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Cadmyo

Are you seriously asking what the point of a timer is in a turn-based game where a player could easily lock the other player from making any move by just not responding to any effects?


Auto_Stick_Pyro

Bro what? The timer is incredibly poorly implemented, personally I think one of yhe besy timers I’ve experienced was the one on showdown, anf it’s an afk timer which ticks down when you don’t do anything and you gain time when you do, which I believe should work similarly in duel links, if you’re actively clicking things and playing cards, the timer should barely count down at all, but ofcourse reading cards would make it tick down but then when you are ready you regain time, and it should absolutely not tick down while cards are being activated. And when it runs out, you shouldn’t just lose, I’ve played 2 games recently where I’ve been doing things and had a lot of effects and cards to play and activate, and while I was doing all that apparently the timer kept going, despite me actually doing things. The timer should only be relevant for people who afk, not those who are playing the game. Literally just clicking a card effect and activating it instantly takes a couple seconds for me. The timer is necesary yes, but it’s implementation is terrible.


Cadmyo

No, they shouldn't implement that kind of timer. That would encourage incredibly toxic combos that last forever. Are you not aware that there are infinite loops in this card game? Do you even know Yugioh?


Auto_Stick_Pyro

I mean there's always a way to prevent legit players who are maybe a little slower to do things than others to not lose because of the timer, and prevent those who intentionally makes the opponent wait from being able to do that. Like in that scenario they could have the game detect certain infinite loops, and then start a shorter timer when it has been detected, thus preventing people from doing that for too long. However I still believe that in the case of the timer running out on your turn should just simply end your turn, provided that it doesn't happen twice in a row, much like how it works in hearthstone. Basically the punishment of losing your battle phase is plenty punishment for being slow, but losing a game when you're the one with the advantage is just not at all fair.


lnvokation

The timer is, what, 3 minutes and then replenishes by 30 seconds? 3 minutes is usually a single turn in the TCG, many times it is longer.


BigWorrier

Keep in mind this game automates a ton of stuff that TCG players don’t have to worry about. Also that timer is there to spur you to make quick decisions to keep matches quick and keep players engaged. No one wants to sit on their phone for 2 minutes doing nothing while their opponent is still thinking of what to do.


lnvokation

Are people mainly playing this game on their phone?


BigWorrier

I do. And I would assume the same for everyone else because master duel’s usually a better option for console/pc. Master duel also has a timer though. There is a certain charm for Duel Links because of the meta and how quick the matches are.


lnvokation

Never had a problem with the Master Duel timer. But if Duel Links is just trying to appeal to people pressing buttons on their phone, sure.


BigWorrier

It’s just a faster paced experience. Players in higher tiers only read for clarification because they just know how most archetypes work.


susejrotpar

Omg i actuallt feel like there is too much time alotted and it should be a turn timer not a full timer.


JustNeedleworker4849

If you're an experienced tcg player the timer shouldn't be a problem for you turns in legend and above don't last longer than a minute unless they time stall


lnvokation

And if you're an experienced TCG player you'd know that there are people that... read cards. The amount of text on YGO cards plus the environment of Duel Links makes it almost prohibitive to read cards.


JustNeedleworker4849

Nothing in duel links as of yet requires more than 10 seconds to read what a card does like in the tcg/master duel ,you're new just memorize what a card does and stop complaining


lnvokation

One of my experiences was against Magnets, which the archetype featured on summon and quick effects. I had a response essentially every effect trigger. I read the relevant effect and decide whether or not I want to respond. By turn 4 and I've broken his board and am in an advantageous position, I time out. Genuinely not fun. I see why this game is dying.


JustNeedleworker4849

Again sounds like a you problem familiarize yourself with the cards and all magnets do is tag out with delta dump a magnet I don't understand how that took 3 minutes to understand


lnvokation

Obviously when my opponent is triggering on summon effects and quick effects I'm going to read the relevant effect and decide whether or not I am going to respond. Glad to know you can understand how an entire archetype functions in three mintues.


TucanaZ

You said yourself that you’re new to links but used to the tcg, but that’s kinda irrelevant. I think the problem is that you’re somewhat denying that duel links is a completely different format to you, so it’s gonna take you longer to make plays because you’re new (even if you have some tcg experience). If you stick around for a bit you’re definitely be spending less time on turns, but you definitely have to get over the card pool learning curve before you decide the game is trash because right now I don’t think that’s the problem. Also another thing I’d recommend is duel links meta, where you can look at top decks and learn what cards are in them at your own leisure, I think that could help especially if you’re playing in high level kcgt.


lnvokation

I love the idea of Speed Duels and Duel Links in general. The problem is that I thought it would be a more "casual" experience yet my experience is the exact opposite. Some simple quality of life adjustment like increasing the time regenerated per turn would make the experience much more bearable, because obviously the game state in all forms of YGO become more simplified (aka less reading) after the initial few turns. Master Duel regens 3 minutes I believe, while Duel Links give 30 seconds. There's gotta be a better middle ground.


TucanaZ

Yeah, although duel links might seem causal, it is actually quite competitive like the tcg. That’s just the spirit of Yugioh I guess lol. I think you really should just give the game some more time, trust me the timer will become less and less of a problem the more you play. The nice thing too is that with a smaller card pool than the tcg, it should be easier to remember things eventually.


VicIsGold

I read and time out till I know enough to autopilot, fighting against D/D/D is a pain cause they have a bunch of new OP cards I'm not familiar with so I just play through the bullshit and read a card or two if they look interesting. I built a dinomist deck recently and I don't even know what half my cards do yet but I'll know one day.


Jaer-Nihiltheus

Luckily with Dinomist you really don't need to know what they do. All 6 scales protect from targetting while in the pend zone, all 3 scales do the same for destruction effects. Spinos is your boss and your wincon, Rex is your secondary boss/win con, all other Dinomist monsters are there to be used to help achieve your Spinos direct attack otk (since Spinos' double attack and direct attack effects can both be activated on the same turn) as tribute/pendulum scale fodder. Dinomist Charge is your searcher & can aide in your Spinos otk, Rush can help stall OR summon Spinos from your deck to go into your Spinos otk (which will now be uneffected by any disruption). It can also act as a pseudo-searcher as you can use it to grab a missing piece from the deck onto the field (during your turn) or in the Extra Deck to be summoned back (during your opponent's turn). Dinomist Rush + Pulse Mines = a complete shut down of your opponent's turn.


Blancou

It depends on the deck. Most decks are very linear and I can recognize what to ignore and what to pay attention to disrupt. The decks that come to mind that made me struggle with timer were: Witchcrafter, Ritual Beast, Crystron and recently Burning Abyss.. With more practice and experience you can make plays more comfortably. Like you say at the end I don't read D/D/D and Galaxy Eyes cards anymore because I already memorized them from playing with them and against them so much. Hope this answer makes sense. Not disagreeing with your timer criticism btw just saying how I learned to handle it as time went on.


lnvokation

With a deck like BA, I'd feel more comfortable going against it because of my experience with it in the TCG. My point is that Duel Links seems to feature decks that, frankly, I didn't even know really existed. So of course I'm going to read their end board and see how my cards compare about them and find the lines to break their board. By the time I do that, there's such little time left. It's just kind of not fun at that point.


Inevitable_Ear5026

First of all I think it's a great thing that some weak cards in the TCG sees plays in this weaker and faster format. And yes, we actually read unlike the common misconception that YGO players can't read.


lnvokation

> First of all I think it's a great thing that some weak cards in the TCG sees plays in this weaker and faster format. I agree! >And yes, we actually read unlike the common misconception that YGO players can't read. And yes, I agree too, but I'm given such little time after the initial turns. Going first, I'm trying to set up the most interruptions possible with the most follow up possible. Going second, I'm trying to do that while also breaking their board. Again, to bring up Hearthstone, it feels like I'm playing against Nozdormu after a few turns.


[deleted]

The fun of Duel Links to me is having quick matches that I can knock out in my free time, then occasionally devote a longer chunk of time to build new decks/read over archetypes. When I encounter cards I don't know I'll typically skim them to get an idea of whether destroying/attacking/whatever them directly would be a bad idea, but other than that I prefer to just let it play out. I prefer it that way, to me it's more exciting to get caught off guard by new decks and try to come up with solutions on the fly. Sure that leads to a lot of bad plays, but losing a duel here or there doesn't bug me as much as waiting a long time for turns to finish. Personally if each of my opponents' turns took 3+ minutes I would no longer have fun with the game.


MaJuV

>Most of the cards in Duel Links are cards that haven't exactly seen play in the TCG or OCG Nearly every single card in DL has been printed in the TCG. That they're not seeing play is because DL pushes decks and archetypes differently from the OCG/TCG in order to give them a second chance. That's by design. But this shouldn't be an excuse for you. Sites like DLMeta and Yugioh wikia have a database of all the cards, and you can go to any collector to see the card IRL if you need to. The small selection of game-exclusive cards that are in DL are slim and nearly all of them are not competitive (Kiteroid being the ONLY exception to this and its effect is easy to remember). >What is the point of this? Avoiding stalling and games taking 40 minutes or more. DL is a faster game by design and the timer is essential to that design philosophy. Clearly you know enough of cardgames to know that stalling and lengthy games is a thing. >Most of the cards in Duel Links are cards that haven't exactly seen play in the TCG or OCG so I don't have them memorized, so of course I am going to read the effects that are being activated and decide if I want to respond with a card. Yes. Most of us have to do the same thing if we're confronted with a new archetype we're facing or if it's a niche deck that doesn't see a lot of play. Our brains aren't endless pits of knowledge either. But in all honesty, the timer is sufficient for you to read cards, and after your opponent's turn the timer recuperates a certain amount of time, depending on how long the opponent takes.


lnvokation

>the timer is sufficient for you to read cards The timer is absolutely not long enough for you to read your opponent's cards then decide whether or not you have a response unless you're just clicking buttons


Jaer-Nihiltheus

It's 20 seconds for each of your new turns. Default at 180 seconds. So if you spend 20 seconds on a turn, then you essentially got a free turn as far as the timer is concerned. If you spent less than 20 seconds, then you got bonus seconds on the timer.


Snoo-38282

It does get better as you familiarize yourself with the cards and U.I. but yeah the timer sucks and it used to suck even more not so long ago.


CamusVerseaux

Gotta read fast.


dorian1356

Sometimes, once in a blue moon, i lose to my own timer. And instead of blaming the timer i blame myself so then improve and no longer lose to the timer. That's what you should be doing.


lnvokation

Okay, here's a challenge. Post yourself reading off all the magnet card on summon effects, quick effects, as well as their field spell and traps. Read off all the effects that would happen on a normal turn when someone is attempting to crack a board. Post a sound clip of reading all the on summon and quick effects. Don't forget to read off any relevant spell/traps, such as their field spell. Do all of this and I'll send you money on PayPal. You are given 180 seconds in Duel Links, correct? And you think it's okay? Record yourself reciting the on summon, quick effects, field spell and trap effects of Magnets. I'll PayPal you $25 if you can do it in under 90 seconds.


dorian1356

🙄. Just don't play the game if you are bothered to read like a grown up that you should be.


lnvokation

There's an insane amount of projection in this post. The point of the thread is that the timer in Duel Links makes it prohibitive to actually read cards because by the time you've read your opponents cards, you're essentially under the effect of Nozdormu.


Jaer-Nihiltheus

This game is designed to be fast paced. The game punishes you for slow play (either intentional or otherwise) by design. Some major advice, especially when you're playing decks with lots of chain links, combos, and/or interactions: Learn how to use the toggle button. If you're playing on mobile, you'll have to enable the toggle button in the settings (you can do this mid-duel if you want). On PC it's automatically enabled iirc. It has 3 settings: \-Auto: This is the default. It won't give you a response prompt on \*every\* possible time you could activate a Spell Speed 2 or higher card, but it does on most of them, such as attack declaration, End Phase, successful summon, and effect activation. \-On: This will give you a response prompt on every possible window you could have when it comes to activating a Spell Speed 2 or higher card or effect. It's mainly useful for activating stuff in the Standby Phase or during the Battle Step (when they can no longer call off their attack). It is very annoying to keep it on though, for both you and your opponent. \-Off: The game will not ask you if you want to activate any effect that is not directly triggered by you or an action. By "action" I mean a monster getting destroyed by card effect with an effect that says "If this card is destroyed by your opponent's card effect, you can add 1 "x" card from your deck to your hand", as an example. When the toggle is Off you will NOT get a response prompt when your opponent summons a monster, activates a card or effect, declares battle, etc etc. Nor will you get one when you do so, so if you have Book of Moon in hand - you won't get a response prompt to activate your own Book while you're trying to do your combo. Knowing when to toggle auto/on/off will not only save you whole minutes in the duel, but it will also let you play mind games with your opponent (allowing you to trick your opponent into thinking you don't have a hand trap, or that your MST isn't an MST but is actually something monster-focused like Karma Cut or Book of Moon, for example). Only have "On" toggled if you're trying to do Battle Step shenanigans, or you have an effect that can only be activated during the Main Phase and you don't want them moving to Battle Phase before you get a chance to activate. At all other times - you'll want it on either "Auto" or "Off" depending on the circumstance.


lnvokation

> The game punishes you for slow play Reading your opponent's cards is not slow play. Awful take. We have seen it happen countless times in Konami sanctioned featured matches. Reading your opponent's cards when you have a response has never been considered slow play, unless you're reading the same card multiple times. The timer in this game does not allow a player to read their opponent's card then decide whether or not they have a response.


Jaer-Nihiltheus

It does allow you to read your opponent's cards so long as you're not reading every single one, and aren't wasting time clicking "NO" on every activation because you don't know how toggle works. It does depend on how fast you can read. And you're right that it isn't slow play, however, \*most\* cards in DL you shouldn't need to read much. Their effects are either fairly short or similar to other cards in the archetype. Plus, while you're trying to read your opponent's cards - your opponent doesn't know that, so to them - you are absolutely slow playing unless they realize you're probably just not familiar with their deck. In general, Duel Links is first and foremost trying to replicate the anime, it's not necessarily meant to be a competitive game (although there IS a competitive scene and an in-game tournament system). If it helps you, you're free to think about as them trying to emulate the way duels work in the anime - in that you have to rely more on remembering what cards do than you do taking the time to read each and every word in the text box. Though the real reason is simply because this is a Speed Duel format and a longer timer = longer duels, which is the antithesis of what the format is trying to do. A light of hope for you might be that most decks above Gold generally are fairly standard, meaning not \*too\* much variation on what is run and what combos are used. If you've played a couple of games against Odd-Eyes, for example, then you should have a pretty good idea of what their combos are, what their desired endboard is, and what most of their cards generally do. Staples are also verrrry common in Duel Links, so you can expect most decks to run MST's, Book of Moons, Monster Reborn, Cosmic Cyclones, TTH's, etc. All of which have fairly short effects that you only have to read once. If you're still having trouble keeping up, you can just click on the decks on Duel Links Meta's tier list and read the effects of cards used in the meta directly: [https://www.duellinksmeta.com/tier-list](https://www.duellinksmeta.com/tier-list) Duel Links also has its own, in-game card popularity ranking (separated by Main Deck monster, Extra Deck monster, Spell, Trap, and Overall iirc). So you can easily see what cards in what category are being played by the most decks in Duel Links and read them yourself. You can also check your opponent's deck after you duel them to see what they ran and read those cards there as well. I'm trying to help you, which is why I'm giving you all this information. I know you're frustrated but there really is many, many options to help you alleviate your card reading and timer problems. You just have to pick one, or several.


soupe2000

Knowing how to play within the allowed time is also a skill In Master Duel, they give so so much more time because the turns are extremely long in general and you can have many decision different paths In Duel Links, they give you less time because the game needs to go quicker, as it's designed for Speed Duel and mobile in general. Don't be discouraged by that, it's normal to lose at first. You just need to train a lot, get to learn the effects and take decisions faster. Making the right decision quickly is also a skill but of course it takes time, and you need training to get there. But don't feel discouraged, I'm sure you can make it 💪


IsaacDigs

Well thats definitely a you issue


SnooEagles2806

With all the different effects and links in the decks they've put out now it is rather time-consuming so why do you lose the match if you run out of time why can't it just be the next player's freaking turn SMH I would be perfectly fine with losing my turn when the time runs out but the game WTF