The last one is absolutely insane, you can play Nozdormu and then quickly end your turn, thus giving your opponent exactly 5 seconds to take his turn. Then, you just take 1 second to hit face, and end turn, thus your opponent has 1 second to drag that BGH to Nozdormu, which he can't do, so he loses the game.
To be honest, a good change to Nozdormu would be to re-hash the effect altogether. Something like this will only cause more problems the longer it stays in the game. Blizzard should know that by now.
I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
Think about what an extra turn would bascially do:
Summon a 8/8 with charge for 0 mana; all other friendly minions gain windfury for this turn.
You get another turn and thus 10 fresh mana, also your Nozdormu can attack in your second turn. Basically it is a single turn with Noz having charge. If that isn't broken enough for your liking, imagine the extra damage you can get for from all minions that can attack twice thanks to the extra turn.
Dr Boom is not even a Magma Rager compared to this suggestion.
Perhaps a cool time-y effect would be for both players to lose a mana crystal each turn instead of gaining one, as if time starts happening in reverse.
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"Hello. Would you like to destroy some evil today?"
I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
Think about what an extra turn would bascially do:
Summon a 8/8 with charge for 0 mana; all other friendly minions gain windfury for this turn.
You get another turn and thus 10 fresh mana, also your Nozdormu can attack in your second turn. Basically it is a single turn with Noz having charge. If that isn't broken enough for your liking, imagine the extra damage you can get for from all minions that can attack twice thanks to the extra turn.
Dr Boom is not even a Magma Rager compared to this suggestion.
You're not wrong. Obviously just having an effect that lets you take an extra turn is completely broken unless it came with some sort of massive penalty or drawback. But at that point maybe balancing it becomes such a pain that it's not worth it. I wasn't proposing the idea assuming it would be implemented in game verbatim, but rather I offered it as a prompt to inspire other people to come up with better ideas.
Destroy all minions weapons armor and hero powers and mana crystals, heal both heroes to 30 and restore their default hero power, both players shuffle their hands, and all discarded/destroyed cards into their deck. Draw 4 cards, your opponent draws 3.
Someone already said it but making him a 4/12 seems fitting. Of the big dragons (Save Deathwing) they're either 8/8's or 4/12's. Onyxia and Alexstrasza (However you spell it) are generally more aggressive hence 8/8 and Ysera and Malygos are more defensive (AKA needing to survive for their effect) therefore 4/12. Nozdormu needs to survive for his effect to work, and lacks the immediate effect of Onyxia and Alex, meaning if he dies he achieves nothing. As a 4/12 he'd survive more often, think how hard Ysera and Malygos are when you lack hard removal, and the effect would last longer. I never understood why Nozdormu was an 8/8 since the effect clearly suited better on the 4/12 body.
The card really can't be tinkered with until it is fixed. The problem lies in the fact that the server side clock doesn't count the animations. Animations continue to play during the next turn eating into it. Several decks use Nozdormu to exploit this fact, effectively denying the opponent any turns. The obvious fix is to pause the clock until a client side signals the end of animations for the players. This is extremely problematic as now there is a packet that can be intercepted or spoofed to pause the game, or start their turn earlier than it should. The server could somehow predict animation time, but even that solution has issues. I take it people have seen these videos of crazy games where animations last several minutes due to contrived CoH type setups where minions ping each other repeatedly after triggering off the heals. It's a shame too because a working Nozdormu would be great from a tactical standpoint. One could train to play fast endgame and really get the drop on a lesser experienced opponent.
I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
Think about what an extra turn would bascially do:
Summon a 8/8 with charge for 0 mana; all other friendly minions gain windfury for this turn.
You get another turn and thus 10 fresh mana, also your Nozdormu can attack in your second turn. Basically it is a single turn with Noz having charge. If that isn't broken enough for your liking, imagine the extra damage you can get for from all minions that can attack twice thanks to the extra turn.
Dr Boom is not even a Magma Rager compared to this suggestion.
You can put the condition of not gaining extra mana on the bonus turn, you'd make Nozdormu like a King Crush, with the bonus of granting every other minion Windfury for one turn. That would be OP indeed thus reducing his stats significantly, although it it reaches something like 4/4 it wouldn't feel like a dragon aspect.
I actually like the effect Nozdormu has now, but it really shouldn't count your opponent's animations as your turn. I would be fine with Changes 1-3 but #4 is little bit too much.
It keeps the potentially hectic plays that come from playing Nozdormu, but it means you still have time to think about what you do before you do it. It rewards you for taking your time.
It makes it harder to combo cards because each card you play cuts deeper and deeper into your turn timer, but playing a big minion (which would cut it down to the rope almost immediately) would not be as bad.
It also makes playing cards and attacking in the order you want harder, and you'd often want to attack first so that you don't miss any chances.
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Change #1:
Change #2:
Change #3:
Change #4:
or maybe these all suck? who knows. Maybe this thread is already a thing, and I just couldn't find it. who knows.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
The last one is absolutely insane, you can play Nozdormu and then quickly end your turn, thus giving your opponent exactly 5 seconds to take his turn. Then, you just take 1 second to hit face, and end turn, thus your opponent has 1 second to drag that BGH to Nozdormu, which he can't do, so he loses the game.
To be honest, a good change to Nozdormu would be to re-hash the effect altogether. Something like this will only cause more problems the longer it stays in the game. Blizzard should know that by now.
Then the question is probably "What change to Nozdormu would make it anti-bug, but still make sense in having the time theme?"
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
How about Battlecry: The next two minions with Battlecry have their battlecries occur twice. Or Battlecry: The next spell you cast occurs twice.
True knowledge exists in accepting that you know nothing.
I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
I love Noz but I think change 3 adds that extra troll factor though I think he's ok as he is.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
Perhaps a cool time-y effect would be for both players to lose a mana crystal each turn instead of gaining one, as if time starts happening in reverse.
"Hello. Would you like to destroy some evil today?"
I've been suggesting this for a good while
"Effects that trigger at the beginning or end of turns trigger twice."
So Ysera draws two cards, Lightwell heals twice, Nat Pagle draws a card 100% of the time, Ragnaros fires off twice, etc. for either player
I think having an effect on the end and beginning of turns is a great play on his ability to effect the passage of time.
Destroy all minions weapons armor and hero powers and mana crystals, heal both heroes to 30 and restore their default hero power, both players shuffle their hands, and all discarded/destroyed cards into their deck. Draw 4 cards, your opponent draws 3.
How's about this for a rework: Battlecry: at the start of your third turn after playing this, summon Nozdormu.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Battlecry: Reset each player's health to its value at the start of the last round.
Someone already said it but making him a 4/12 seems fitting. Of the big dragons (Save Deathwing) they're either 8/8's or 4/12's. Onyxia and Alexstrasza (However you spell it) are generally more aggressive hence 8/8 and Ysera and Malygos are more defensive (AKA needing to survive for their effect) therefore 4/12. Nozdormu needs to survive for his effect to work, and lacks the immediate effect of Onyxia and Alex, meaning if he dies he achieves nothing. As a 4/12 he'd survive more often, think how hard Ysera and Malygos are when you lack hard removal, and the effect would last longer. I never understood why Nozdormu was an 8/8 since the effect clearly suited better on the 4/12 body.
The card really can't be tinkered with until it is fixed. The problem lies in the fact that the server side clock doesn't count the animations. Animations continue to play during the next turn eating into it. Several decks use Nozdormu to exploit this fact, effectively denying the opponent any turns. The obvious fix is to pause the clock until a client side signals the end of animations for the players. This is extremely problematic as now there is a packet that can be intercepted or spoofed to pause the game, or start their turn earlier than it should. The server could somehow predict animation time, but even that solution has issues. I take it people have seen these videos of crazy games where animations last several minutes due to contrived CoH type setups where minions ping each other repeatedly after triggering off the heals. It's a shame too because a working Nozdormu would be great from a tactical standpoint. One could train to play fast endgame and really get the drop on a lesser experienced opponent.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Lol, you could even do something REALLY CRAZY Like (5) for 8/8, if this card is in your deck your turns last 15 seconds.
or (9) for 8/8 while in the deck players have only 15 seconds to take their turns.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
I actually like the effect Nozdormu has now, but it really shouldn't count your opponent's animations as your turn. I would be fine with Changes 1-3 but #4 is little bit too much.
I suggest something different:
Battlecry: Your opponent loses the Rope of Time.
The effect will be permanent, like with Justicar Trueheart
How about this;
It keeps the potentially hectic plays that come from playing Nozdormu, but it means you still have time to think about what you do before you do it. It rewards you for taking your time.
It makes it harder to combo cards because each card you play cuts deeper and deeper into your turn timer, but playing a big minion (which would cut it down to the rope almost immediately) would not be as bad.
It also makes playing cards and attacking in the order you want harder, and you'd often want to attack first so that you don't miss any chances.