But seriously, I do think they should try to find a way for the rope to "stall" during card animations. It has been the root of several exploits, usually involving Nozdormu, but it also is pretty aggravating when you find a really difficult out, and don't get the last card off because of the previous card animation.
Playing Kingsbane against Jade shaman, and he had lethal on board. I had what I needed in hand, but it was a tricky combo with Blade Flurry, Doomerang, and Sap. Needless to say ... didn't get the Sap, and that was it.
Just a loss ... no big deal, but no less salty, mainly because it was the Blade Flurry animation that ate that last precious second I needed.
I can imagine it would be pretty tough to code in, but I think the timer should stop (or add time) during card animations.
Opinions? Ideas?
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
It is actually a big issue, especially concerning the matchups "laptop against tablet/mobile". I noticed quite a few times that a part of my turn was "eaten" by the opponent's late actions while i was playing from tablet. Also had the time/animation issues with Saraad + DK when Raza had his 0 mana effect, though this is no longer the case. :)
75 seconds is plenty of time. This only ends up as an issue when people spend 70 seconds thinking and then try to cram all their actions in the last 5 seconds.
No, the time is more than enough as it. If anything, we should shorten the timer.
Shortening the timer encourages even more brainless types of strats, making the game even more obvious for what you're 'supposed to do' each turn. HS isn't chess, but we shouldn't continue encouraging the game to play itself by having short timers every turn.
I really agree with you (the OP) and I don't think it is hard to code in. For example the turn timer could just get increased by 1 or 2 additional seconds for each card you play. This would already help much. (Then again, for each card there should programming-wise be something like card.animation_time that could be added to the turn timer instead of the 1 or 2 seconds.) (Edit: Though I don't know how hard it would be to code that the rope does not burn during animations.)
I don't play much, I rather watch streams. And I really hate it when the player knows what to do after some thinking and cannot play it through because of animation time. By the way, I also hate it when the rope is gone, but the turn does not end but instead goes on for 1-3 seconds...
Blizz says they want to keep the game moving along - but by keeping this hard and fast timer during very busy turns, they are also making a concious decision to also keep the game dumbed down - or at least only rewarding the people that can think fast.
Also for mobile the timer is extremely punishing - i have played side by side with mobile and can see huge chunks of my time that are just evaporated by the slow animations.
I would like a 'friendly' timer system where by default a few seconds would be added to the rope after each card play up to some very generous limit, but where you could have an option to end that mechanism if you felt they were abusing the system and lock them into turns that stuck to a hard time limit (but that maybe was 25% longer than the default).
For RNG cards you need some time after the play resolves to think out what you will do from that board state that you wouldn't have known before. Players have no control over how long the animations take, and for new players that are presented with a new RNGenerated card, a second to evaluate the card isn't too much to ask.
No one likes playing with a time hawk in real life games, so why be so hawkish about it here? Though I definately agree that there are people that draw everything out way too long that is the minority of players - most of the people that take long turns against me are playing genuinely interesting decks with genuinely complex decisions to make. I want the game to move fast, but you should have a 'mulligan' basket of free seconds to go over the rope timer at clutch points in the game - like calling a time out.
Wow at the people misunderstanding this post. Nobody’s arguing for more time just for the sake of thinking. The animations are the issue and it’s incredibly frustrating having to wait for an entire defile to finish casting before choosing your next play, wasting 5-7 seconds on coldlight oracle drawing or spending forever seeing what card your dragon’s fury reveals from your deck. I would love to turn off/speed up animations as they’ve cost me games before. Ofc when you’re playing dude paladin you don’t need extra time but some classes actually require thought to take place before choosing plays.
The animations are part of the game play, and cards that control the amount of time you take per turn directly support this fact. Some cards are made to be played in such a way that the user has to act in good time to complete his combination. (Paladin OTK as an example.)
If the animations were instant some things would be way to broken - you have a lot more time to calculate difficult plays and execute it, the whole part of hearthstone having a timer is to challenge people into making a High IQ play in my opinion!
I totally agree on your phone/tablet the rope is way faster than pc, this is something to be looked at but not the actually roping system. The pressure of the rope (including the sound it makes and music) only adds to the pressure of what play is the best to make!
I remember a game where I had more than 60 armor + 30 life as Druid and lost to Exodia. I think « real time » should be an option to survive that combo.
Why does this make sense? He goes infinite, why should you be saved by the bell. Pulling of the combo and loosing to time restrictions seems wrong...
I remember a game where I had more than 60 armor + 30 life as Druid and lost to Exodia. I think « real time » should be an option to survive that combo.
It is, but I think it takes about 230 armor. I forget the exact number; somebody theory-crafted it and they sometimes mentioned it during tournament streams.
I really agree with you (the OP) and I don't think it is hard to code in. For example the turn timer could just get increased by 1 or 2 additional seconds for each card you play. This would already help much. (Then again, for each card there should programming-wise be something like card.animation_time that could be added to the turn timer instead of the 1 or 2 seconds.) (Edit: Though I don't know how hard it would be to code that the rope does not burn during animations.)
I don't play much, I rather watch streams. And I really hate it when the player knows what to do after some thinking and cannot play it through because of animation time. By the way, I also hate it when the rope is gone, but the turn does not end but instead goes on for 1-3 seconds...
When the rope keeps sizzling after it reaches the end, that's because the opponent played cards faster than the game could show on your screen. Cards play a little faster for the person playing them.
75 seconds is plenty of time. This only ends up as an issue when people spend 70 seconds thinking and then try to cram all their actions in the last 5 seconds.
I 100% agree with you on that ; no matter how gimmicky you play, 75 sec. should be enough for your shenanigans.
Just kidding!
But seriously, I do think they should try to find a way for the rope to "stall" during card animations. It has been the root of several exploits, usually involving Nozdormu, but it also is pretty aggravating when you find a really difficult out, and don't get the last card off because of the previous card animation.
Playing Kingsbane against Jade shaman, and he had lethal on board. I had what I needed in hand, but it was a tricky combo with Blade Flurry, Doomerang, and Sap. Needless to say ... didn't get the Sap, and that was it.
Just a loss ... no big deal, but no less salty, mainly because it was the Blade Flurry animation that ate that last precious second I needed.
I can imagine it would be pretty tough to code in, but I think the timer should stop (or add time) during card animations.
Opinions? Ideas?
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
No, the time is more than enough as it. If anything, we should shorten the timer.
It is actually a big issue, especially concerning the matchups "laptop against tablet/mobile". I noticed quite a few times that a part of my turn was "eaten" by the opponent's late actions while i was playing from tablet. Also had the time/animation issues with Saraad + DK when Raza had his 0 mana effect, though this is no longer the case. :)
75 seconds is plenty of time. This only ends up as an issue when people spend 70 seconds thinking and then try to cram all their actions in the last 5 seconds.
Turn time is long enough.
Only change should be that your turn timer doesn’t start until you get control.
I really agree with you (the OP) and I don't think it is hard to code in. For example the turn timer could just get increased by 1 or 2 additional seconds for each card you play. This would already help much. (Then again, for each card there should programming-wise be something like card.animation_time that could be added to the turn timer instead of the 1 or 2 seconds.) (Edit: Though I don't know how hard it would be to code that the rope does not burn during animations.)
I don't play much, I rather watch streams. And I really hate it when the player knows what to do after some thinking and cannot play it through because of animation time. By the way, I also hate it when the rope is gone, but the turn does not end but instead goes on for 1-3 seconds...
Blizz says they want to keep the game moving along - but by keeping this hard and fast timer during very busy turns, they are also making a concious decision to also keep the game dumbed down - or at least only rewarding the people that can think fast.
Also for mobile the timer is extremely punishing - i have played side by side with mobile and can see huge chunks of my time that are just evaporated by the slow animations.
I would like a 'friendly' timer system where by default a few seconds would be added to the rope after each card play up to some very generous limit, but where you could have an option to end that mechanism if you felt they were abusing the system and lock them into turns that stuck to a hard time limit (but that maybe was 25% longer than the default).
For RNG cards you need some time after the play resolves to think out what you will do from that board state that you wouldn't have known before. Players have no control over how long the animations take, and for new players that are presented with a new RNGenerated card, a second to evaluate the card isn't too much to ask.
No one likes playing with a time hawk in real life games, so why be so hawkish about it here? Though I definately agree that there are people that draw everything out way too long that is the minority of players - most of the people that take long turns against me are playing genuinely interesting decks with genuinely complex decisions to make. I want the game to move fast, but you should have a 'mulligan' basket of free seconds to go over the rope timer at clutch points in the game - like calling a time out.
Wow at the people misunderstanding this post. Nobody’s arguing for more time just for the sake of thinking. The animations are the issue and it’s incredibly frustrating having to wait for an entire defile to finish casting before choosing your next play, wasting 5-7 seconds on coldlight oracle drawing or spending forever seeing what card your dragon’s fury reveals from your deck. I would love to turn off/speed up animations as they’ve cost me games before. Ofc when you’re playing dude paladin you don’t need extra time but some classes actually require thought to take place before choosing plays.
The animations are part of the game play, and cards that control the amount of time you take per turn directly support this fact. Some cards are made to be played in such a way that the user has to act in good time to complete his combination. (Paladin OTK as an example.)
If the animations were instant some things would be way to broken - you have a lot more time to calculate difficult plays and execute it, the whole part of hearthstone having a timer is to challenge people into making a High IQ play in my opinion!
I totally agree on your phone/tablet the rope is way faster than pc, this is something to be looked at but not the actually roping system. The pressure of the rope (including the sound it makes and music) only adds to the pressure of what play is the best to make!
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The root of all problems is not the timer.
Not the animations.
Not our little minds that can't process everything.
It's the Nozdormu. It always is.
Occasionally gives helpful advice.
As a mobile player, i second the concern for the issue of animations and ropes.
I wish at least there was an option to lower some effects and animations (eg. light particles kill my framerate).
"What have you got there,
PinocchioMalygos?"I agree to an extent. I think what they need to do is look at specific animations that take too long. Some are fast, and some are painfully slow.