02-21-2019, 01:46 PM
At the moment, 'Skip' can turn a fight from streamline to chaotic incredibly quickly. Skip priority can often result in pretty massive advantages for the faster party, which I wouldn't necessarily say is a bad thing. What is, however, a bad thing, is the many ways to force a skip on people using various methods from certain classes.
This is oppressive and has no counter-play, unless one carries Requinite, or use a null shell on the target in question. The former is frowned upon in the vast majority of fights that go down, while the latter is six momentum and a hit check, essentially wasting a turn regardless.
I'll go over each of the methods I know on how to abuse the skip mechanic to force double-turns on people:
Extend Void:
By using Extend Void, you can prolong the duration of Skip, thus having it carry over to the round after it was used. This effectively has the skip-status still in effect on the new round, where it becomes impossible to counter-skip due to the cooldown.
Meditate:
It functions exactly like Extend Void. Meditate increases the duration of Skip to the following turn, effectively forcing a double-turn.
On My Mark:
These one requires a fast teammate and for that teammate to have higher initiative than your opponent. A slow Tactician with On My Mark toggled on will always go last in the turn order when skipping. This is due to the Tactician's initiative being counted as their own after they skip, not their ally's. This makes it impossible to counter-skip, even if the opponent tries to do so, because the Tactician will be slower and thusly go last in the skip-order, but faster than their ally on the following turn.
Additionally, you can also toggle On My Mark on and off to force double-turns for both yourself and your enemy.
Suggested solution:
- Make the 'Skip' buff impossible to extend, or remove, once applied.
- For On My Mark, I'd suggest making it a passive instead of a toggle, to automatically start you with 1 more initiative than your fastest alive ally, always. Without being able to change it.
This is oppressive and has no counter-play, unless one carries Requinite, or use a null shell on the target in question. The former is frowned upon in the vast majority of fights that go down, while the latter is six momentum and a hit check, essentially wasting a turn regardless.
I'll go over each of the methods I know on how to abuse the skip mechanic to force double-turns on people:
Extend Void:
By using Extend Void, you can prolong the duration of Skip, thus having it carry over to the round after it was used. This effectively has the skip-status still in effect on the new round, where it becomes impossible to counter-skip due to the cooldown.
Meditate:
It functions exactly like Extend Void. Meditate increases the duration of Skip to the following turn, effectively forcing a double-turn.
On My Mark:
These one requires a fast teammate and for that teammate to have higher initiative than your opponent. A slow Tactician with On My Mark toggled on will always go last in the turn order when skipping. This is due to the Tactician's initiative being counted as their own after they skip, not their ally's. This makes it impossible to counter-skip, even if the opponent tries to do so, because the Tactician will be slower and thusly go last in the skip-order, but faster than their ally on the following turn.
Additionally, you can also toggle On My Mark on and off to force double-turns for both yourself and your enemy.
Suggested solution:
- Make the 'Skip' buff impossible to extend, or remove, once applied.
- For On My Mark, I'd suggest making it a passive instead of a toggle, to automatically start you with 1 more initiative than your fastest alive ally, always. Without being able to change it.