7 years ago
Please fix broken Turn Meter Mechanics
Let me begin by stating that TM manipulation is a huge strategic element of arena and other modes of gameplay that I love to utilize. Thank you for including it in the gameplay.
However, I just had an arena match where my Thrawn got the first turn and the obvious play is to fracture the most valuable enemy. However an auto-taunting tank on the opponent side is keeping me from doing this. Logical next step is to swap TM with target other ally (Grand Admirals Command), so I swap TM to Sion for the mass debuff. Logically, Sion should go next and debuff the tank. Instead the other team gets 2 turns, then Thrawn goes again before Sion can debuff and I have to fracture the tank after all.
Is this how you developers intend the mechanics to work on this move of Thrawn's? The complete random nature of this destroys strategy and thus the gameplay enjoyment. This is driving me away from this game as I enjoy strategy, not rolling dice.
Can you please come up with a better solution?
Thank you.
However, I just had an arena match where my Thrawn got the first turn and the obvious play is to fracture the most valuable enemy. However an auto-taunting tank on the opponent side is keeping me from doing this. Logical next step is to swap TM with target other ally (Grand Admirals Command), so I swap TM to Sion for the mass debuff. Logically, Sion should go next and debuff the tank. Instead the other team gets 2 turns, then Thrawn goes again before Sion can debuff and I have to fracture the tank after all.
Is this how you developers intend the mechanics to work on this move of Thrawn's? The complete random nature of this destroys strategy and thus the gameplay enjoyment. This is driving me away from this game as I enjoy strategy, not rolling dice.
Can you please come up with a better solution?
Thank you.