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@hsdecktech (Mercenaries) Could you clarify how long Stealth lasts, because Kripp said Scabbs could stealth at speed 2 and it'd last until his next action. Potential issue in PvP, could force a draw by only passing once stealth, and other player not having an aoe! (if last merc)

@hsdecktech (Mercenaries) Could you clarify how long Stealth lasts, because Kripp said Scabbs could stealth at speed 2 and it'd last until his next action. Potential issue in PvP, could force a draw by only passing once stealth, and other player not having an aoe! (if last merc)

  • Tomaka14877936

    Posted 4 years, 4 months ago (Source)
    @hsdecktech (Mercenaries) Could you clarify how long Stealth lasts, because Kripp said Scabbs could stealth at speed 2 and it'd last until his next action. Potential issue in PvP, could force a draw by only passing once stealth, and other player not having an aoe! (if last merc)
    • hsdecktech

      Posted 4 years, 4 months ago (Source)
      @Tomaka14877936 I haven’t tried stealth, but that does sound likely how it would work. That said, there are turn-limits in place to prevent just an infinite loop of noninteraction.
      • Tomaka14877936

        Posted 4 years, 4 months ago (Source)
        @hsdecktech Exactly, so a player could force a draw by passing up to turn 40. Does that look something you'd ever want?
        • hsdecktech

          Posted 4 years, 4 months ago (Source)
          @Tomaka14877936 There are going to be way too many possible combinations to avoid every way of coming to a tie (simple one is any healer that heals more than enemies can damage. I suspect they’ll just deal with those on a case by case basis when deciding if they want it in the game or not.



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