The timer for each players turn is a pretty standard staple in the game and I doubt many people really question it to much. It's simple and straight forward. But I see 1 big flaw in it.
Everyone has 1min 30 seconds roughly to make their turn work. In that you should be expected to trigger any affects and do anything you need to before that time runs out. Now with some classes this can go from being a 1:30 turn to a 1:45-2:00 turn because of affects (looking at you warriors). Because of patrons and Berzerkers (and other like minded combos out there) a turn can stretch on for quite awhile longer.
Blizzard has stated in the past they are not a fan of OTK combos per-se. So what if the time ended your turn automatically at 1 min and 30 seconds? If affects were still going off they all would resolve but since they time for turn was done the attacks that were registered would not go off. This would allow for some stronger counter play to OTK combos that would really help curve the meta a little bit. Players would either have to be sure they could get everything resolved or face a counter the following turn.
Before you think I am complaining, i'm not. I simply feel that if players had to actually play within the confines of the timer and not be able to run over the timer by a considerable amount the OTK would be more of a "It's OTK if they are already at X amount of health". In this way if a players turn ended right when their turn hit 1:30 and they didn't get an attack off they'd face a possible board wipe or, frozen board, or some other form of RNG insanity from their opponent.
That's just my 2 cents on it. What do you guys think?
I don't think you should punish people for making animation-heavy plays. The fact that the most animation-heavy combo is also in tier1 deck should have nothing to do with aproach to this.
Btw your timer is extended a littlebit by every trigger/play your opponent makes to make up for animations creeping into your turn. That was not always the case, so we can see Blizzard knows about this and they think or at least thought about this issue.
I don't think the timer should be enforced that strictly where it just stops all your queued actions. Sometimes you just have to think for a while before you do your things when there's a complicated board, and not just with Patron Warrior.
But i do feel that animations that happen after your turn has ended should never take away from your opponents' turn time. I guess Blizzard will fix this sooner or later.
Should just scale with turns. Not really complicated to implement and solves basically every problem that people complain about when it comes to turn lenght.
I don't think you should punish people for making animation-heavy plays. The fact that the most animation-heavy combo is also in tier1 deck should have nothing to do with aproach to this.
Btw your timer is extended a littlebit by every trigger/play your opponent makes to make up for animations creeping into your turn. That was not always the case, so we can see Blizzard knows about this and they think or at least thought about this issue.
Well, I play a fair bit of Patron, and even I think it's a little on the wrong side. They could just make the triggers instant so that we aren't watching every single tick of berzerker gaining attack damage and it could all happen at once. But since that's not how it works, it does tend to give a bit more of an advantage (time wise) to the person triggering all the triggers. If I don't OTK because mis-calculation or w/e reason my turn still gave me a bit of extra time to evaluate how to do the next turn lethal.
I just think a more strictly enforced timer would be better, at least in ladder where you're playing for a competitive reason. Plan your plays and figure the complexity of the board out within a couple variables before your turn even comes up and deal with and new threats in the moment.
Though I would be in favor of consolidating all the triggered affects into one animation for that turn.
Alternately it should be noted, if I wait until the 30 second notice to drop everything and start my triggers, the turn is going to seem infinite. It's a type of discouragement, having done it and had it done I know it feels daunting to watch the their turn seem to extend on far longer then the rope allowed.
Just seems like a total anti-fun total BM mechanic to exploit. Both of which shouldn't be encouraged in such a game.
Should just scale with turns. Not really complicated to implement and solves basically every problem that people complain about when it comes to turn lenght.
Pretty much this. I know people like Lifecoach use turn 1 and 2 to plan for future turns but realistically there's no reason why you'd need 90 seconds for turn 1. Scale it up turn 1/2/3 and then allow a full timer turn 4.
The animations on stuff like Zerker and Armorsmith are silly in the first place. I don't see why they need such a long, separate animation every single time. Why not let the animations overlap or something? If you've got 2 armorsmiths and 2 frothings, let them all light up at once instead of alternating all over the place. Or make them quicker/instant.
Should just scale with turns. Not really complicated to implement and solves basically every problem that people complain about when it comes to turn lenght.
Pretty much this. I know people like Lifecoach use turn 1 and 2 to plan for future turns but realistically there's no reason why you'd need 90 seconds for turn 1. Scale it up turn 1/2/3 and then allow a full timer turn 4.
The animations on stuff like Zerker and Armorsmith are silly in the first place. I don't see why they need such a long, separate animation every single time. Why not let the animations overlap or something? If you've got 2 armorsmiths and 2 frothings, let them all light up at once instead of alternating all over the place. Or make them quicker/instant.
This is what I am saying. 2 armor smiths, 2 frothing an unstable and a commander. Then you whirlwind and throw your ghoul at something to kill it, then you throw the last charge of your Death's bite. why can't all those stacks just be added up all at once. all at once for the whirlwind, then the ghoul and then the axe. As you use the individual sources it's just tallied and applied. None of this 5minute flares for each activation of each minnon. It's horribly annoying.
Armorsmith, Frothing and Northshire Cleric and such cards should just accumulate all triggers for each action and animate once -- not animate once for each trigger.
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The timer for each players turn is a pretty standard staple in the game and I doubt many people really question it to much. It's simple and straight forward. But I see 1 big flaw in it.
Everyone has 1min 30 seconds roughly to make their turn work. In that you should be expected to trigger any affects and do anything you need to before that time runs out. Now with some classes this can go from being a 1:30 turn to a 1:45-2:00 turn because of affects (looking at you warriors). Because of patrons and Berzerkers (and other like minded combos out there) a turn can stretch on for quite awhile longer.
Blizzard has stated in the past they are not a fan of OTK combos per-se. So what if the time ended your turn automatically at 1 min and 30 seconds? If affects were still going off they all would resolve but since they time for turn was done the attacks that were registered would not go off. This would allow for some stronger counter play to OTK combos that would really help curve the meta a little bit. Players would either have to be sure they could get everything resolved or face a counter the following turn.
Before you think I am complaining, i'm not. I simply feel that if players had to actually play within the confines of the timer and not be able to run over the timer by a considerable amount the OTK would be more of a "It's OTK if they are already at X amount of health". In this way if a players turn ended right when their turn hit 1:30 and they didn't get an attack off they'd face a possible board wipe or, frozen board, or some other form of RNG insanity from their opponent.
That's just my 2 cents on it. What do you guys think?
I don't think you should punish people for making animation-heavy plays.
The fact that the most animation-heavy combo is also in tier1 deck should have nothing to do with aproach to this.
Btw your timer is extended a littlebit by every trigger/play your opponent makes to make up for animations creeping into your turn. That was not always the case, so we can see Blizzard knows about this and they think or at least thought about this issue.
I don't think the timer should be enforced that strictly where it just stops all your queued actions. Sometimes you just have to think for a while before you do your things when there's a complicated board, and not just with Patron Warrior.
But i do feel that animations that happen after your turn has ended should never take away from your opponents' turn time. I guess Blizzard will fix this sooner or later.
Should just scale with turns. Not really complicated to implement and solves basically every problem that people complain about when it comes to turn lenght.
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Well, I play a fair bit of Patron, and even I think it's a little on the wrong side. They could just make the triggers instant so that we aren't watching every single tick of berzerker gaining attack damage and it could all happen at once. But since that's not how it works, it does tend to give a bit more of an advantage (time wise) to the person triggering all the triggers. If I don't OTK because mis-calculation or w/e reason my turn still gave me a bit of extra time to evaluate how to do the next turn lethal.
I just think a more strictly enforced timer would be better, at least in ladder where you're playing for a competitive reason. Plan your plays and figure the complexity of the board out within a couple variables before your turn even comes up and deal with and new threats in the moment.
Though I would be in favor of consolidating all the triggered affects into one animation for that turn.
Alternately it should be noted, if I wait until the 30 second notice to drop everything and start my triggers, the turn is going to seem infinite. It's a type of discouragement, having done it and had it done I know it feels daunting to watch the their turn seem to extend on far longer then the rope allowed.
Just seems like a total anti-fun total BM mechanic to exploit. Both of which shouldn't be encouraged in such a game.
Pretty much this. I know people like Lifecoach use turn 1 and 2 to plan for future turns but realistically there's no reason why you'd need 90 seconds for turn 1. Scale it up turn 1/2/3 and then allow a full timer turn 4.
The animations on stuff like Zerker and Armorsmith are silly in the first place. I don't see why they need such a long, separate animation every single time. Why not let the animations overlap or something? If you've got 2 armorsmiths and 2 frothings, let them all light up at once instead of alternating all over the place. Or make them quicker/instant.
This is what I am saying. 2 armor smiths, 2 frothing an unstable and a commander. Then you whirlwind and throw your ghoul at something to kill it, then you throw the last charge of your Death's bite. why can't all those stacks just be added up all at once. all at once for the whirlwind, then the ghoul and then the axe. As you use the individual sources it's just tallied and applied. None of this 5minute flares for each activation of each minnon. It's horribly annoying.
Armorsmith, Frothing and Northshire Cleric and such cards should just accumulate all triggers for each action and animate once -- not animate once for each trigger.