"BubbaFett;c-1592582" wrote:
... A very important part of this game is reading kit mechanics and knowing exactly what will happen when you use the ability....
This is exactly the issue. You have no idea what is going to happen next.
"When a debuff on an enemy expires, Empire and Sith allies gain 5% turn meter". Let's just say I've got two toons (Thrawn and target of TM swap) each with three dots, speed down and pain. That's 50% TM gain when Thrawn executes Grand Admiral's Command. So, don't use this skill unless the opposing zEP team has < 50% TM (but wait, is that 49% TM or 51% TM, ah who cares, maybe I'll get lucky...never.gets.to.go).
I'm really not sure how "whose turn is next is random and that's ok" is actually ok in a turn-based strategy game?