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Feedback and Suggested Changes to Initiative
#4
If the turn system works like its acting that players have a set position in the turn order (Or dead players are 'holding' spots still) then I'm fine with that, effectively it plays out the same way but with the benefits Kameron mentioned and skip won't make anyone double turn so long as the alternating turn order is still in effect (I assume at the very least, this is how it'd work.)

As for youkai, I think its inherently unfair that youkai have always worked off of higher CEL initiative values than players due to the necessity of APT in most builds, having them act in unison with a summoner (Preferably BEFORE the summoner's turn to allow Bonder's interactions.) would be much preferable in my opinion, as it makes it so that summoners and papilions don't accidentally shaft themselves for ever summoning something with a higher initiative value than them ever.

This would also give a lot more value to fast summoners, as they've been always sort of stuck into tanky builds to allow youkai to act before them, its not like youkai have specific interactions that avoid counterplay completely save for Shift Dimension, which has a cooldown attached.
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