AlphaIceKing#25170
My feedback
2 results found
-
11 votes
An error occurred while saving the comment AlphaIceKing#25170 supported this idea ·
-
196 votes
An error occurred while saving the comment AlphaIceKing#25170 commented
This big also appears in Explorer Play.
AlphaIceKing#25170 supported this idea ·
Currently, when one player takes a very long turn, it is the other player’s match time that starts to run out because of the opportunity to respond to everything. This can happen even when the inactive player does not have any available actions. Additionally, the Auto-Pass button does not work for this function, as it only passes steps and phases, not priority. I’m not sure what the best solution is (perhaps changing the Auto-Pass button or making a new one), but the way the game currently works enables long turns instead of keeping them in check. I understand that this is not a critical issue, especially since the defending player will often have plenty of backup timeouts, but it just feels bad.
In the example below, my opponent went infinite or near-infinite with bounce creatures, Necroi, and Warren Soultrader. But my match timer was the one going down. I took all available actions just to make it stop giving me priority, but it did not work.