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somsoc#29315

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  1. 5 votes

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    somsoc#29315 commented  · 

    Colorless isn't a color...

  2. 6 votes

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    somsoc#29315 supported this idea  · 
  3. 70 votes

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    somsoc#29315 supported this idea  · 
  4. 135 votes

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    somsoc#29315 commented  · 

    Played in the Historic Shakeup event, lost two pips of rank for victory :/ There were no issues in the game.

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  5. 25 votes

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    somsoc#29315 commented  · 

    Might have to do with creatures or lands producing mana conditionally? And/or things like food sacrificing for mana?

    I had Faeburrow Elder producing enough mana for me to sacrifice a food, which I needed to do in response to my own spell (to prevent death to life loss), but was not given the chance to respond after putting my own spells on the stack.

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  6. 52 votes

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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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    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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    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.

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  7. 4,644 votes

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    somsoc#29315 commented  · 

    Everyone should be really careful with downloading random .dll files (as in don't do it, only use official installers from trusted companies).

    The black screen on start up does actually go away after a time (30secs - 1 minute) and you get into the game properly.

    Maybe Arena's servers are overloaded or the path to them is congested which is causing the client to hang on loading while it waits.

  8. 268 votes

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    somsoc#29315 supported this idea  · 
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    somsoc#29315 commented  · 

    This has been an issue for at least a month. We're beyond the point where this should be fixed.

    Clearly the client has no problem reconnecting since we can hear the game sounds, but there is a bug with the loading process spawning a duplicate waiting screen after the game loads.

    Wizards seem to like deleting threads reporting the issue but that doesn't actually fix the issue. Not a good look.

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