Nerf Shudderwock. When times up times is up

I dont mind the card but whats the point having a timer if this card can be played for 5-6minutes!? Long after the time is up. Be fair and quit the battlecry after time limit. Should be equal.

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Or, bring the gamestate to a point past all the battlecries happened, randomly.

The timer is there to limit the time players have to perform their own actions. Shudderwock going through all the Battlecries is not a player action. It’s the card doing its supposed effect, which in this case takes some time.

The Shaman player does not have more time to play cards than his opponent. So, it is fair AND equal. Hell, your suggestion would do the exact opposite and make it NOT fair or equal for the Shaman player. :stuck_out_tongue:

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Or, Blizzard could make a popup to tell a player that their opponent’s turn is over and the game is just playing out the animations of the moves that were already made. So we can stop getting threads like this.

Instead, we would be getting threads about the annoying popups.

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And probably still the same threads complaining about turns never ending.

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XD It used to be worse…you could play Shudderwock then end turn and everything happens on your opponent’s turn (I think that was Shudderwock, yes?) So they had to change it.

The change was done to the animation only:

seeing how much Blizzard “l o v e s” Shaman, Shudderwock was like “Slug-gerwock” so they sped up the animation process; however, it still feels really slow; personally, I would have opted for another approach other than the Yogg-Saron one, taking Tess, for example, which feels insanely faster, without double checking everything you previously played (except for spells). The difference between Shudderwock and Yogg-Saron in fact is that you oughta know what you previously played with Shudderwock (similarly to Tess), whereas with Yogg-Saron, you are generating random spells on the go, so you have to be told what is going on. Each of them tho (Shudder, Tess and Yogg) have differing keywords (Repeat, Replay, Cast). I think “Re”-do words should work in a similar way, thus only spells getting “casted” and shown casting as the animation progresses (I forgot what is shown when Tess replays a Hero while you are playing another class, as she repeats the battlecry too).

Zentimo too used to be slow to an almost unplayable level with Unstable Evolution; glad it got fix’ed quickly.

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As far as I know your opponents actions still eat up your rope. This is troubling with Yogg and Shudder, double troubling for players with less than optimal internet, device, etc. I’ve had situations where I was being roped instantly because it was finishing animations from my opponents turn and when you experience a real-time match vs a delayed experience you realize how bad it effects the game even in a normal match. On top of everything players intentionally rope themselves until the very last second even with 0 mana and 0 plays remaining. Players will “map” their turn then spam their actions and end turn ASAP to drag on opponents rope mechanics and eat up their time. Time that is needed in late situations at times and costs entire turns.

  1. They need to do something about intentional roping as it has become a standard strategy used by most. Online poker games face the same issues and have options like reduced timers with limited clock extensions to resolve these types of encounters with players who wish to exploit the basic mechanics of online gaming.

  2. They need to either eliminate animations, create a neutral time space for post-turn animations, or force it on the players making the actions so if their animations extend beyond the rope timer they’re cancelled the same way as you trying to play a card at the very last moment.

  3. There needs to be a report option with specific infractions that can lead to suspensions of accounts. Abused reporters can also be suspended if retaliating for no reason. Players who intentionally exploit game mechanics should be suspended.

a 5 minute match can be dragged out for 20 minutes by 1 player who decides to rope and spam animations last second.

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Allright then now I feel like THIS has to be addressed:

I tried recreating a scenario in which Tess Greymane [Replays] all the things from another class you’ve played, with particular attention on Heroes, which she repeats through her Battlecry (brainfart much);

As it turns out, the only things that are “shown” on the left side of the screen as Tess Battlecry is going off is Spells; everything else is instantly “redone” (ok fine, “replayed”) on the board, INCLUDING Hero cards AND their BATTLECRIES. Now, since battlecries off Tess are “replayed” “instantly” without the need of showing, singularly, what Battlecry is being “casted” (and since when are battlecries “casted” anyway) why can’t the same be done with Shudderwock? [no] If its wording just requires a minor flexing, (changing “Repeat” with “Replay”) why can’t Shudderwock just read “Replay”, like Tess does? Do they specifically need to have two unique keywords, which makes Shudderwock pretty much just a slower Tess Greymane? They are from the same expansion too, making a more “unique” wording even more appealing.[/no] Making Shudderwock played like Yogg Saron makes absolutely no sense, whatsoever: Yogg only CASTS RANDOMLY created SPELLS on the spot, which no player would have any idea why such spell would be played, not battlecries, like Shudderwock, which never gave a Fee twhen the Battlecry was activated, to any player; the opponent would only get a fee of the minion being PLAYED on the board.

If Shudderwock was to be played out like Tess, that’d speed up its animation dramatically; if any players are confused about what battlecry was played (why should they) they may just check the play fee on the left.

It might sound like a minor complaint but, it really isn’t. Animations are slow for BOTH players, both “suffering” from how slow it is, when it just makes no sense being this slow in the first place.

This requires me an explanation or a dev’s attention.

EDIT: strike that; there is no need to edit Shudderwock’s wording; “Repeat” can just function like “Replay”; in fact, it already does; there are other things reading “Repeat” that were released prior to Witchwood.

Can you imagine if Bouncing Blade dealt 1 damage to a minion, checked if any died, recasted itself by showing the card played on top left, dealt 1 more damage, checked if any died, recasted itself and repeated like so until one minion died? Same with Godfrey (Witchwood), Corpsetaker; heck, even Defile and Spreading Plague which read “cast this again” don’t do that.

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I understand that. So endless battlecries is ok? Your card but not your time? There is No other card taking so Much time. The time to perform is the same, has nothing to do with that. If the battlecries lasts longer than your time to perform then it should be cut. Has more to do with the card than being unfair to shamans. But if you have your deck based on this card and want this endless battlecry session then its your own fault imo.

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Obviously you don’t.

See? You don’t. If you think they’re now “endless” you were not obviously playing when Shudderwock was first released a year ago. :stuck_out_tongue:

Nope. It shouldn’t. And it won’t. You can ask them to speed up the animations more if you think they still take too much time. That’s fair enough. But to straight out cut some of the battlecries Shudderwock was supposed to cast? No.

I don’t care what it is about. Cutting battlecries from Shudderwock just to save YOU some time would still be unfair to the class in question.

Nope. It’s not. They’re just playing a deck with a strategy and combo of its own just like any other deck. Not their fault the animations take time.

So, enjoy being wrong. :slight_smile:

“dont, wont, shouldnt and dont care” I think we end it here. Wrong or not. We disagree and thats fine. I still stand for what I said. Was not playing when Shudderwock came out. But That shouldnt matter.
But thanks for reply and enjoy being “right”. Have a Nice Day =)

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Shudder is broken regardless though. There has never been a more problematic card printed from a fundamental PoV, especially one that is (on paper) a pretty average card.

Its caused nothing but issues since we got access to it, thats a fact, and its only a matter of time before Blizz prints a card that REALLY breaks it.

Great concept for a card, I love it!.. But some concepts are best left on paper if you’re not going to thoroughly test them.

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Yes, I agree. It has problems, as we saw at launch. I haven’t ran into any Shudderwocks for a long time so I don’t really have any strong opinions on the card. All I can say is that if the animations still feel too long for people then I understand if the animations annoy them and they want Blizzard to shorten them even more. Fair enough.

But to simply cut out battlecries Shudderwock was supposed to cast is not the right way to fix the issue. That is just a straight out nerf to, as you said, average card.

One way of changing the card could be along the lines of “Battlecry: Repeat the first 5 Battlecries from cards you played this game in the same order (targets chosen randomly).” Of course the number of battlecries cast could be more, maybe even 10 at max. But regardless, that way there’s less battlecries for Shudderwock to go through but Shamans have more control over the order battlecries are cast, enabling more combo potential. Hell, some could even consider that as a buff!

Its not JUST the animations, although they are likely the cause. Shudder creates circumstances in which you HAVE TO log out and back in just to get things “on track” again, and even thats not guaranteed. I saw Dane about a week ago “break” the game, despite logging out and in at least 3-4 times (that auto cancels animations etc.). His opponents turn literally would not end, yet he was locked in that fight… And that was ON HIS OPPONENTS turn (Undatakah most likely caused it).

The game simply cant support Shudderwock on a technical level. Shudderwock needs to change, or Blizzard needs to fix their back-end to ensure hes stable now, and in the future. I am not convinced Blizzard has the ability to fix the back-end, so changing Shudder is the most logical option.

E: Its not about nerfing Shudderwock, but FIXING him! For those who stick to standard, its no biggie - only about 10 months to go - but for those of us who play wild it is a HUGE concern going forward considering how long it has historically taken to get wild issues addressed.

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I think there should be a limit to how many cards a shudderwock can play. My opponent played shudderwock and I stopped counting at 120 plays (it continued to play cards tho), and then the next turn I stopped counting at 89 card plays because my hero was finally killed. That is too many. And as stated, you cannot quit and log out, because as long as shudderwock is playing, you are restricted from logging back into hearthstone and playing again, sometimes over 5 minutes have to pass.

Shudderwock was already fixed to be limited at 30 battlecries.

Warsong Commander says hi

I appreciate your feedback, but after today, I must politely disagree, because I counted, and once there was over 100 battlecries played in just one turn