Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Double Turning - Initiative stat
#31
Since this is the topic for it i'll post here. The waiting till the second turn to be able to skip doesn't even fix any of the issues, it does however, make anything that likes to skip and draw in dumb monsters unable to do that without hitting end turn. I absolutely hate this appalling change. I, don't even know how to describe how much this doesn't help anything and only inhibits PvE.

To elaborate. To grind how I used to. I now spend my first turn hitting END TURN and ignoring 7 momentum.

Also have to wonder if this kills people who spent a bunch of skill points in cel boosting skills, and now don't even benefit from them wholey. It's not like you can prebuff before the battle to enter with a your total cel, and it could drop after that anyways. Anyone who boosts up for the last bit of their stats (GHOSTS, HEXERS) just got a kick in the teeth for playing those classes. It's not terrible but. Ghosts are all about that turn around, not that it should specifically be only because double turning, but it's also super rewarding when you get to do it. I dunno. There's got to be better fixes. Like, maybe an active turn order bar so if they get faster then you it'll reflect it, like see the next turn's order queued up, that way you atleast get a warning.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 3 Guest(s)
Sigrogana Legend 2 Discord