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You have to give it up that team: A lot of people complained about how simple Hearthstone is compared to Magic, but the reality is they did a pretty good job in
by colmvp 10y ago
You have to give it up that team: A lot of people complained about how simple Hearthstone is compared to Magic, but the reality is they did a pretty good job in creating accessible card game that works on multiple platforms.
I certainly have my criticism for the game such as the slow card releases, RNGfiesta, and lack of QOL updates, but ultimately the game is really well put together.
- rtpg 10y agoIf you have evervplayed MTGO you might see that Magic's complexity doesn't transition super well to digital. Though Hearthstone does have its own set of issues like you mentioned, I'm very glad they drew the lines on complexity where they did (notably no user interaction on opponent's turn except for secrets)
- Senji 10y agoWhat's a glaring problem from a cardgame standpoint and not due to simplification is there is no defined order of action in a turn. You can play cards, attack,trigger effects and then play other cards immediately and the outcome of such actions is not deterministic. An exact sequence of events can be replicated with the timing of them altered and you'd get different outcomes. Whole board affecting secondary effects can also have unpredictable interactions with cards in play's triggered abilities. In MTG parlance, the "stack" is broken in Hearthstone.
- esrauch 10y agoI play hearthstone quite a lot and what you are saying is absolutely not true. I'm guessing what you are talking about is that the game let's you play ahead while animations are still running, but the actual effects and results are the same regardless of the animations. It can make it appear that if you play a destroy all effect and then a minion the animation looks like it should destroy it but of course it doesn't since the animation isn't representing the game state. Unless you are talking about something else and I misunderstand you? Maybe something like the order of deathrattles (they are triggered in order of the cards played, just like the few instances of time-stamp-matters interactions in MTG). Or do you mean how the max minion limit works where "dead" minions are still there during "on damage" effects but not during deathrattles? There is a few nonobvious rules like that, but I'm pretty sure the rules are actually pretty solid and not bugged.