Forum Discussion
6 years ago
"Malachi;d-221845" wrote:
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.
It already does. It gains 100% TM which is what's needed to take a turn.
Otherwise it's not a bonus turn, it's just gaining TM up to 100%.
However, the bonus TM gain from a bonus turn cannot be prevented by shock, daze etc. A simple 100% bonus TM gain can.
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".
Nothing is negated. The turn was gained and the stun expired when the character moved.
Stun = missing one turn.
If you're at 75% TM and get stunned, you lose all your TM and your next turn = 175% TM.
That's not how stuns work.
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.
That's how stuns and bonus turns work, yes. The character actually moves. That's why the stun expires. If it had been a Sith under Traya lead, Traya would cleanse the stun first and then the character would perform whatever action.
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).
The character already took a turn. The stun expired, remember? Why should it gain more TM afterwards?
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