Opponents triggers counting down my timer after I hit resolve all
I get that if I have priority, I need to do something and my timer starts. But after I've already hit "Resolve All", why should I be punished for my opponent playing a deck that has a million triggers?
This absolutely needs to be elevated somehow or I will be uninstalling MTG Arena. It's a very obnoxius exploit and honestly cheating. I think my last opponent did it intentionally as he made it so that it wouldn't skip by adding a unicorn with the Horn of Gondor so that it couldn't skip through his life gain procs. It caused me a loss in Ranked which is absolutely unacceptable.
I encounter people doing this at least once a week
This just happened to me. Sat through a match for over an hour to end up losing because my opponent produced 300 triggers.
Just lost due to a time out on a single trigger, no available response for opponent or myself but I lose while waiting for a ninjutsu to resolve? Good thing I wasn't on ranked.
Just happened to me, as well. I suspect I was still going to lose but would have liked the opportunity to fight back against the Scurry Oak deck but not only did all of his triggers take all my time extensions but it also skipped my entire turn. Why are the opponent's animations and triggers counting against me? Please get this fixed.
I've lost two ranked matches this way I would have otherwise won. My opponent had no way to kill me (Pact Weapons in play + many counters in hand), was about to deck themselves, but created so many triggers my timer ran out after theirs did, and when it became my turn I lost the game for no reason. Bugs in the client should not be a primary win condition for a deck.
Just lost a ranked game due to my opponent filling the stack with abilities. Not 1 single item on the stack was from me, yet after his 4 timer ropes were used up, it started ticking mine. Once I was on my last timer rope the stack finished resolving and allowed me only a few secs to assign blockers to the 30+ creatures I was attacked with. Every time I assigned a blocker the creatures would jump around making it hard to do quickly. I managed to block about 4 before my time was up.
I shouldn't lose a game due to my opponent eating MY timer rope.
I had the same issue even when it was my opponents turn and his time has already run up.
I lost a cool game only because of this, since every turn of ours lasted 15 minutes. there were so many trigger combos with counters & creatures that it took ages with that stupid functionality that needs to distribute every single counter immediately & not do it all in a faster manner somehow in the end & ask for a resolve from the opponent. I stopped the game because of this. It stops making fun if the app is the only reason why it sucks to build crazy combos...
cleric class lvl 2 & trelasarra, moon ancer + some passionate orators & a card that creates lots of tokens per life/attack/counter--> this app is dead. exponential trigger combos should be rewarded, not a problem for the players. i liked the game before this happened too often.
I had this happen *twice* today against the Scurry Oak deck. The first time they stacked literally hundreds of triggers, and it was nowhere near being done by the time I "conceded", after which I needed to sit and watch for several more minutes after I was already dead as the UI was unresponsive.
The second time, they couldn't stack quite enough triggers, and I managed to get my turn with a few seconds to spare. The first game was a 100% chance of winning if I'd been able to take my turn (Massacre Wurm and Elesh Norn ready to go). The second game I did win.
I know they made some changes to tokens a while ago, probably for the best, but this is still a painful way to lose. And I can't help but wonder if the people who play these decks realize this bug exists and exploit it to win matches they should lose.
Golem Geek#30562 commented
yeah this is STILL happening. wtf.
I had the same occurance. Very frustrating. This bug prevents games from being played out to the extent each player is willing to let an opponent's turn/stack resolve when they are performing a high quantity of actions. I was very much enjoying the game, even when waiting many minutes tapped out while they played their turn and performed their actions. Then I started losing timeouts and nothing I could do prevented it, which resulted in a ranked loss that I would have otherwise won, if allowed to play out.
As a side note to this, there should be a better UI for stack triggers that happen in large numbers. Such as when a player having to add 200+ counters manually and the opponent is tapped out or auto-passing/resolving, a method for logically resolving the stack and then letting the user assign counters to creatures via a popup box similar to setting X mana when casting spells.
My opponent was playing several copies of Scute Swarm with several copies of Murasa Rootgrazer.
My opponent was returning lands to their hand and playing them (using Rootgrazers) during both my turn and theirs, despite being at the maximum token limit, gaining no additional benefits. I hit resolve all each time. However each time it would use my timer first, then go to theirs, and even after there were no more timeouts remaining, they would rope out and not lose but just continue to resolve all of their triggers. For multiple turns. By that point they wouldn't even attack, just continuously trigger 241+ triggers for no purpose other than wasting time.
Eventually this resulted in a "Match Complete, GRE error" draw.
Added my log.
This is still a problem - happened to me today - even beyond it being unfair that I am the one punished for the time the triggers take (exactly as last commenter mentioned, the other player's time ran out, then mine ran out then when triggers ran out I wasn't able to play my next turn, just draw a card and then play passed to the other player) but the biggest problem is that the Arena's animation takes so long that BOTH players are forced to use all of their time outs while doing nothing but watching the pile diminish. Once I've "acknowledged all" get rid of the excess animation and just put the counters out. Please either fix this bug or get rid of excess animation.
Twice in the past few days when playing against scurry oak combo in historic my opponent has put 300+ triggers on the stack after I have either hit resolve all or had no playable actions. After their timers expired, my timers started counting down and expired, then I got a warning take an action or concede message and once all the triggers had resolved my side untapped I drew a card their side untapped and I died, with no chance to act during any of that. Notably this is not a trivial case of failure to concede as I would almost certainly have won one of the games and was still live in the other despite the non-lethal "infinite" combo.
Bunp. Believe it or not, this is still happening.
Still a problem. Shouldn't still be a problem.
yes this is extremely annoying, i hate losing my timer while the opponent spells trigger, when i already hit auto pass. shift enter might help but usually if i do that i end up losing cuz of it. but the game needs to give you some "free" seconds to click resolve of your opponents **** without it affecting your actual game timer.. most of this could be solve if they would use AUTOYIELDING like the way that MTGO does! make the mtga programmers play mtgo!
Just had this issue today, opponent had a hundred scute triggers as well as the giant that gets a counter every time a scute enters, I hit resolve all *and* I had no mana and nothing I could play, my timer came up and it started using my time extensions. Then I my turn it already had my timer going, so I had about four seconds to do my turn or I was worried it would auto-pass. Somehow it looks like Arena got behind on my end and so while I was watching a couple hundred triggers the game had already moved on to my turn without me being able to see it or do anything. Ended up losing because I had to rush the turn. Meanwhile during all their triggers they never had a timer get near running out. Extremely frustrating that this has evidently been going on and still isn't fixed.
Bump, still an issue.
Demonstrate mostly easily versus the current Scute Swarm decks.
Let opponent get a pile of triggers, tap all lands and and hit respond to all so you're 'F6d'. Watch both game clocks. Opponent won't lose any time on their clock, but you will lose 1-2 seconds per each of their triggers! Even though you cannot physically do anything quicker and you've auto passed all priority steps.
[Also note how ridiculous it is that when they have 40 scute swarm triggers you make us sit through all 40 of them and the game doesn't batch them into a single big trigger and just plop the token stack onto the board - just ask players IF and when they want to intercede in the trigger stack - if they don't, then handle all the triggers together].
This is abusable and it will cost people matches when the clock is tight.