I have ran 3 games so far against my friend and I just drop Nozdormu. It says that the player's turn should last 15 seconds (which starts upon card draw), and 15 seconds=the fuse. However, here are the results with me using the stopwatch to detect the turns:
Why are the numbers so random? Haven't they fixed this issue a while ago or is it just that my client is 15 seconds behind? However, my turns last longer than the fuse as well, so I cannot blame it on lag either.
For the sake of those who wonder why I give a damn about Nozdormu, it's because it throws players off. I love playing against Control Warriors and BAM a while Nozdormu appears, plus, it greatly limits the card draw mechanic from certain classes and I thought this could be the way of dealing with those pesky Miracle Rogues when my taunts get sapped back in my hand. Thoughts?
It could be some sort of lag or waiting for animations to finish. Have you tried it on a local game? I got the impression that it was way longer than 15 secs too.
For the sake of those who wonder why I give a damn about Nozdormu, it's because it throws players off. I love playing against Control Warriors and BAM a while Nozdormu appears, plus, it greatly limits the card draw mechanic from certain classes and I thought this could be the way of dealing with those pesky Miracle Rogues when my taunts get sapped back in my hand. Thoughts?
Surprised you have a use for it at turn 9 with miracle rogues, they usually draw everything they need by then anyway.
Seems strange for the numbers to be random, should definitely be looked into, even if it is an underplayed minion.
Why are you so quick to assume it's bugged instead of the other possible scenario?
Care to explain which :)
However, I rely on either ramping up to Nozdormu (I play Watcher/Ramp Druid) or Innervating him out. Of course, it is not the only strategy I can play against Miracle Rogues, but it seems to do its job regardless.
Why are you so quick to assume it's bugged instead of the other possible scenario?
Care to explain which :)
However, I rely on either ramping up to Nozdormu (I play Watcher/Ramp Druid) or Innervating him out. Of course, it is not the only strategy I can play against Miracle Rogues, but it seems to do its job regardless.
Well, there is the case that your opponent was able to make the moves in 15 seconds but the animations took much longer than that.
Why are you so quick to assume it's bugged instead of the other possible scenario?
Care to explain which :)
However, I rely on either ramping up to Nozdormu (I play Watcher/Ramp Druid) or Innervating him out. Of course, it is not the only strategy I can play against Miracle Rogues, but it seems to do its job regardless.
Well, there is the case that your opponent was able to make the moves in 15 seconds but the animations took much longer than that.
Those times are MY turns btw. Sometimes the fuse instantly goes off, sometimes it doesn't. That's what I am talking about.
I got Nozdormu from a pack as well, and use it for the same reason. It really messes with the other player and it becomes instant Taunt without needing to be. I've also experienced the same thing. When it's my turn, the rope starts right away. When it's the opponent's turn, the rope doesn't start off right away. Even after 10-15 seconds, the rope does not show up. I can see the player going through the cards but they play through them with no appearance of rushing through their cards.
I have ran 3 games so far against my friend and I just drop Nozdormu. It says that the player's turn should last 15 seconds (which starts upon card draw), and 15 seconds=the fuse. However, here are the results with me using the stopwatch to detect the turns:
15sec, 15sec, 28sec, 32sec, 31sec, 39sec, 15sec, 29sec, 30sec, 30sec, 30sec, 15sec
Why are the numbers so random? Haven't they fixed this issue a while ago or is it just that my client is 15 seconds behind? However, my turns last longer than the fuse as well, so I cannot blame it on lag either.
For the sake of those who wonder why I give a damn about Nozdormu, it's because it throws players off. I love playing against Control Warriors and BAM a while Nozdormu appears, plus, it greatly limits the card draw mechanic from certain classes and I thought this could be the way of dealing with those pesky Miracle Rogues when my taunts get sapped back in my hand. Thoughts?
It could be some sort of lag or waiting for animations to finish. Have you tried it on a local game? I got the impression that it was way longer than 15 secs too.
I remember my Nozdormu bugging out when he got Alarm-o-botted.. Started doing crazy things.
Surprised you have a use for it at turn 9 with miracle rogues, they usually draw everything they need by then anyway.
Seems strange for the numbers to be random, should definitely be looked into, even if it is an underplayed minion.
Keep grindin' everyday
Why are you so quick to assume it's bugged instead of the other possible scenario?
Care to explain which :)
However, I rely on either ramping up to Nozdormu (I play Watcher/Ramp Druid) or Innervating him out. Of course, it is not the only strategy I can play against Miracle Rogues, but it seems to do its job regardless.
Well, there is the case that your opponent was able to make the moves in 15 seconds but the animations took much longer than that.
Those times are MY turns btw. Sometimes the fuse instantly goes off, sometimes it doesn't. That's what I am talking about.
I got Nozdormu from a pack as well, and use it for the same reason. It really messes with the other player and it becomes instant Taunt without needing to be. I've also experienced the same thing. When it's my turn, the rope starts right away. When it's the opponent's turn, the rope doesn't start off right away. Even after 10-15 seconds, the rope does not show up. I can see the player going through the cards but they play through them with no appearance of rushing through their cards.
Not a Mage player.
I can confirm that, from my experience, the timing does seem really wonky with Nozdormu. It's really unfortunate.