So, I understand that Wild mode is just that: Wild. But that doesnt mean the game has to just end once the goofy infinite stuff goes off. It really shouldnt happen. Cards that bounce cards back or minions that do ought to have a limitation. Same for any other type of "endless" mechanic or situation that literally never ends. Seems wrong to me. Im fine with some late-game shenanigans and being able to do crazy stuff once or twice at the most. But... X number of times where X=infinity?
I have no issue with powerful effects and cards. Its wild. I get that there will be some sick combos and swing turns that'll make your head spin. But nothing should ever just go infinite. I think if that stuff was gone, the format would be really solid. Its OK as it is now but the timer is very much ticking against certain decks - but not ticking like OTK decks. Much worse and much faster!
I mean the timer should be the timer. Thats my only issue. If the animation takes too long then it should cut it off at the turn end not an hour later because some dude did a Shudder combo.
I agree that there are effects too powerful to be repeated and think they all should get the 'once per game' treatment. Seeing powerful effects is cool but people always find ways to abuse them and that's when the game breaks and becomes boring because you see the same shit played over and over.
As for the timer, I've always thought it was weird to see the rope burn forever after reaching its end. I know that it's an APM thing but still felt wrong to me.
I like how OP mentions the timer, which I thought seemed to be about decks being “on the clock” to beat an opponent before they pull off their infinite combo turn. Yet it turned into a complaint thread about animations continuing after the rope.
Yes, a lot of infinite stuff is really dumb. And after a few games of playing something like Exodia Time Warp Mage, it also gets really boring in my opinion. I personally used to really like Shudderwock decks, but over time I got annoyed and bored by the gameplay.
Ultimately there will always be something in Wild to complain about being unfair and broken. Even if infinite loops are removed. But what I will say isn’t broken, since it came up, is animations going past the official turn time. In most cases this doesn’t affect your turn time. If it ever does, or completely skips your turn, something is broken and should be reported to Blizzard. Cutting a player off because their animations will take too long even if they played cards within their turn time; THAT would be unfair. Even if someone is not doing an infinite Shudder loop they may just have a complicated turn, or trying to cycle through options in their head to get a potential lethal. Doing this might cause their turn to take longer before playing anything. So if I play cards quickly near the end of the route to get lethal, would it be fair to say “Nope! You don’t get to win because you played cards within the time limit, but the animations were too long.” ??? No! If cards are played during your turn’s time limit, they must resolve. Period.
And if anyone doesn’t want to sit through the animations of an infinite turn, there’s a Concede button for things like that.
I like how OP mentions the timer, which I thought seemed to be about decks being “on the clock” to beat an opponent before they pull off their infinite combo turn. Yet it turned into a complaint thread about animations continuing after the rope.
Yes, a lot of infinite stuff is really dumb. And after a few games of playing something like Exodia Time Warp Mage, it also gets really boring in my opinion. I personally used to really like Shudderwock decks, but over time I got annoyed and bored by the gameplay.
Ultimately there will always be something in Wild to complain about being unfair and broken. Even if infinite loops are removed. But what I will say isn’t broken, since it came up, is animations going past the official turn time. In most cases this doesn’t affect your turn time. If it ever does, or completely skips your turn, something is broken and should be reported to Blizzard. Cutting a player off because their animations will take too long even if they played cards within their turn time; THAT would be unfair. Even if someone is not doing an infinite Shudder loop they may just have a complicated turn, or trying to cycle through options in their head to get a potential lethal. Doing this might cause their turn to take longer before playing anything. So if I play cards quickly near the end of the route to get lethal, would it be fair to say “Nope! You don’t get to win because you played cards within the time limit, but the animations were too long.” ??? No! If cards are played during your turn’s time limit, they must resolve. Period.
And if anyone doesn’t want to sit through the animations of an infinite turn, there’s a Concede button for things like that.
You were right - I meant being on a timer when you knew you were up against an OTK or infinite deck. ;). Now, it doesnt even matter since they pull it off by turn 5-6 anyways, LOL.
Totally agree. Biggest offenders are rogue and druid. This has been running in the game from the start. No card cost should be reduced beyond 1, no card should be bounced, copied or replayed more than 2,3 times specially legendaries.
Btw if you want to skip endless animations close and open the game, I do it all the time with miracle rogue in wild, you loose track of the cards they play but its so damn boring to see them play secret passage for the 5000th time.
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Long years I have studied, now I serve the Lich KIng
renathal in almost all decks speaks for itself. we need more health as default in the wild and even standard with some powerplays. it's not 2014 anymore ffs!
and removing that "infinite stuff" eventually turns out to be what the standard is now.
Totally agree. Biggest offenders are rogue and druid. This has been running in the game from the start. No card cost should be reduced beyond 1, no card should be bounced, copied or replayed more than 2,3 times specially legendaries.
Btw if you want to skip endless animations close and open the game, I do it all the time with miracle rogue in wild, you loose track of the cards they play but its so damn boring to see them play secret passage for the 5000th time.
Agree - like I said, I have no issue with big powerful turns late game or even some shenanigans with bouncing cards and such. But not endlessly. Its dumb and totally locks out a lot of play styles that have zero chance against these decks. Like, some decks have like a 5% or less chance to win. It shouldnt be like that. Its fine when decks are favored over others but not when its extremely lopsided.
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So, I understand that Wild mode is just that: Wild. But that doesnt mean the game has to just end once the goofy infinite stuff goes off. It really shouldnt happen. Cards that bounce cards back or minions that do ought to have a limitation. Same for any other type of "endless" mechanic or situation that literally never ends. Seems wrong to me. Im fine with some late-game shenanigans and being able to do crazy stuff once or twice at the most. But... X number of times where X=infinity?
I have no issue with powerful effects and cards. Its wild. I get that there will be some sick combos and swing turns that'll make your head spin. But nothing should ever just go infinite. I think if that stuff was gone, the format would be really solid. Its OK as it is now but the timer is very much ticking against certain decks - but not ticking like OTK decks. Much worse and much faster!
I mean the timer should be the timer. Thats my only issue. If the animation takes too long then it should cut it off at the turn end not an hour later because some dude did a Shudder combo.
I agree that there are effects too powerful to be repeated and think they all should get the 'once per game' treatment. Seeing powerful effects is cool but people always find ways to abuse them and that's when the game breaks and becomes boring because you see the same shit played over and over.
As for the timer, I've always thought it was weird to see the rope burn forever after reaching its end. I know that it's an APM thing but still felt wrong to me.
Developers' inability to balance is one thing; players choosing to abuse it is another.
I like how OP mentions the timer, which I thought seemed to be about decks being “on the clock” to beat an opponent before they pull off their infinite combo turn. Yet it turned into a complaint thread about animations continuing after the rope.
Yes, a lot of infinite stuff is really dumb. And after a few games of playing something like Exodia Time Warp Mage, it also gets really boring in my opinion. I personally used to really like Shudderwock decks, but over time I got annoyed and bored by the gameplay.
Ultimately there will always be something in Wild to complain about being unfair and broken. Even if infinite loops are removed. But what I will say isn’t broken, since it came up, is animations going past the official turn time. In most cases this doesn’t affect your turn time. If it ever does, or completely skips your turn, something is broken and should be reported to Blizzard. Cutting a player off because their animations will take too long even if they played cards within their turn time; THAT would be unfair. Even if someone is not doing an infinite Shudder loop they may just have a complicated turn, or trying to cycle through options in their head to get a potential lethal. Doing this might cause their turn to take longer before playing anything. So if I play cards quickly near the end of the route to get lethal, would it be fair to say “Nope! You don’t get to win because you played cards within the time limit, but the animations were too long.” ??? No! If cards are played during your turn’s time limit, they must resolve. Period.
And if anyone doesn’t want to sit through the animations of an infinite turn, there’s a Concede button for things like that.
You were right - I meant being on a timer when you knew you were up against an OTK or infinite deck. ;). Now, it doesnt even matter since they pull it off by turn 5-6 anyways, LOL.
Totally agree. Biggest offenders are rogue and druid. This has been running in the game from the start. No card cost should be reduced beyond 1, no card should be bounced, copied or replayed more than 2,3 times specially legendaries.
Btw if you want to skip endless animations close and open the game, I do it all the time with miracle rogue in wild, you loose track of the cards they play but its so damn boring to see them play secret passage for the 5000th time.
Long years I have studied, now I serve the Lich KIng
renathal in almost all decks speaks for itself. we need more health as default in the wild and even standard with some powerplays. it's not 2014 anymore ffs!
and removing that "infinite stuff" eventually turns out to be what the standard is now.
Agree - like I said, I have no issue with big powerful turns late game or even some shenanigans with bouncing cards and such. But not endlessly. Its dumb and totally locks out a lot of play styles that have zero chance against these decks. Like, some decks have like a 5% or less chance to win. It shouldnt be like that. Its fine when decks are favored over others but not when its extremely lopsided.