It is pretty much an auto-concede in most situations when a Shudderwock gets dropped in standard or wild. If I am somewhat low, or I know they've activated enough battlecry minions to close it out I just concede the moment it drops. The only time I sit to watch the whole animation is with Elemental Shudderwock when the Shaman is low. Sometimes they hit themselves in the face and die. I have a similar issue with APM Priest specifically because Priest tends to be holding onto the ledge when they finally get the combo. If I have enough of a wall up against them to assume maybe they don't have input time I wait it out, but its pretty disheartening to watch them play 20+ cards in a single turn as the rope continues to burn for animations. The real problem isn't nerfing the cards, it's trying to more closely align the opponent lag so that you see the actual rope they are on. I feel at times that they squeezed in inputs by dragging and throwing while waiting for animations themselves, and honestly I don't think you should be able to do that. I hope HS developers stray away from heavy effect/combos that play ridiculous numbers of cards. If your hand size is 10 then it doesn't make sense to have 10+ effects/cards played in a turn. This coming from a guy who played a fair share of Mech C'Thun Druid, and boy was it not fun for opponents when I played like 10-15 cards in a turn. I think we are getting towards a safe meta for Standard again soon, but I understand the concern for "infinite effects" in wild. Definitely an issue to understand how long the turn is going for the opponent versus how long it appears to go to you.
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if the animations go for more than 2 minutes you dead, just concede to accelerate things and move on
You can also skip animations by clicking the card that pops up in the top left corner.
It is pretty much an auto-concede in most situations when a Shudderwock gets dropped in standard or wild. If I am somewhat low, or I know they've activated enough battlecry minions to close it out I just concede the moment it drops. The only time I sit to watch the whole animation is with Elemental Shudderwock when the Shaman is low. Sometimes they hit themselves in the face and die. I have a similar issue with APM Priest specifically because Priest tends to be holding onto the ledge when they finally get the combo. If I have enough of a wall up against them to assume maybe they don't have input time I wait it out, but its pretty disheartening to watch them play 20+ cards in a single turn as the rope continues to burn for animations. The real problem isn't nerfing the cards, it's trying to more closely align the opponent lag so that you see the actual rope they are on. I feel at times that they squeezed in inputs by dragging and throwing while waiting for animations themselves, and honestly I don't think you should be able to do that. I hope HS developers stray away from heavy effect/combos that play ridiculous numbers of cards. If your hand size is 10 then it doesn't make sense to have 10+ effects/cards played in a turn. This coming from a guy who played a fair share of Mech C'Thun Druid, and boy was it not fun for opponents when I played like 10-15 cards in a turn. I think we are getting towards a safe meta for Standard again soon, but I understand the concern for "infinite effects" in wild. Definitely an issue to understand how long the turn is going for the opponent versus how long it appears to go to you.