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?
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somsoc#29315 commented
Bump, still an issue.
Repro:
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.
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Rich_0999#96381 commented
my timer runs down while opponent's 100+ triggers of Scute Swarm are resolving
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somsoc#29315 commented
This is still happening in the current version of the game. It's abusable and people are exploiting it to run down the clock when they aren't otherwise capable of actually winning the game. Or at least, maybe you'll win with 20 seconds remaining on turn 50 an hour and a half later, but they're counting on you conceding before that.
Previously, Resolve All quickly and efficiently ran through all the triggers. As of earlier this year, it slowed to a crawl when handling even rudimentary triggers. When players hit 'resolve all' scale the speed of the animations, effects, etc etc depending on how many triggers there are. And you can handle them all en masse as long as you go through and check in advance whether the triggers will actually cause any new triggers. A digital game shouldn't be MORE clunky than handling hundreds of triggers than paper but currently it is!
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Giant Space Hamster#66330 commented
This is happening to me in my current game. Resolve all, but apparently it's my timer ticking down. Also my opponent has over 2000 triggers on stack so I think we may have broken the server lol...nothing is responding for minutes at a time.
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somsoc#29315 commented
Bump for this. Never noticed before this update, however Arena is now pretty slow at resolving triggers when there's dozens of them on the stack. Too slow to be honest.
At any rate, when one or both players have hit 'resolve all' there's no way they should be losing clock for Arena's server latency.
I probably lost a few minutes in the game from the attached screenshot since I was trying to go wide versus 'Revenge of the Ravens', and every attack step generated a few dozen triggers *for my opponent*, but my clock was ticking down while Arena resolved them one-by-one.
I am sure that players are losing matches to this stuff, as it was, I might have ended up losing the next game to time but my opponent conceded to spare us both the agony.