposite. When I play long combos I just run out of time and lose a game that I would have won because of stupid punk ass animations. That's why I don't play such decks. It makes me so angry when I want to play and it doesn't let me because of this animations trash.
i think they have huge bug abuse with magister downgrasp,without using wildfire the hero power is increased by each use of hero power with 1 and susprise the new hero power is dealing 5 dmg after 3 time using hero power and cast wildfire after hero card in turm 8
check here https://hsreplay.net/replay/ySpzH6PLQghGxh5ToR7khD
Truth is, it just ain’t fair.
the timer should be absolute. I don’t care if the devs have coding issues to clean this up. They just damn well should. When the rope stops the turn should be over.
EZ
this is a “no brainer” issue that needs to be fixed a long time ago. It’s also a testament to Blizzards character issues as a company and how they value their player base.
we’ll continue to see more and more people abandon this game over flaws like these.
They used Reckless Apprentice. It used their hero power to kill the 3 health water elemental, so the Honorable Kill triggered and increased its damage. That's not bug, that's just how it works. Honorable Kill can be triggered multiple times by Apprentice if the health lines up.
thank you! completely agree, could not have said better myself
They need to implement the same hard timer rule they have for Battlegrounds into the card modes.
Truth is, it already is absolute.
There are no coding issues but just normal latency things. When your rope stops, your turn is over on your side of the screen - but the animations will continue on your opponent's side.
The analogy I posted in another thread was speed chess by mail: information just takes time to travel from each player to the server to your opponent and back again.
It already is there (minus the display). You get 90 seconds and if the "battle animations" from your opponent take longer to resolve your turn is shorter - and the very same happens to your opponent with your animations!
"We've heard the community and we don't give a shit".
- Team 5
Take a walk on the wild side...
They can't make changes to the time limit at this point, neither increase it nor decrease it. Same goes for animation speeds. The game is inherently balanced around the limitations being the exact same as they are right now. It's really fucking dumb, but that's how it is. Know what happens when this breaks? Combo decks can't lose anymore. Cheaters in wild removed the animations and dominated wild with Ignite Mage a while ago as a result.
The ship has sailed on fixing this issue. Trying to change it will break it even more now.
I remember in good old MTG you'd just say "I'll repeat this 100 times" and your OTK was on. This was no problems since turn time was not supposed to limit crazy combos in the first place. In HS we don't have the interrupting cards needed to keep OTK's in check, so we need the turn/animation time to limit these decks to some degree.
I think we should either get some proper interruption tools or just not have all these combos that pretty much defies the main idea of the game. We now even have "cheating" software that.... skips animations... Like that's not an option in most games.
Probably you are one of the noobs I crushed before (joke) it's the same time and Mage is so shitty so if you lose to Mage probably you are bad
Wow, coming in here with the constructive feedback of the century.
Nice.
Getting shot to death with spells from hand on turn 5 makes you a bad player?
Fuck, I need to quit then. Should have played around it.
It is cheating, no quotation marks necessary. It's really stupid that the game is balanced around the turn limit, but that is in fact the case. It is cheating because the people using the software can do more damage in one turn than people not using that software. It's been this way for a long time in Hearthstone. It was the case for old freeze mage decks, it was the case for APM Priest, and it is the case for ignite mages now. The game is fundamentally unable to deal with the consequences of not having animations, which is definitely bad design but is also a problem they can't really fix now either.
It's also very stupid to compare this situation to the MTG one, when MTG Arena also has the same problem with turn timers and animations dictating what is technically possible and what is technically impossible to do. You can't handwave infinite combos away in Arena either.