06-27-2020, 11:08 AM
So turn order at the moment is pretty bad. If you're a player that uses mobs, such as Summoners, Engineer, and even Tact, you're setting yourself up for failure if you don't have little to no initiative. If you do, you'll only get yourself double turned the next round.
This happens so often it isn't funny...
Even in a team fight, I've seen/experienced people double turn others without the effort or intention since the game does that for the players. The turn order just gives it to them because the enemy lost member or you or your ally summoned/Employ an extra mob on the battlefield which changes turn order.
The only way to escape this is to build no Initiative at all.
While I would say just revert the turn system, how about we just address some of the problems and see how far it can get us. It does have potential, just one too many bugs and ways to completely screw people over.
PVE and PVP are equally as rough with the turn system.
So suggestion to fix this? This sounds like a massive rework but...
Instead of having the turn order base on teams and how many members are on the team, how about we borrow from the previous turn order and let it use Initiative to decide the order?
This means the faster they are, the higher their placement is on the team.
Example of this
Team B has 2 4 6 8 and Team A has 1 3 5 7 layouts in both teams from who's the fastest to who's the slowest.
1 is fastest on both teams and 2 close behind.
So the order would be.
1 - A
2 - B
3 - A
4 - B
5 - A
6 - B
7 - A
8 - B
It keeps this order throughout the battle. So even if the fastest is KOed then 2 will go first instead to avoid the two turn situation.
2 B
3 A
4 B
5 A
6 B
7 A
8 B
If someone else dies... Let's say 5 got KOed. The other order would look like this instead
2 B
3 A
4 B
6 B
7 A
8 B
This also means when new mobs are set, they will instead be put last on the list. This time let's say B team a few engineer robots on the field.
2 B
3 A
4 B
6 B
7 A
8 B
9 Bots1
10 Bots 2
The only time the order will change completely if another mob joins the battle. This means base on their speed will decide their placement. Let's say team A got two more members, 11 and 12. 11 is now faster than all of them and 12 is faster than 7. The turn order adjustment would be...
11 A
2 B
3 A
4 B
12 A
6 B
7 A
8 B
9 Bot1
10 Bot2
This would make orders suddenly two turning others not as easy and present as it is currently.
With this comes a new Skip. How would skipping work in this situation? Somewhat different. I'd say we'll go back to Skip's old roots. It does the same thing the previous skip did BUT this time, immunity, certain effects, and so on does not cease on End Turn but instead, on the start of a new round. Since the counter for this was a lot more simple than punishing. Counter skip or prepare yourself to try and deny their chance and getting a purpose two turn (Since you can see it coming). ONLY the immunity/effects were the problem with this. (And we've been trying to say this for months)
This happens so often it isn't funny...
Even in a team fight, I've seen/experienced people double turn others without the effort or intention since the game does that for the players. The turn order just gives it to them because the enemy lost member or you or your ally summoned/Employ an extra mob on the battlefield which changes turn order.
The only way to escape this is to build no Initiative at all.
While I would say just revert the turn system, how about we just address some of the problems and see how far it can get us. It does have potential, just one too many bugs and ways to completely screw people over.
PVE and PVP are equally as rough with the turn system.
So suggestion to fix this? This sounds like a massive rework but...
Instead of having the turn order base on teams and how many members are on the team, how about we borrow from the previous turn order and let it use Initiative to decide the order?
This means the faster they are, the higher their placement is on the team.
Example of this
Team B has 2 4 6 8 and Team A has 1 3 5 7 layouts in both teams from who's the fastest to who's the slowest.
1 is fastest on both teams and 2 close behind.
So the order would be.
1 - A
2 - B
3 - A
4 - B
5 - A
6 - B
7 - A
8 - B
It keeps this order throughout the battle. So even if the fastest is KOed then 2 will go first instead to avoid the two turn situation.
2 B
3 A
4 B
5 A
6 B
7 A
8 B
If someone else dies... Let's say 5 got KOed. The other order would look like this instead
2 B
3 A
4 B
6 B
7 A
8 B
This also means when new mobs are set, they will instead be put last on the list. This time let's say B team a few engineer robots on the field.
2 B
3 A
4 B
6 B
7 A
8 B
9 Bots1
10 Bots 2
The only time the order will change completely if another mob joins the battle. This means base on their speed will decide their placement. Let's say team A got two more members, 11 and 12. 11 is now faster than all of them and 12 is faster than 7. The turn order adjustment would be...
11 A
2 B
3 A
4 B
12 A
6 B
7 A
8 B
9 Bot1
10 Bot2
This would make orders suddenly two turning others not as easy and present as it is currently.
With this comes a new Skip. How would skipping work in this situation? Somewhat different. I'd say we'll go back to Skip's old roots. It does the same thing the previous skip did BUT this time, immunity, certain effects, and so on does not cease on End Turn but instead, on the start of a new round. Since the counter for this was a lot more simple than punishing. Counter skip or prepare yourself to try and deny their chance and getting a purpose two turn (Since you can see it coming). ONLY the immunity/effects were the problem with this. (And we've been trying to say this for months)