Forum Discussion

joeb8881's avatar
joeb8881
New Spectator
5 years ago

A "bonus turn" should be the opposite of stun.

Just my opinion based on frustration -

If a character's kit says "bonus turn", that character should gain enough TM to actually take a turn. Otherwise it's not a bonus turn, it's just gaining TM up to 100%.
Which in the case of a stunned character, is a TM reset to zero, leaving a sitting duck on the battlefield waiting for all the remaining enemies to attack and even stun again if possible.. negating further turns and "bonus turns".

Stun = missing one turn.
If you're at 75% TM and get stunned, you lose all your TM and your next turn = 175% TM.
At that point, you get attacked by anyone on the opposing team with more TM and can get stunned again by the opposing team, which removes all your current TM and your next turn again.

My problem is - if you gain a "bonus turn" while stunned, you don't actually move. You just gain enough TM to get you out of stun. Which then you are at zero TM and can get stunned again repeating the cycle. For example: you get stunned. Then, you get hit by all remaining enemies. After that onslaught, you're now at 75% TM and still stunned. BUT, you've triggered a bonus turn. At the very minimum, you should gain a full turn (100%TM) to be un-stunned and at 75% TM without stun. Not just gain 25% TM to get out of stun. Ideally though, IMO, you should get all TM necessary to take an actual bonus turn (125% TM).

If it's somehow game breaking for the buff to match the debuff in mechanics, then the text on "bonus turn" abilities should be written to correctly state what they are: "When X threshold is reached, gain bonus turn meter up to 100% (immune to all abilites and debuffs)".