06-16-2017, 11:59 PM
Double Turning is a term thrown around that basically just refers to suddenly gaining more CEL than your opponent so that you suddenly go ahead of them in turn order, and getting double turned kind of sucks.
Getting double turned usually means that your opponent is now in the prime position to unleash a full combo, maybe even two on you all at once, which is all it takes to kill you sometimes, or at least inflict serious damage, and when you suddenly get outsped due to Rising game, and then you suddenly receive a Hit Hit Ether Invitation to the back and die, you almost feel a bit cheated when it happens, because there was little reaction time.
What I propose is a stat that makes this sort of thing a bit more fair to everyone, and possibly opens more design space, such as unique racials, easier to implement items and traits.
An out of battle stat called Initiative that is tied directly to your CEL, your CEL = Initiative, not only this but certain talents and items grant initiative as well, to sum it up:
-CEL No longer counts for turn order, but instead turn order is decided at the start of the match/round according to all combatant's 'initiative stats.
-Initiative will not increase in battle, in battle CEL modifiers will not effect it, however out of battle CEL Modifiers will effect Initiative.
-Certain talents such as 'first move' from Preparation, and certain items such as Quickdraw will increase the out of battle Initiative stat, instead of increasing your 'celerity' in terms of turn order only
I hope this suggestion/balance change will be considered, as I feel it will make some life or death situations in combat feel less unfair under certain circumstances.
Getting double turned usually means that your opponent is now in the prime position to unleash a full combo, maybe even two on you all at once, which is all it takes to kill you sometimes, or at least inflict serious damage, and when you suddenly get outsped due to Rising game, and then you suddenly receive a Hit Hit Ether Invitation to the back and die, you almost feel a bit cheated when it happens, because there was little reaction time.
What I propose is a stat that makes this sort of thing a bit more fair to everyone, and possibly opens more design space, such as unique racials, easier to implement items and traits.
An out of battle stat called Initiative that is tied directly to your CEL, your CEL = Initiative, not only this but certain talents and items grant initiative as well, to sum it up:
-CEL No longer counts for turn order, but instead turn order is decided at the start of the match/round according to all combatant's 'initiative stats.
-Initiative will not increase in battle, in battle CEL modifiers will not effect it, however out of battle CEL Modifiers will effect Initiative.
-Certain talents such as 'first move' from Preparation, and certain items such as Quickdraw will increase the out of battle Initiative stat, instead of increasing your 'celerity' in terms of turn order only
I hope this suggestion/balance change will be considered, as I feel it will make some life or death situations in combat feel less unfair under certain circumstances.