The timer is too long, I would genuinely like to see it cut to ten or fifteen minutes, it shouldn't be a part of the strategy to sit and think for 5-10 minutes on one move, its fustrating and ruins the game for me. It should not be a resource that players use, it should be a timer on when you lose the match for taking too long. Nothing more.
Been there, done that. You have been there, done that. I mean you already posted a thread about it among other things (http://forums.cardhunter.com/threads/complaints-i-have-with-the-game.8426/).
I figured it was time for an update. A more coherent update and one of less complaints. Just as a way to calmly discuss the fact people treat the timer as a resource and not as a way to prevent people from dragging matches out far too long.
It is a resource. Make ranked matches too short, and I'm gone from there, except making just troll builds (woo Infected zombies with 7+ Demonic Revenge!) since I couldn't seriously compete any longer -- and since league and Campaign play is a lot more limited, I'll probably just gradually drift away altogether as simple natural consequence. It just won't be enjoyable for me. I struggle with leagues enough as it is. EDIT: I appreciate that this a thinker's game, or at least can be. You can have the blaze-through-without-thinking approach, but you can also have the sit-back-and-calculate approach. I know, I know simba, you think while the other player is going. That's great. So do I. But when you prepare for either an attack, a heal, a pass, a retreat, or a second attacker's approach, and instead you get a move all three opp chars at once, sometimes you have to adjust and think after an opp's play. Regards,
Indeed, Macizo, absolutely agreed. I just hoped to write it in such a way that snicker would truly "see" it.