So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".
In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.
So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.
I honestly can't comprehend how your example related to my logic in my explanation. You should breakdown it if it actually related or you might just misinterpreted what I said.
I said it doesnt fair for a symmetrical effect (roping damage) to automatically negate itself when hit the user. Because it makes the card basically has no downside (it is 1-mana that always start in your hand). So everyone who doesnt have any play at turn 1 will just include it, while the only way to counter the card is by including 9 mana understatted minion. (Or just play faster, yes, but I talk about the card design) In my perspective, It basically force everyone to include nozdormu in the deck if they want to play normally. That kind of impact is particularly strong so the drawback should be high too.
You can't comprehend that me playing a card should have a benefit for myself and not my opponent? Wtf? The downside for this is, like all quests, that you have to spend your first turn playing this. And against a fast aggro deck, for example, this quest will have absolutely no effect at all. You can "counter" it by simply making effective plays.
if you read carefully, I already saying that every deck that doesnt have play on turn 1 will auto include this. And being the quest with this kind of design is different than any other quest. The other quest: You get reward after you complete the quest. This quest: you get the reward right away, and the term 'reward' is actually the punish because not following your own rule. Yes, you were misunderstood the design here...
Agreed... I think of chess-like timer. When both player has maximum time to use. So if they roping early game, they will ran out of time late game. But it might be makes the control matchups not fun anymore (maybe reset the maximum time after 10 turns or something like that if not too complicated)
I would enchant this right away! In my opinion it would do more good than bad, but some of the bad would be mobile players who are "slower" through no fault of their own, so it will never be implemented. I know personally that it is takes much longer to take turns on my phone and iPad than on my PC.
It would be cool if they implemented some sort of reward for not roping, such as a quest for going 3-5 games without roping or something like that with a nice gold reward. It would obviously have to be immune to Nozdormu - or not? It would encourage Nozdormu play :)
If waiting for your opponent to take their turn bothers you that much, card games probably are not for you.
You could always just concede when someone ropes you.
Of course, people who intentionally rope every turn just to be annoying are assholes.
I think the best solution would be to shadow-ban the asshole ropers into a ladder where they only get matched with each other. It should be easy enough to identify who deliberately wastes time vs. who needs a single long turn to think things over once in a while.
dont think anyone intentionally ropes anymore, when i'm roping is usually either because someone called for a favor that required me to leave the pc or i suddenly got curious about something and went to google it
I've actually added a few ropers of late to ask them why they were roping, they've all been quite apologetic about it. Last one said he was having connectivity issues.
I love the OP's idea...ropers piss me off to no end, especially in casual. WTF is wrong with you that you need that long do figure out what to do on turn 3 with 3 cards in hand?