07-29-2017, 06:14 AM
True, having the same issue with turn order. It seems to be quite binary now, because most of one's CEL can also come from Aptitude, and this one seems to be ignored on turn order, Vampire's bonuses, Initiative and Quickdraw's turn order passive (apparently?).
If we're reverting back, I think Rising Game shouldn't be affected by this for 'reasons'.
That aside, it's way better to just make CEL buffs and debuffs with a set duration (the non-permanent ones, excluding Ki Awoken) 'not' count for turn order CEL. And I've often seen those buffs/debuffs triggering double-turns back then, before those experimental changes:
- Ki Awoken
- Death Knighting
- Eastern Wind
- Synchro Summon
- Encourage
- Install
- Quickness
- Redgull
- Talvyd
- Initiative (If your opponent is technically slower, but Initiative makes them faster for 1 turn)
- Skip (If your opponent is slower, and doesn't use Skip too on his turn)
- Salamander (Eternal Flame's aura)
- Typhur (Eternal Flame's aura)
- Cripple Leg (If you're slower than your enemy)
- Magnet Shell's High Charge (If you're slower than your enemy)
- Vamp Shell's High Charge (If you're slower than your enemy)
And well, that's it for my 'real' feedback. CEL buffs/debuffs are what caused most of the double-turning issues, aside Skip abusing. If they get checked, it won't be needed to make CEL be so binary by turns being decided on base CEL. It kind of kills a lot of other setups the game naturally had, such as Vampire's in-battle speed or Ghosts getting agile as they near death.
If we're reverting back, I think Rising Game shouldn't be affected by this for 'reasons'.
That aside, it's way better to just make CEL buffs and debuffs with a set duration (the non-permanent ones, excluding Ki Awoken) 'not' count for turn order CEL. And I've often seen those buffs/debuffs triggering double-turns back then, before those experimental changes:
- Ki Awoken
- Death Knighting
- Eastern Wind
- Synchro Summon
- Encourage
- Install
- Quickness
- Redgull
- Talvyd
- Initiative (If your opponent is technically slower, but Initiative makes them faster for 1 turn)
- Skip (If your opponent is slower, and doesn't use Skip too on his turn)
- Salamander (Eternal Flame's aura)
- Typhur (Eternal Flame's aura)
- Cripple Leg (If you're slower than your enemy)
- Magnet Shell's High Charge (If you're slower than your enemy)
- Vamp Shell's High Charge (If you're slower than your enemy)
And well, that's it for my 'real' feedback. CEL buffs/debuffs are what caused most of the double-turning issues, aside Skip abusing. If they get checked, it won't be needed to make CEL be so binary by turns being decided on base CEL. It kind of kills a lot of other setups the game naturally had, such as Vampire's in-battle speed or Ghosts getting agile as they near death.
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