Does this game have anything similar to League of Legends as far as Animation Cancelling goes in order to boost your APM?
I've played quest/otk Mage before, and it seems like the amount of time it takes archmage antionidas to generate the fireballs and have fireball animation go off, the rope begins on the last fireball just as I take someone from 30 -> 0
Just played against a Quest/combo/otk type mage who pulled out archmage, dropped all sorc apprentices hesitated for a "Hello" emote... then cleared my board of 5 minions, and still 30 -> 0'd me without any sign of the rope.
EDIT: I know about clicking the large picture that shows what was casted on the left side of the board
Does this game have anything similar to League of Legends as far as Animation Cancelling goes in order to boost your APM?
I've played quest/otk Mage before, and it seems like the amount of time it takes archmage antionidas to generate the fireballs and have fireball animation go off, the rope begins on the last fireball just as I take someone from 30 -> 0
Just played against a Quest/combo/otk type mage who pulled out archmage, dropped all sorc apprentices hesitated for a "Hello" emote... then cleared my board of 5 minions, and still 30 -> 0'd me without any sign of the rope.
EDIT: I know about clicking the large picture that shows what was casted on the left side of the board
I don't nkow the details but, oddly enough, there are such things. You'll mostly want to check out the folks who play Tospy priest. That deck is known as 'AMP priest' for a good reason, and you might learn a thing about queueing cards from them.
There's a way to improve your APM, but it's only useful if you're playing APM priest. It consists on moving your cursor through the cards in your hand as new cards are added to it to speed up the addition animation.
You can see it more clearly being performed by Dog in the following videos. The timestamps indicate the moments where the combo starts (where you can see the animation cancelling in action).
Just played against a Quest/combo/otk type mage who pulled out archmage, dropped all sorc apprentices hesitated for a "Hello" emote... then cleared my board of 5 minions, and still 30 -> 0'd me without any sign of the rope.
As the opponent or a spectator, you see all animations at a set speed, however there is no limit to how fast the player executing the combo is able to input actions, and the animations occur as soon as the cards are played (even if this means two or more things are happening simultaneously). If they input every command and killed you before the rope appeared, then the rope will not appear for either player, no matter how many minutes the animations run for. Truth be told, while you are waiting for APM Priest/Quest Mage to input their combo and hope they mess it up, there's a high chance you've been dead a while and they're a already couple of turns into their next game.
I've never had a mage opponent fail his fireball combo or quest combo due to animation time. Antonidas definitely doesn't have the slowest animation, it's one of the better ones really.
Animations are a problem for the game as a whole, but I don't think this problem impacts combo decks more than other decks. If anything animation time limits the crazyness of some combos. Without the animations the Wild format would pretty much be entirely made of insane 20+ cards combos, like the stupid OTK decks from the youtuber MarkMcKz.
For stupid cards with insane animation chains like Shudderwork you can always disconnect and reconnect, but you will miss all the actions and it can sometimes be confusing to see the result if you don't know how it got there.
Does this game have anything similar to League of Legends as far as Animation Cancelling goes in order to boost your APM?
I've played quest/otk Mage before, and it seems like the amount of time it takes archmage antionidas to generate the fireballs and have fireball animation go off, the rope begins on the last fireball just as I take someone from 30 -> 0
Just played against a Quest/combo/otk type mage who pulled out archmage, dropped all sorc apprentices hesitated for a "Hello" emote... then cleared my board of 5 minions, and still 30 -> 0'd me without any sign of the rope.
EDIT: I know about clicking the large picture that shows what was casted on the left side of the board
-DadamE
Yea for some reason if you do that combo you "deserve" to win, no rope as a last chance for your opponent, just infinite fireballs.
I don't nkow the details but, oddly enough, there are such things. You'll mostly want to check out the folks who play Tospy priest. That deck is known as 'AMP priest' for a good reason, and you might learn a thing about queueing cards from them.
One does not simply walk into Mordor,
unless they want to be the best they can be.
There's a way to improve your APM, but it's only useful if you're playing APM priest. It consists on moving your cursor through the cards in your hand as new cards are added to it to speed up the addition animation.
You can see it more clearly being performed by Dog in the following videos. The timestamps indicate the moments where the combo starts (where you can see the animation cancelling in action).
https://www.youtube.com/watch?v=pfsacTvAUrI ----> 0:47 and 8:50
https://www.youtube.com/watch?v=lCt51CH9rfA ----> 16:35
I think in some other video he talked about it.
As the opponent or a spectator, you see all animations at a set speed, however there is no limit to how fast the player executing the combo is able to input actions, and the animations occur as soon as the cards are played (even if this means two or more things are happening simultaneously). If they input every command and killed you before the rope appeared, then the rope will not appear for either player, no matter how many minutes the animations run for. Truth be told, while you are waiting for APM Priest/Quest Mage to input their combo and hope they mess it up, there's a high chance you've been dead a while and they're a already couple of turns into their next game.
Fastest way to skip animations is changing connection to wireless from mobile. I takes 2 sec reconnecting and bam.
I've never had a mage opponent fail his fireball combo or quest combo due to animation time. Antonidas definitely doesn't have the slowest animation, it's one of the better ones really.
Animations are a problem for the game as a whole, but I don't think this problem impacts combo decks more than other decks. If anything animation time limits the crazyness of some combos. Without the animations the Wild format would pretty much be entirely made of insane 20+ cards combos, like the stupid OTK decks from the youtuber MarkMcKz.
For stupid cards with insane animation chains like Shudderwork you can always disconnect and reconnect, but you will miss all the actions and it can sometimes be confusing to see the result if you don't know how it got there.
If the game is willing to reconnect.
Take a walk on the wild side...