07-07-2021, 09:34 PM
(07-07-2021, 08:59 PM)Kameron8 Wrote: If we are comparing the current iteration of turn order to what it was before, I prefer what it was previously.
In my personal experience, the problems that the new system aimed to address very rarely happened. Initiative 'races' were always a matter of going first (even in one versus one capacities), and they would still exist with this system if the builds associated with them were powerful in the meta. Additionally, in the 5+ years I have been playing, I have not seen a single meta squad that stacked high initiative to rush somebody down before they received a turn. That is not to say it did not happen at all, but suggests to me that it was not a common problem that necessitated sweeping change.
That said, I would be perfectly content with the newer round robin implementation if edge cases and pain points associated with it were addressed. For example...
For that reason, I am still (though it was denied during the new system's inception) a proponent for using the current system to determine turn order, then locking those positions in place so that death, revival, etc, do not retroactively modify who goes when. Skip, like always, remains a pain point.
- The defeat of an enemy causes one enemy to receive two turns before your slowest teammate receives theirs, and vice versa.
- Getting stunned can promote the now unstunned creature in turn order, bypassing the detrimental status effect entirely.
- Skip continues to allow characters to take two turns before certain enemies take theirs.
Pretty much everything here is what I agree with, while the fringe super abuse cases very rarely or ever happened, I believe that the double duelist dunk was still a bit of an issue, or comboing someone into a VA's range was a very unfair strategy at times. With the new system at least one person can respond to said double whammy in hopefully a meaningful way.
Still, I believe that the sole gripes I have with the system as it current stands are precisely just this, turn order should remain the same upon losing teammates, as the 'comeback' issue, while cool in some respects, is definitely unfair to a lot of players.
Also Dullahans mess with the turn order a bunch with stun effects, this leads to self-stun + Mayelia being a little bit more powerful than before.