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[v2.71] Stun Oddities
#3
Turn orders are janky and I pointed it out in terms of summoned units too and Dev said it was fine. . .Its also very janky with wraithguard, similar issue. I'd love for it to be fixed up.
Wraithguard being summoned/dying can swap turn order forever which is stupid.
Summoned units always act together in combat. So you know. Even if its a 20 person fight, two grand summoners, suddenly it'll be GS1, GS2, then all twelve of Gs1's summons, then all 12 of GS2's summons, which is just stupid and dumb and I hate it. And it did happen to me in an actual fight. Its dumb both ways. Being able to move 12 times in a row is dumb, and always having your summons move before the enemy's summons are also dumb.
Additionally when the summoner dies, it lets the summon move first next round, if they were already moving first.
And in the case of a 1v1 with auto summon, even a 0 cel character ends up moving first usually against really fast opponents, since it likes to stagger turns. At least it was the case for me in the past, not sure about right now.
And now Stun is also messing with it?
The boxer finisher might also, then? I haven't tested it.
And pit traps. . . .

Stun's DR should be less op. Or we should at least get a trait like blind fighter that makes it half as effective for players. Like we have with blind fighting. Still op against monsters if you're stunned, but not as op against players.
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Messages In This Thread
[v2.71] Stun Oddities - by Autumn - 03-08-2023, 09:46 PM
RE: [v2.71] Stun Oddities - by Shujin - 03-09-2023, 07:48 PM
RE: [v2.71] Stun Oddities - by renowner - 03-10-2023, 05:34 PM
RE: [v2.71] Stun Oddities - by firehawk11 - 03-10-2023, 06:29 PM
RE: [v2.71] Stun Oddities - by Autumn - 03-10-2023, 08:23 PM

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