Why are you on a forum then I wonder... Oh well, not worthy my time anyway.
Am I missing something here? OP was complaining about Animation Time. You answered that Blizzard should fix them but they won't. Just as they won't add Auto Squelch. So... You bought it up. Why?
I don't know. Maybe you lack the necessary abilities to comprehend what you've typed?
Not worth your time? Why bother replying in the first place?
You can skip animation. It is too easy, just restart the game. I am shudderwock player and I restart my game everytime but my oppenets doesnt know how to skip and I need to wait everytime. But I dont hear animation sounds just get the result.
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
That was my biggest concern, people will think i mean "shudderwock is op pls nerf".
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
That was my biggest concern, people will think i mean "shudderwock is op pls nerf".
No, we get it! It's just that your point is wrong! Someone playing a Shudderwock combo deck, or APM Priest, does not get an extra 3 minutes for their turn. Their turn ends after the 75 seconds, or whatever the actual time is. Any action taken during that time must resolve, and animations are a part of that. Then, when they resolve, your turn will start!
This honestly was only a problem before Blizzard fixed the way this interaction effected your turn. Disguised Toast highlighted an exploit a while back using Norzdomu and two Youthful Brewmasters, utilizing the panda bounce animations to pretty much eat up his opponent's 15 second turn, so his opponent could never do anything. Not sure how long after that it took, but Blizzard did eventually change it so your opponent's animations resolve before your turn timer starts.
To recap: Your opponent IS NOT getting extra time to complete their turn, there is just time BETWEEN their turn and yours to resolve the animations.
Greetings Wild players, today i encountered many Shudderwock shaman, after the deck was dead for sometimes.
- The deck basically still works just like pre-nerf thanks to Doppelgangster.
The issue here is my enemy played so many Shudderwocks, the time was not an issue, he got an took 3:15 minutes just for the animation alone, why this is not a salt thread even that im tilted now? my issue is not the combo itself, my issue that he took my time, you have a minute and a 15 second, why give a player extra time and help him to do his combo? do any broken combo you want, have fun, even if the combo is the most unfun combo in HS history, YOU SHOULD NOT TAKE MORE TIME THAN INTENDED, which is 75 seconds,
I don't understand why they don't nerf dopplegangster the same way they nerfed chain gang ??
They acknowledge this combo as a power level issue AND a design issue, and both issues are aggravated in Wild. Yet, they only fixed chain gang that was going to rotate soon anyway? Why?
You cannot run a competitive shaman deck without shudderwock anymore. And when you do, you just stomp everything that doesn't draw in correct order because your deck doesn't even care about order, play everything, play shudderwock, waste 2 minutes of your time and mine, add 8 shudderwock with 1 mana cost to your hand, play all of them next turn for pure BM, waste 2x8 minutes, win the game.
You think you can dirty rat them down? Think again, they will dirty rat your dirty rat and shudderty rat your win condition and eat your soul.
Maybe overkill but change the grumble to reduce cost by 5 instead of reducing to 1 mana?
BTW I like shudderwock but i dont like the fact that you can win just through life drinker triggers then its more glorious way of killing enemy and then animations don't matter. Might as well be destroy enemy hero. I play him as hybrid between nzoth and hadronox that does come back. But these things were already here. Rogue can shadowstep nzoth. Then again or just gang up. And druid can go infinite with DA undetekah and hadronox and astral tiger.
Maybe overkill but change the grumble to reduce cost by 5 instead of reducing to 1 mana?
BTW I like shudderwock but i dont like the fact that you can win just through life drinker triggers then its more glorious way of killing enemy and then animations don't matter. Might as well be destroy enemy hero. I play him as hybrid between nzoth and hadronox that does come back. But these things were already here. Rogue can shadowstep nzoth. Then again or just gang up. And druid can go infinite with DA undetekah and hadronox and astral tiger.
Dead Man's Hand, Jade Idol, Deathstalker Rexxar... Even the paladin and shaman heropowers are infinite value on a small scale, it has always been in the game, and there otks are there to counter that playstyle.
As for the animation, yes it is annoying, but the deck is played very little so I doubt they will do anything about it as long as the game does not crash completetly. I am pretty sure Mecha'thun warlock is the go-to otk deck in Wild nowdays.
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
That was my biggest concern, people will think i mean "shudderwock is op pls nerf".
No, we get it! It's just that your point is wrong! Someone playing a Shudderwock combo deck, or APM Priest, does not get an extra 3 minutes for their turn. Their turn ends after the 75 seconds, or whatever the actual time is. Any action taken during that time must resolve, and animations are a part of that. Then, when they resolve, your turn will start!
This honestly was only a problem before Blizzard fixed the way this interaction effected your turn. Disguised Toast highlighted an exploit a while back using Norzdomu and two Youthful Brewmasters, utilizing the panda bounce animations to pretty much eat up his opponent's 15 second turn, so his opponent could never do anything. Not sure how long after that it took, but Blizzard did eventually change it so your opponent's animations resolve before your turn timer starts.
To recap: Your opponent IS NOT getting extra time to complete their turn, there is just time BETWEEN their turn and yours to resolve the animations.
No, the point is not wrong, you're just missing it. Nobody in this thread implied that you get 3 extra minutes to take your turn, but that there are 3 minutes of animations and that is stupid.
nowhere in my post did i say anything about turn timer, i said the animations are long.
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
That's not really the fault of the design of the Shudderwok card, but of the ways animations were designed in the game as a whole. You'd need to change quite a bit about the game to resolve this AND dodge it nerfing any actual card in the process (since again we're addressing a game design issue, not a card or deck balance issue).
So, curiosity, doesn't the information for the combo get put into a que on the server side? To specify; is the combo established on server side upon playing Shudderwock(or equivalent card), or is each trigger chosen upon the completion of the previous animation? Meaning, if the combo is already predetermined upon Shudderwock(or equivalent card) being played then the game can calculate if the opponent will lose. If that is the case then after the aforementioned 75 second turn timer runs out the game can just cause lethal and end the game for both players. If the combo is not predetermined upon playing Shudderwock(or equivalent card), then the game can be programmed to end the turn immediately after the next trigger, if the opponent isn't dead then RNG is to blame.
Yes this is going to get flamed by people, but in an effort to squelch the constant complaints about the turn timers, as the game continues on these are a couple options. Rather than just complaining about the issue, it's generally beneficial to offer solutions.
Shudderwock used to always hurt a lot when someone pulled it off against you, but in fairness it was damn fun to be able to pull it off against other people. It wasn't an insta-win either, because there was always the chance that you could get rekt by Grumble's trigger happening first etc.
It was good to see it get fixed / nerfed (because it needed it), but it was still a fun deck to play. It's not a problem any more and the animation complaints are irrellevant since it is so easyu to click / touch the screen for each animation to skip them. People who are complaining about the animation time are likely just sore because they lost to the deck and are looking for something to complain about.
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
That was my biggest concern, people will think i mean "shudderwock is op pls nerf".
No, we get it! It's just that your point is wrong! Someone playing a Shudderwock combo deck, or APM Priest, does not get an extra 3 minutes for their turn. Their turn ends after the 75 seconds, or whatever the actual time is. Any action taken during that time must resolve, and animations are a part of that. Then, when they resolve, your turn will start!
This honestly was only a problem before Blizzard fixed the way this interaction effected your turn. Disguised Toast highlighted an exploit a while back using Norzdomu and two Youthful Brewmasters, utilizing the panda bounce animations to pretty much eat up his opponent's 15 second turn, so his opponent could never do anything. Not sure how long after that it took, but Blizzard did eventually change it so your opponent's animations resolve before your turn timer starts.
To recap: Your opponent IS NOT getting extra time to complete their turn, there is just time BETWEEN their turn and yours to resolve the animations.
No, the point is not wrong, you're just missing it. Nobody in this thread implied that you get 3 extra minutes to take your turn, but that there are 3 minutes of animations and that is stupid.
nowhere in my post did i say anything about turn timer, i said the animations are long.
You're right. You didn't say that. But in the OP of this thread it says at one point, "you have a minute and a 15 second, why give a player extra time and help him to do his combo?"
This is what I was responding to. OP even says that this animation time is giving the player "extra time". So it implies that animations beyond the turn timer should not be allowed, and can therefore be interpreted as saying "if the animations can't resolve before the turn timer expires, those actions should not be allowed."
And if that is what the OP was trying to argue, which based on that line alone he was, then that is absurd! As I said, the timer is there to limit your time to think about your turn and complete any actions. If it worked the way OP seems to be implying that it should, someone playing APM Priest would be in the middle of their combo, with 30 seconds left on their turn timer and not be able to perform anymore actions to ensure their animations end before their 75 second turn is over.
So unless I'm really misinterpreting the "extra time" comment, this argument that the long animations needs to be disallowed is wrong. If this was back when you could exploit animations to eat up your opponent's turn, yes, I would agree that long animations are a problem. Since that problem has long been fixed and long animations are now time between turns, I see no issue. If someone doesn't want to sit through the Shudderwock combo animations, just Concede you're probably dead unless you have a way to win quickly (Ex: Mecha'thun combo next turn).
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Am I missing something here? OP was complaining about Animation Time. You answered that Blizzard should fix them but they won't. Just as they won't add Auto Squelch. So... You bought it up. Why?
I don't know. Maybe you lack the necessary abilities to comprehend what you've typed?
Not worth your time? Why bother replying in the first place?
4/3/19 RIP Keith Flint. 😔
You can skip animation. It is too easy, just restart the game. I am shudderwock player and I restart my game everytime but my oppenets doesnt know how to skip and I need to wait everytime. But I dont hear animation sounds just get the result.
lol at all these posts that didn't even read the OP talking about "shudder is a tier 4 deck git gud kid". The thread isn't about the power of the deck, but the buggy animations.
As someone who's favorite deck was standard shudderwock, the animations are stupid and buggy as hell. 3 extra minutes of this tacked onto your turn is just not good design.
That was my biggest concern, people will think i mean "shudderwock is op pls nerf".
No, we get it! It's just that your point is wrong! Someone playing a Shudderwock combo deck, or APM Priest, does not get an extra 3 minutes for their turn. Their turn ends after the 75 seconds, or whatever the actual time is. Any action taken during that time must resolve, and animations are a part of that. Then, when they resolve, your turn will start!
This honestly was only a problem before Blizzard fixed the way this interaction effected your turn. Disguised Toast highlighted an exploit a while back using Norzdomu and two Youthful Brewmasters, utilizing the panda bounce animations to pretty much eat up his opponent's 15 second turn, so his opponent could never do anything. Not sure how long after that it took, but Blizzard did eventually change it so your opponent's animations resolve before your turn timer starts.
To recap: Your opponent IS NOT getting extra time to complete their turn, there is just time BETWEEN their turn and yours to resolve the animations.
If it bothers you, please use the salt thread instead of making salt posts about known complaints. Thanks.
:D
I don't understand why they don't nerf dopplegangster the same way they nerfed chain gang ??
They acknowledge this combo as a power level issue AND a design issue, and both issues are aggravated in Wild. Yet, they only fixed chain gang that was going to rotate soon anyway? Why?
You cannot run a competitive shaman deck without shudderwock anymore. And when you do, you just stomp everything that doesn't draw in correct order because your deck doesn't even care about order, play everything, play shudderwock, waste 2 minutes of your time and mine, add 8 shudderwock with 1 mana cost to your hand, play all of them next turn for pure BM, waste 2x8 minutes, win the game.
You think you can dirty rat them down? Think again, they will dirty rat your dirty rat and shudderty rat your win condition and eat your soul.
I miss jade druid meta/pirate warrior meta.
Maybe overkill but change the grumble to reduce cost by 5 instead of reducing to 1 mana?
BTW I like shudderwock but i dont like the fact that you can win just through life drinker triggers then its more glorious way of killing enemy and then animations don't matter. Might as well be destroy enemy hero. I play him as hybrid between nzoth and hadronox that does come back. But these things were already here. Rogue can shadowstep nzoth. Then again or just gang up. And druid can go infinite with DA undetekah and hadronox and astral tiger.
Dead Man's Hand, Jade Idol, Deathstalker Rexxar... Even the paladin and shaman heropowers are infinite value on a small scale, it has always been in the game, and there otks are there to counter that playstyle.
As for the animation, yes it is annoying, but the deck is played very little so I doubt they will do anything about it as long as the game does not crash completetly. I am pretty sure Mecha'thun warlock is the go-to otk deck in Wild nowdays.
Editor of the Heartpwn Legendary Crafting Guide:
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This is cancerous poster,please ignore.
This is even worse cancer person,do please ignore.
Another cancer person raging.Also ignore.
No, the point is not wrong, you're just missing it. Nobody in this thread implied that you get 3 extra minutes to take your turn, but that there are 3 minutes of animations and that is stupid.
nowhere in my post did i say anything about turn timer, i said the animations are long.
Thank you for your salty reply in this non-salty thread.
That's not really the fault of the design of the Shudderwok card, but of the ways animations were designed in the game as a whole. You'd need to change quite a bit about the game to resolve this AND dodge it nerfing any actual card in the process (since again we're addressing a game design issue, not a card or deck balance issue).
There should be a "Skip Animation" button in the game similar to the "End Turn" button.
So, curiosity, doesn't the information for the combo get put into a que on the server side?
To specify; is the combo established on server side upon playing Shudderwock(or equivalent card), or is each trigger chosen upon the completion of the previous animation?
Meaning, if the combo is already predetermined upon Shudderwock(or equivalent card) being played then the game can calculate if the opponent will lose. If that is the case then after the aforementioned 75 second turn timer runs out the game can just cause lethal and end the game for both players.
If the combo is not predetermined upon playing Shudderwock(or equivalent card), then the game can be programmed to end the turn immediately after the next trigger, if the opponent isn't dead then RNG is to blame.
Yes this is going to get flamed by people, but in an effort to squelch the constant complaints about the turn timers, as the game continues on these are a couple options.
Rather than just complaining about the issue, it's generally beneficial to offer solutions.
Cute, ineffective, but cute.
Shudderwock used to always hurt a lot when someone pulled it off against you, but in fairness it was damn fun to be able to pull it off against other people.
It wasn't an insta-win either, because there was always the chance that you could get rekt by Grumble's trigger happening first etc.
It was good to see it get fixed / nerfed (because it needed it), but it was still a fun deck to play.
It's not a problem any more and the animation complaints are irrellevant since it is so easyu to click / touch the screen for each animation to skip them.
People who are complaining about the animation time are likely just sore because they lost to the deck and are looking for something to complain about.
You're right. You didn't say that. But in the OP of this thread it says at one point, "you have a minute and a 15 second, why give a player extra time and help him to do his combo?"
This is what I was responding to. OP even says that this animation time is giving the player "extra time". So it implies that animations beyond the turn timer should not be allowed, and can therefore be interpreted as saying "if the animations can't resolve before the turn timer expires, those actions should not be allowed."
And if that is what the OP was trying to argue, which based on that line alone he was, then that is absurd! As I said, the timer is there to limit your time to think about your turn and complete any actions. If it worked the way OP seems to be implying that it should, someone playing APM Priest would be in the middle of their combo, with 30 seconds left on their turn timer and not be able to perform anymore actions to ensure their animations end before their 75 second turn is over.
So unless I'm really misinterpreting the "extra time" comment, this argument that the long animations needs to be disallowed is wrong. If this was back when you could exploit animations to eat up your opponent's turn, yes, I would agree that long animations are a problem. Since that problem has long been fixed and long animations are now time between turns, I see no issue. If someone doesn't want to sit through the Shudderwock combo animations, just Concede you're probably dead unless you have a way to win quickly (Ex: Mecha'thun combo next turn).