Adaptive Amalgam is totally broken, needs a patch ASAP!

The broken combo mainly uses Adaptive Amalgam. The player gets into this loop by using “Death Growl” to add the deathrattle of “Thunderbringer”. Then after locking me out of my turn, the player is able to use a second “Death Growl” to “Messmaker” for the “OTK”. This feels just as bad as when “Hysteria” broke the Wild format with “Wretched Tiller”.
(https://www.youtube.com/watch?v=Jb9wiLTbmaI)

*Edit, I forgot to mention the interaction with “corpse explosion” once Adaptive Amalgam has the deathrattle of “Thunderbringer”, Also " Helm of Humiliation" is the key after adding the second “Death Growl” to “Messmaker”

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Ummm. You blind? The lynchpin is Thunderbringer. Just removal it and they have nothing? If they are waiting for turn 10+ to do it, you deserve the loss anyway according to Blizzards theory of deckcrafting, since you should be winning by turn 6.

Death Growl only costs one mana, thus it is possible to use Thunderbringer and Death Growl on the same turn. I disagree with your post. This combo is actually broken because it causes an endless loop to result in a win. These types of interactions have no place in the standard format (or even wild for that matter).

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10+ mana convoluted combo that dies to silence. Yeah time to bring out the nerf bat.

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I don’t think it’s a problem but I also don’t think interactions like this should exist.

That is kinda creative whoever came uo with that, i like how they think, i gotta try to oull this off now in casual

lol I’ve been doing something similar to this for years…yes, years with things like Prelate, Dr. Morrigan and now with Amalgam and I can tell you it’s anything but broken. It’s hilariously bad and meme tier.

This sort of thing has existed for a long time in HS. There is STILL a losing turn animation with The Darkness that has existed since The Darkness came out (how long has that been? 8 years?), it has been reported and it STILL exists and you’ve probably never seen it, much like most people have never seen it nor have they seen this.

It won’t get fixed unless everyone and their mother is doing it, and no one is doing this because it’s garbage level bad.

I’ve probably got a solid 20 different combos right now that do something like this and the chance of it ever being nerfed or even recognized is slim to none.

I’m not sure most repliers understand the problem. Maybe they didn’t click the video. The game goes on a loop that seems unintended by the Developers.

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Yes, I do understand. And my exact reply above stands.

I’ve done many infinite loops. I can literally go in the game and crash the entire game for both players.

This loop at least kills the opponent. Tons of these exist and they’ve never been touched or “fixed” because they aren’t problems for 99.99% of players because they never see it because it’s incredibly difficult to pull off. Extremely meme tier.

I just played an infinite loop game vs Reaver the other week and it was something he had never seen. In standard.

There’s tons of these out there and you’ve never heard of or seen them because they are that bad.

If one ever became popular, they’d do something. They aren’t going to waste their time fixing something that might affect 1 player out of 100,000. Like I said, they still haven’t fixed The Darkness turn skip since inception.

They are worried about bigger stuff. Stuff like this never gets addressed.

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The loop in the video doesn’t. It’s just resurrecting the amalgams infinite times with no damage to opponent as part of the loop. Eventually the loop ends with a game freeze, which puts both players in the awkward position of being unable to do anything except concede.

I think that probably deserves some kind of fix, even if it’s as rudimentary as forcing a tie.

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You can do that, but his loop has the deathrattle deal 1 to all enemies attached. It didn’t freeze the game. It ended in a win.

See above reply.

Will likely never get addressed.

I’ve forced game crashes via loops just like this before. They’ve been around for years and years.

Bottom line is they don’t care. Until a streamer makes it popular and everyone is doing it, they don’t care.

In the other forums before this one got started and those deleted, I created a thread complaining about The Darkness gameplay forcing your opponent to skip their turn and give you infinite turns. They were aware this existed and acknowledged but did nothing.

For the same reason they do nothing about BG animation turn skipping.

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What he says in the post doesn’t match the video linked.

I agree that a combo lethal isn’t a problem. I think the infinite loop crash is another story.

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Deathrattles have a max amount. It might be high for each individual minion, but it exists and doesn’t always loop infinitely.

What really breaks the game and freezes for both players is the massive animation. I can tell you a combo you can do that will overload animation and dc both players. Sometimes, neither player can get back in.

You can create an infinite loop and see the max loop amount stop it eventually. But if the loop has tons of animations, game breaks. Turns skip. I’ve been able to skip 10 turns of each player before.

Should it be fixed? Sure. Will it? Nope.

I think that situation deserves some degree of anger.

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He literally says it and it happens in the video. You have to watch the entire video. He loops with corpse explosion, then you can see the max DR hit. Then he plays the mess maker and loops again for the otk.

I gave up on that about 8 years ago or whenever The Darkness was released. I complained about it, devs acknowledge it exists, players laughed because it’s a meme, still exists today.

If they aren’t actively fixing BG animations, oddities like this in ranked have practically zero chance of ever being fixed.

Most loops revolve around deathrattles, they capped them and that’s the fix.

Go play a Dr Morrigan with Spirit Singer on board and another Dr Morrigan in deck with no other minions. Infinite loop. You’ll see the cap.

Place a Knife Juggler on board before. See what happens. Someone is getting turn skipped.

Each minion has its own DR cap. Create a loop that has 30 minions DR going off each with its own DR cap needing to be hit. Now throw in a crazy animation or two like Valanyr.

Has existed for years. I bet no one on here save for those who spectate me have ever seen what happens. You think they will fix that? Nope. Waste of resources.

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Seems like you have to report those exploits. Don’t be so sure the Devs are that aware of them, though I understand some of them are in their TODO list; it’s VERY unlikely they are not even in a todo list if they become aware of them; if it’s unintended behavior it’s unintended behavior and no “few people notice them” save them from the todo list (or at least it shouldn’t).

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My favorite part is how it’s only one damage for each animation sequence making it a slow painful death.

Also, Mark Mckz came up with something similar to this in Wild using the Thunder/Amalgam/DeathGrowl thing, but doing it as a Mill OTK with Shellfish. Enjoy!
https://www.youtube.com/watch?v=mYzLYAsshw4

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Yeah that’s what I meant in the OP. The tiller combo (which was fixed) happened because hysteria could target your own minions. So maybe the issue is actually helm here. Also, I don’t think that corpse explosion should be able to generate an infinite loop. Maybe corpse explosion shouldn’t be able to create corpses to begin with. I thought that was the intention of the card. Some people are saying that this loop is ok because it happened on turn 10 or something. Well, DK has many tools to stall the game, and you could be next. If this happened to me, then it could happen to you. I thought after the tiller patch (which caused two damage at a time, not 1 in the video), this was the clear line established in hearthstone where we can definitely say that this is broken.

Didn’t they already address this last expansion? I could be mistaken but I’m pretty sure this exact combo emerged and in response they added a 50 loop cap on things like this where if it reaches 50 the minion is automatically silenced and destroyed.

But that’s the thing. It’s really not an infinite loop. I think all these interactions are coded to run a maximum of like 30 or 40 iterations. In the second turn on your video, it’s clear that the loop would eventually end because eventually you would reach zero health. This would happen even if the loop maximum wasn’t in there. And even if there was no maximum loop iterations and even if you had a thousand health/armor, it would still eventually end. But it would take a really, really, really long time. Tedious to be sure, but also kinda hilarious. On the other hand, the first turn in your video would be a problem. Without the maximum loop iteration limit, that sequence would just repeat forever. Also kinda hilarious, but definitely a problem. I don’t like the artificial capping of the iterations, but I recognize that you can’t just allow for a truly infinite loop that traps both players. I would have put the cap a bit higher and not have it apply when there are other ways in which the loop would resolve itself (like damage to the enemy hero). But that’s just me.