Make all leaders have the same ability activation time, please

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Why does the Queen of Elves take like 2.00 seconds to cast an ability while some others take from 0.75 to 1.00 seconds?
Why are we players discriminated against based on which leader we pick??
I don't mind the animations but they shouldn't be tied to actual execution of the mechanic. Either speed up all animations to the exact same time interval or untie them from the actual stuff happening on the board, let the leaders dance all they like as long as I am free to do what I want in the meantime. This sticky targeting makes me lose one or more charges on my leader ability because the time past.
I saw someone make a similar thread but it was specifically for the 8s seasonal, my thread refers to how it works in general.
 

DRK3

Forum veteran
Or even better, disable those crappy animations, at least for this seasonal mode... Trying to play Stockpile in seasonal is even more painful than usual, it would be manageable without animations.

(EDIT) Its not just the leader animations - for example if you destroy a unit, it takes longer for that desintegrating animation...
Its in these times i specially miss the betas, were so much technically simpler and gameplay run smoother.
 
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nehu

Forum regular
Or even better, disable those crappy animations, at least for this seasonal mode... Trying to play Stockpile in seasonal is even more painful than usual, it would be manageable without animations.

or even (more) better, make an option in settings "animations on/off"

who enjoys it, can keep it, others will turn it off forever (me)
 
Agreed, i like the animations, i don't mind the extra time it takes to use a leader ability but it would be real nice to be able to turn it off or have it off by default when players play this particular season,
it's so furstrating to lose entire matches like this.
 
Wouldn't hurt, especially since the animation affect both players. I don't particularly enjoy watching long animations for a simple action.

Being able to toggle them entirely also wouldn't hurt. Especially with all the Ciris around these days...
 
The thing I hate most about it, and that is pretty much ruining this seasonal mode for me, is the default behaviour regarding leaders with multiple charges. The slow animations and lockout of user input during them really compounds the issue.

I'm using Overwhelming Hunger with the Ciri leader model. I want to do one consume only and then play a card (or vice versa). Unfortunately, because all user interaction is locked while the animation takes place and no actions are queued, I have to wait several seconds before I can do the second part of my planned move. The fact that the leader ability remains selected until cancelled really messes everything up. I can't cancel until the animation is fully finished. If I right click too early, I get the info screen for the leader ability, if I fail to get the cancel off in time, the ability remains active and automatically starts using more charges without my input, randomly consuming my units and usually ruining my strategy and the match for me. Why on earth CDPR programmed it to behave this way is beyond me. It's lethal in this speed mode.
 

DRK3

Forum veteran
The thing I hate most about it, and that is pretty much ruining this seasonal mode for me, is the default behaviour regarding leaders with multiple charges. The slow animations and lockout of user input during them really compounds the issue.

I'm using Overwhelming Hunger with the Ciri leader model. I want to do one consume only and then play a card (or vice versa). Unfortunately, because all user interaction is locked while the animation takes place and no actions are queued, I have to wait several seconds before I can do the second part of my planned move. The fact that the leader ability remains selected until cancelled really messes everything up. I can't cancel until the animation is fully finished. If I right click too early, I get the info screen for the leader ability, if I fail to get the cancel off in time, the ability remains active and automatically starts using more charges without my input, randomly consuming my units and usually ruining my strategy and the match for me. Why on earth CDPR programmed it to behave this way is beyond me. It's lethal in this speed mode.

On every other mode, where you have 60 seconds each turn, the queue of actions isnt really needed, but in this mode it would be absolutely essential as an improvement, but since unfortunately this mode only lasts for a month - despite several constant requests (including mine) to make it permanent - they will probably ignore it.

I was also using OH and every time that crap used 2 consumes instead of 1 i lost a month of life... But even worse is trying to use a leader before you play a card, quite often you end up discarding the card, so i suggest always to play from hand before trying to use a leader, the leader might not do exactly what you intended but at least you dont waste a card completely.
 
The thing I hate most about it, and that is pretty much ruining this seasonal mode for me, is the default behaviour regarding leaders with multiple charges. The slow animations and lockout of user input during them really compounds the issue.

I'm using Overwhelming Hunger with the Ciri leader model. I want to do one consume only and then play a card (or vice versa). Unfortunately, because all user interaction is locked while the animation takes place and no actions are queued, I have to wait several seconds before I can do the second part of my planned move. The fact that the leader ability remains selected until cancelled really messes everything up. I can't cancel until the animation is fully finished. If I right click too early, I get the info screen for the leader ability, if I fail to get the cancel off in time, the ability remains active and automatically starts using more charges without my input, randomly consuming my units and usually ruining my strategy and the match for me. Why on earth CDPR programmed it to behave this way is beyond me. It's lethal in this speed mode.

- I've found a simple work around this problem, either use another leader that casts the LA faster or play a card before you use the charge, if you really really have to use a charge before playing a card make sure to be spam tapping-draging (phone) or clicking on the leader ability as soon as you see your opponent's turn time expiring.
Admitedly it doesn't always work cause there's input lag aswell (on phones at least) but it should give ya a chance.

- Now on the matter of canceling the LA from trigerring twice one way is to spamm click on the cards at your hand (on phone it works) as you are casting the LA but you really really have to be as fast you can be in playing a card first and then using your LA, tapping-clicking on the empty board space does not cancel the LA from being triggered more than once at the end of your turn.
If nothing of the above works for ya use your leader ability first then play a card, i know it's really f@#king unorthdox and in many cases if not all not the way to use your LA but since there's no toggling off the leader animations i don't see any other way.
It.
It's furstrating af to see your charges go off like this but that's just how it is when playing this seasonal mode, i hope this helps ya a lil bit as it did help me a ton.
Cheers !
 
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- I've found a simple work around this problem, either use another leader that casts the LA faster or play a card before you use the charge, if you really really have to use a charge before playing a card make sure to be spam tapping-draging (phone) or clicking on the leader ability as soon as you see your opponent's turn time expiring.
Admitedly it doesn't always work cause there's input lag aswell (on phones at least) but it should give ya a chance.

- Now on the matter of canceling the LA from trigerring twice one way is to spamm click on the cards at your hand (on phone it works) as you are casting the LA but you really really have to be as fast you can be in playing a card first and then using your LA, tapping-clicking on the empty board space does not cancel the LA from being triggered more than once at the end of your turn.
If nothing of the above works for ya use your leader ability first then play a card, i know it's really f@#king unorthdox and in many cases if not all not the way to use your LA but since there's no toggling off the leader animations i don't see any other way.
It.
It's furstrating af to see your charges go off like this but that's just how it is when playing this seasonal mode, i hope this helps ya a lil bit as it did help me a ton.
Cheers !
Thanks for the suggestions regarding cancelling the leader ability, I'll give them a try to see if it's any better than right clicking to cancel.

I've tried both using the leader first and playing a card first, both have pros and cons. Sometimes, only one is the desirable order to play in though, which complicates matters.

I'm only using Ciri at the moment to finish the "play 150 games using Ciri leader" quest. After that, she's gone if I can find any Monster leader with a shorter animation lock time. Any recommendations for the least annoying Monster leader for this speed mode?

It really frustrates me how poorly CDPR have implemented the user interface for this game, especially in terms of user-friendliness and usability. It has never been great, is woefully neglected, and shows little signs of improving, even after 4 years of development. There are just so many small changes that would improve the overall experience significantly. I guess all the HCI (Human-Computer Interaction) specialists work on games other than Gwent. Perhaps they could borrow one for a bit to finally bring things up to a decent level?
 
On every other mode, where you have 60 seconds each turn, the queue of actions isnt really needed, but in this mode it would be absolutely essential as an improvement, but since unfortunately this mode only lasts for a month - despite several constant requests (including mine) to make it permanent - they will probably ignore it.

Yeah, this was requested a lot last year too. I can't remember where I saw it, but I seem to recall them saying that because of the way they had implemented the game for Homecoming on this particular engine, possibly to do with client / server integrity, it would be extremely labour intensive to do anything much about it.

I was also using OH and every time that crap used 2 consumes instead of 1 i lost a month of life... But even worse is trying to use a leader before you play a card, quite often you end up discarding the card, so i suggest always to play from hand before trying to use a leader, the leader might not do exactly what you intended but at least you dont waste a card completely.
Yeah, it's kind of soul destroying. Such a pity that it ruins what could otherwise be a great game mode. You can create and adapt a deck for the seasonal mode as far as possible, but ultimately you come to a decision between trying to struggle through with a limited interaction deck to at least have some fun, or just giving in and playing pure point slam cards and leaders.

For me, it is only the leader issue that is causing frustration at the moment. Perhaps if they were just cards instead of animated figures .... :smart:

I love the concept of having to think and act fast, and 8 seconds is more than enough time - if it wasn't for the massive hurdles that the game interface puts in your way.
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I think Arachas Queen has the quickest animation.
Thanks, I'll give it a try as soon as I've finished the Ciri quest.
 
Thanks, I'll give it a try as soon as I've finished the Ciri quest.

It's not hard to play 150 games with Ciri, just do it after this season is done so you save your self from all the trouble the animations give ya, that's what i'm doing.
 
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