Erroneous timer application
During opponent's turn opponent had ability chain reactions that took about 5 minutes to play out. Problem is that MY timer ran out during opponent's actions. I couldn't do anything. After chain reactions played out, I lost due to timer running out.
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jefioliveira#19184
commented
Subtitle: Game Client Fails to Stop Player Timer During Massive Trigger Resolution on Opponent's Turn, Leading to Automated Loss
Full Description:
During a match, the opponent initiated a massive, highly repetitive loop/combo involving continuous life-gain and creature triggers (specifically utilizing cards like Prosperous Innkeeper and Kor Celebrant). Even though the phase indicator in the bottom-right corner clearly showed it was the "Opponent's Turn", the defending player's turn timer (fuse) was continuously consumed.The game client failed to pause the defender's clock while processing the opponent's visual animations and stack resolution. Because the system does not provide a functional "Pass All Until End of Turn" option that bypasses visual stack processing, the defending player was flagged for inactivity and received an automatic defeat immediately upon entering their own turn, without ever being given priority to act.
Chronological Video Breakdown (Step-by-Step):
00:00 - 00:11: The game state is explicitly on the opponent's turn. The opponent's life total rapidly increases (from 518 to over 528) due to repetitive triggers. A massive stack of hundreds of triggers (such as Prosperous Innkeeper) accumulates on the right side of the screen.00:12: The defending player's screen displays the "BONUS TIME USED" notification. The player's timer bar begins burning away while the opponent's automated actions are still resolving.
00:13 - 01:18: The stack continues to resolve hundreds of individual triggers from Kor Celebrant and Celestial Unicorn. The opponent's life total surpasses 590. Throughout this entire period, the defending player's orange timer line continuously depletes.
01:19: Due to the animation lag and the system misallocating time usage, a red warning appears on the screen: "Warning! You have gone too long without acting. Take an action or you will concede!".
01:20 - 02:44: The player attempts to click the screen, interact with cards in hand, and open the social/emote menu to force a client response. However, the game remains locked in the opponent's combo animation loop (with the opponent now exceeding 750 life). The player's timer fully runs out.
02:45: The opponent's turn finally ends, and the phase abruptly shifts to "Your Turn" for a fraction of a second.
02:46 - 02:51: Because the player's timer was entirely drained during the opponent's turn, the client immediately registers a total "Time Out". The game instantly triggers a "DEFEAT" screen, completely denying the player the chance to play cards or pass priority during their own main phase.
Impact on Gameplay:
This bug severely compromises competitive integrity. It allows combo decks to secure wins not by dealing lethal damage or achieving a legitimate win condition, but by forcing the opponent's client to run out of time due to unskippable visual animations.