(09-06-2020, 03:57 AM)Maksimum_Fire Wrote: High turn order priority can dictate whether a player is even affected by certain status effects, with silence being the most egregious egregious example in my mind. Quickdraw is not the only example of things that the new turn order broke- Which I will continue to refer to it as being- especially due to its malfunction in team fights. 1v1s can impose similar situations, but really, I think being able to just hide your low-defense characters from a pick weapon with turn order alone is more silly than that. But if you'd like to make the case re: Quickdraw in another thread, I'd be happy to get into it.
Honestly, my proposed change would be to revert to initiative determining turn order directly. But if the current system was to be kept.
Items and effects need to be reworked.
Cel needs to have something added to it to compensate now that it's honestly more optimal to just run tanky- *especially* in planned team comps, where a single or two points of cel is all that's needed to determine order(or even just an ink or lack thereof!)
Muunden and Geist need serious looks because Boxers can currently be forcibly double turned.
Turn order needs to not get shuffled around when units go down or are summoned. It just makes things messy.
Skip should change in some way, I think, too- But I'm not certain on how so I won't really push about it.
Some items and effects may need tuning in the future, this is a natural part of the balance of the game and retuning things to further benefit certain strategies or counterplays is almost always necessary anyways.
Turn order in my opinion is more balanced this way with an alternating order, it doesn't make clammering for initiative the king anymore which was a HUGE problem before the new turn order system, I actually very much disliked the race for initiative amongst dodgies, it created such a disparity among them before that I wouldn't like to go back to ever.
Celerity is actually fine as a stat where it is, dodge is strong and rewarding, evasion is basically setting you at a 35-40% DR (Counting baseline APT DEF and RES) globally, and evasion is high enough to where you can reliably dodge basic hits right now, situational immunity to a damage type is very nice to have and will always incentivize dodge as a mechanic, especially when cobra is in play and even makes those basic attackers double dip on hit chances.
There are mechanics that dodgies can avoid better than tanks can like unprotectable damage or vorpal strikes, something like bellowing stag is actually worse vs dodgies than it is tanks by far, given evasion can proc vs them, as long as unrotectable damage remains evasion-able (So a change to bombs and painful grapple might be needed) then I feel as if there's a far larger merit to dodge than people actually give it credit for.
The only issue with dodge at the current moment is how strong knockdown is vs Evasion -- Which has been addressed and discussed before, and I'm sure is to receive some tweaks soon (Likely in the form of removing the interaction all together), so with that sort of security I feel like Celerity is in a good spot, it doesn't need anything else than making knockdown much less overpowered.
Skip is good in team fights, it lets you be able to double turn brackets below your's (IE: if you're first, you can double turn 2 3 4 etc.) and is a seriously underutilized tool in team fights, smart application of it is key, so just turn off muuden when you don't need that skip.
As per my last post I did mention that converting all summonable units to minor units would be insurmountable to the current state of balance in terms of turn order, this should be a necessary addition imo.