im playing sanctum chandler mage deck and i literally lose a lot of games i could win just because of the rope
because even if i play fast as possible the animation of the ignite shuffling into the deck is taking too much time
in the same time i see a lot of players roping.. but they still play after the rope is gone.. and they manage to finish the game even if the rope is gone
how it is possible?
sorry for my grammatical errors and thank you in advance for answer
They played all the cards before the rope ended, but the animation goes beyond the rope. You can see this if they play a lot and wait for the animations, sometimes you clearly notice, that they didnt play all the cards they needed for a combo or something.
I had a match recently where the opponent had a 4-minute turn. Thankfully, I had a ton of armour, and the opponent did not win on his turn before running out of time; however, my next turn was skipped completely. So these mages are getting infinite time too.
I have played matches against others who have killed me via Ignite OTK. I too have been attempting to play this deck, I have been struggling greatly with getting enough cards in to win. The part I really want to know about is addressed in the OP: How is it possible? With all the drawing and deck animations you have to wait for to continue playing, how is it possible to play and queue countless cards and effects before time runs out?
They are two different games: on a mobile phone and on a computer, on the second device you can stretch your turn behind the rope by "pre-programming".
They are two different games: on a mobile phone and on a computer, on the second device you can stretch your turn behind the rope by "pre-programming".
For those who dont understand this. On pc you can click on cards and play them, while they are still in animation. On mobile you cant interact with those cards. Best example for this is shudderwock shaman. When you have a shudderwock in play and summon another one who will eventually bring the one on board back to your hand, you can immediately click on the shudderwock on board to que the card so even if it seems to be impossible that he could have played it, he still does.
I had a match recently where the opponent had a 4-minute turn. Thankfully, I had a ton of armour, and the opponent did not win on his turn before running out of time; however, my next turn was skipped completely. So these mages are getting infinite time too.
Quick question for you, were you just letting the cards full "play" animation go each time? I.e. Were you clicking the card when it appeared or were you just letting it go? Often times your turn will be skipped by a combination of the card play animation and the card animation itself. An example of this is Shudderwock where your turn is often shorter/skipped if you don't click on every card he makes appear. It's especially bad when 10 of them are played with their max of 30 Battlecries and each individual Battlecry card itself could have a longer animation.
There was also a meme deck at one time that used Nozdormu, Shadow Visions and double Radiant Elemental. You'd spam Shadow Visions into itself and hope that the animations piled up and skipped your opponent's turn. Of course, if the opponent simply clicked on Shadow Visions each time it came up, the deck completely flopped, but was a fun gimmick.
I play on mobile and have seen thus dozens of times. People playing on PC can que up more actions than other players, us connection speed is a factor. Bottom line is the game was originally built to run on PC, so that's going to be the more optimized way of running jt
Its cards like Sanctum Chandler that make these effects possible. The animation time is so long, that you just watch animations while the turns happened long ago i guess. Its also painful for the opponent itself tho...
I already lost couple of games cause the animation of Sanctum Chandler just take so fucking long, that i cant finish my turns and lose, even when i was just 2 cards from a win away.
Yeah, its a stupid deck, but atm i play just everything that somehow can survive or beat Quest Warlocks.
The fact that these "beyond the rope" animations still eat into the other player's turn in 2021 is a travesty.
I would love to see this cause someone to lose a game in an official tournament. The uproar would be deafening.
They wouldn't because they are all on PC
Playing on PC helps you queue up actions with long animations (which causes the problem), and clicking helps cut down on the animations overflowing from your opponent's turn, but it doesn't completely stop them. You still lose some time.
im playing sanctum chandler mage deck and i literally lose a lot of games i could win just because of the rope
because even if i play fast as possible the animation of the ignite shuffling into the deck is taking too much time
in the same time i see a lot of players roping.. but they still play after the rope is gone.. and they manage to finish the game even if the rope is gone
how it is possible?
sorry for my grammatical errors and thank you in advance for answer
I'm pretty sure its all just queued in, so they aren't actually playing after the rope you just see it that way
They played all the cards before the rope ended, but the animation goes beyond the rope. You can see this if they play a lot and wait for the animations, sometimes you clearly notice, that they didnt play all the cards they needed for a combo or something.
There once was a deck that would produce so many animation that it would skip your opponents turn. Hopefully they have fixed it.
I almost had that happen two weeks ago or so on my tablet. I did not have more than a 5-10 seconds turn.
RopeStone!
I was wondering about something similar to this.
I had a match recently where the opponent had a 4-minute turn. Thankfully, I had a ton of armour, and the opponent did not win on his turn before running out of time; however, my next turn was skipped completely. So these mages are getting infinite time too.
I have played matches against others who have killed me via Ignite OTK. I too have been attempting to play this deck, I have been struggling greatly with getting enough cards in to win. The part I really want to know about is addressed in the OP: How is it possible? With all the drawing and deck animations you have to wait for to continue playing, how is it possible to play and queue countless cards and effects before time runs out?
Yogg take the wheel!
For those who dont understand this. On pc you can click on cards and play them, while they are still in animation. On mobile you cant interact with those cards. Best example for this is shudderwock shaman. When you have a shudderwock in play and summon another one who will eventually bring the one on board back to your hand, you can immediately click on the shudderwock on board to que the card so even if it seems to be impossible that he could have played it, he still does.
Quick question for you, were you just letting the cards full "play" animation go each time? I.e. Were you clicking the card when it appeared or were you just letting it go? Often times your turn will be skipped by a combination of the card play animation and the card animation itself. An example of this is Shudderwock where your turn is often shorter/skipped if you don't click on every card he makes appear. It's especially bad when 10 of them are played with their max of 30 Battlecries and each individual Battlecry card itself could have a longer animation.
There was also a meme deck at one time that used Nozdormu, Shadow Visions and double Radiant Elemental. You'd spam Shadow Visions into itself and hope that the animations piled up and skipped your opponent's turn. Of course, if the opponent simply clicked on Shadow Visions each time it came up, the deck completely flopped, but was a fun gimmick.
I play on mobile and have seen thus dozens of times. People playing on PC can que up more actions than other players, us connection speed is a factor. Bottom line is the game was originally built to run on PC, so that's going to be the more optimized way of running jt
Its cards like Sanctum Chandler that make these effects possible. The animation time is so long, that you just watch animations while the turns happened long ago i guess. Its also painful for the opponent itself tho...
I already lost couple of games cause the animation of Sanctum Chandler just take so fucking long, that i cant finish my turns and lose, even when i was just 2 cards from a win away.
Yeah, its a stupid deck, but atm i play just everything that somehow can survive or beat Quest Warlocks.
The fact that these "beyond the rope" animations still eat into the other player's turn in 2021 is a travesty.
I would love to see this cause someone to lose a game in an official tournament. The uproar would be deafening.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
They wouldn't because they are all on PC
if it's true, I saw it in some videos and it was a total time disaster.
I play mostly on mobile. Shame mobile doesn't get the fair treatment regarding rope.
HS devs have never listened to what community has to say, this issue been around for years and years and still 0 reaction
sad
Playing on PC helps you queue up actions with long animations (which causes the problem), and clicking helps cut down on the animations overflowing from your opponent's turn, but it doesn't completely stop them. You still lose some time.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
i can see dead people...