Most people I know, maybe every one (now that I think about it) who are considering stopping to play MW or already stopped playing it did so because the rules get more convoluted with every further expansion.
Even I have sometimes problems figuring out what the rules are. And I play pretty frequently, I read the forum, watch games on yt and octgn and I am still uncertain in some situations.
So I can understand the complains because I have similar albeit not as serious problems figuring out the rules.
There is a long list of "problems" that are not self-explanatory. For example until recently I presume 95% of the MW players weren't aware that cloak of shadows hinders the vine tree to tanglevine you if you are more than 1 field away from the tree.
But this kind of uncertainty is not easily eliminated because the root of this particular problem is the complexity of MW itself and the interaction between all the keywords there are.
What really drives people mad is the upkeep dilemma. What happens first. Do you get dmg first, or do you regenerate.
Most people know the rule "if your object is affected you decide".
Sounds simple at first glance. But what happens if your Pillar of Righteous Flame removes a Dissipate token and you want to attack the enemy creature, BEFORE it regenerates.
Some people even know the second rule, I think it's: "if there is a relative timing-issue initiative decides"
Well... again, the rule sounds easy but it's sooo hard to actually apply it. Especially if you don't play 5 times a month...
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I was thinking of naming all the different problems but I presume you already encountered them yourself often enough. But if you want a convoluted scenario, check that out:
http://forum.arcanewonders.com/index.php?topic=18071.msg84446#msg84446---
I rather save the space for my solution-proposal:
We should fix the order in which the effects happen. It
might not be as "fair" or "logical" (although that is open for debate) but it would simplify the upkeep-drama significantly. Seriously. Please do give that proposal genuine consideration.
For example (no exhaustive list):
1.
Regenerate 2.
Heal (Healing Madrigal, Meridias Blessing, Theft of Life, Life Link, Death Link, ...)
3.
Conditions & Effects (burn, rot, Drown, ...)
4.
Damage-effects (Ghoul Rot, Plagued, Curse Item, Curse of Decay, Force Crush, Life Link, Death Link, Arcane Corruption, Malacoda, Colossal Crab, Consecrated Ground, Stranglevine, Poison Gas Cloud...)
5.
Attacks (Goblin Bomber, ...)
6.
Dissipate Token removal7.
Regenerate8.
Heal 9.
Conditions (Lullaby, ...)
10.
Damage-effects 11.
Attacks (Telekinetic Bomb, PoRF, Whirlpool, ...)
As I said before, it's open to debate if that system is "fairer" but it is at least comprehensible for everyone.
And that way you always get 3 attacks with the Whirlpool and 2 chances of dazing/stunning with Lullaby because that's another thing that irks people. And they don't believe me even if I explain to them that initiative matters when you remove the second Dissipate token from Lullaby.. hehe, seriously, that regularly causes a dispute and normally we propose house rules in the beginning to avoid arguments about Whirlpool and Lullaby. Game is complicated enough as it is. And one single (important) rules-dispute can kill the mood for the entire evening, having someone going on about the "illogicality" of the game for hours...
What do you think: Is my proposed solution easier to grasp than the current rules and do you agree that the convolution of the rules is the biggest problem for MW right now?