Turn Based PvP Feedback

Turn Based PvP Feedback

A new turn based pvp system has made its way into PvP tournaments this test realm and Duelist101 needs your help! (For a complete rundown of how this system works click here) We need you to participate in these tournaments and let us know your thoughts on the system. Does it balance pvp? Is it better than the old system? Is it fun? Any and all thoughts on the subject are welcome. That’s not all though! One randomly selected person who leaves feedback will win a mystery code! Here is how it works:

Winner: johnheart 

Prize: Jewel Crafters Bundle

Rules

-Leave a comment on this article with your feedback on the new turn based system currently in Wizard101 Test Realm

Both negative and positive comments will be considered for the prize. We need your real thoughts on the matter, not sugar-coated fluff!

-You may leave as many comments as you would like, however only one entry will be allotted per person regardless of number of comments

-Try to make your comments as detailed as possible. Comments with insufficient detail will not be considered for the prize. Example- “The new pvp turn system is awesome” won’t count as an entry but if that’s how you feel then feel free to leave that comment!

-You must be logged in to disqus when commenting to be considered for a prize

-The contest will run until June 30th, 2017 at 11:59 pm. The randomly selected winner will be announced on July 1st, 2017.

-Comments are welcome beyond the June 30th deadline but will not be considered for a prize.

P.S- All feedback good and bad will be forwarded to KI community managers. So your voice will be heard!

What are you waiting for? Let us know what you think of the New System!

 

Related Posts:

Leave A Comment!

  • Yoan Dimov

    Honestly the new system can be very overpowered if a player knows/learns how to use it properly to their advantage. The way that the player is never put at a place to guess anymore completely changes the idealogy of combat before this meta. I am glad for this update and also glad that it’s just one game mode instead of for all the game like with other updates such as critical (if only that could have been put in a game mode for trial beforehand).

    I can also see with this the possibility of jades having a strong return as many wizards have mentioned. I disagree though with the statement that this will be too op for them. I have been in a place many times before where I’ve been second to a jade juju spammer unable to predict the jujus. This way with the new PvP turn system I will be able to plan my attacks without as much worry or panic as I usually get when facing a jade like many others.

    The final thing I think on this is the meta will lead to longer matches. This is just my theory and I have no comments yet to back it up with.

    Overall I am glad for this new interesting game style to try out. It is an update like never before. Whelp I don’t want to make this seem like a run on, just very interested…. We all will have a new exciting thing to enjoy while we wait for our next wizard adventure!

    • what

      Explain how it can be overpowered if a player knows/learns how to use it properly to their advantage.

    • D P

      Is not the point of every meta to learn and use it to your advantage? That comment confuses me, can you elaborate?

      • Yoan Dimov

        I never said that wasn’t the point, I am just saying in the right hands when somebody has learned how to use it, the result can be quite powerful. Hope this helps you understand.

        • D P

          I am just happy people will have to learn something, dispel spam does not take much brains eh?

      • ghoststone202

        I agree. But I don’t think what he said is a bad thing. Whoever learns the system and plays it best deserves to win. I don’t see how that’s a problem.

    • Nirvan Maraj

      See the arguement that a player never has to guess anymore is pointless because whoever went first never had to guess anyway, this just makes it fair

      • Yoan Dimov

        That’s wrong
        If you were first you still had to guess. Many times I found myself guessing if I should use a tower shield from first because the other player can still hit.

        • nobody posted

          The person going second has it the worst. They have to guess whether they are hitting into an efreet weakness or tower shield while the person going first can see all of that coming.

  • Blaze MeOut

    Feedback so far:
    -Dispel shields -I like them. Healing gets a huge buff from this, so I should watch for it. The dispel shields look too similar to a stun shield. Please make them look different, so I don’t get confused.
    -Turn based -looks more balanced, but intensity feels different, which is expected. Shields and stuns are more useful in this system. By effect, shield breaking, stun block, and overtime spells become more useful, but can also be triaged and shifted more effectively. Minions tend to be less useful from this update due to more strategic planning. Weaknesses and infections are eh… not a lot of expertise to comment on this.
    -Turn based consumes more time in pvp. Makes this feel so slow, but I guess I have to get used to it. Maybe, adjust tourney time for this. Optionally maybe a shorter planning timer because of the time increase.
    -Tourney winning algorithm seems to have changed as well. I don’t know if this was intentional or its a malfunction due to the new turning based system.
    -when its not your turn to choose a card -allow a way for people to at least discard, draw tc, or enchant
    -PVP daily rewards are nice touch, same with Avalon fishing and monstrology expansion
    – Wasn’t fully conspicuous in this update. But, THEY NERFED BOOSTING! They added a cool down timer on certain players so that you can’t fight them again after a certain time.

  • Brandon OwlSword

    The new system is very interesting as it really brings an aspect to the game that wasn’t present before in that people can no longer complain about always going second in PvP. This is sure to bring a lot of new strategies to the game that will make it more intriguing for new players who are looking to join in tournaments and combating other players in general.

    Also, things such as Juju spam and other rather annoying strategies will no longer matter in this type of tournament, possibly making it an incentive to eventually transfer it over to regular ranked PvP. The only problem with this that I can see is the massive time it takes up, especially in 1v1 where the time limit doesn’t serve as enough time to really progress thoroughly through the match.

    That being said, this tournament is definitely a step in the right direction for KI as they have frequently started to listen more to their players and what suggestions they have for the company. On the other hand, I’m just not sure that in the long run tournaments will be the right place for this type of round-system to occur. It would, in my eyes, be much more effective to eventually roll it out in ranked PvP.

    Good job Kingsisle, keep up the good work!!

  • Blazing Alex

    The new PvP system is really interesting for sure, it has it’s pros and cons.

    Pros: In the arena now a days, it’s so much easier to win from first and when theoretically both players are playing absolutely flawless, the person going first would win. This new system takes away the advantage of going first and makes it fair for people going second. No more getting caught off guard by efreet or weaver and it also makes it a lot easier to win against jade juju spammers. It also makes burning rampage pretty much useless since it can easily be triaged now with the new system.

    Cons: in my opinion, some schools suffer a lot more than others in this system so this system shouldn’t be implemented permanently in all of PvP and should stay a tournament. Let’s look at how it affects different schools

    Storm: won’t be losing that much except that the opponent can easily shield when they see that they’re going to be open but then the storm will see the shield and won’t be caught off guard so it’s more of an advantage for storm.

    Fire: fire gets the shortest stick here. No more fear of efreet and no more getting caught off guard with efreet. No more scary rampage and no more scary dots. Dots can easily be triaged when you see they’re on you in this system. Fire gets completely shut down if someone uses a stun block. Stun block kills their only viable combo, art–> ffa.

    Death: skeleton dragon is a main spell a

    • Nirvan Maraj

      The problems ur bringing up for fire and death existed anyway if they went second so those points are invalid

      • johnheart

        If it existed before if a fire goes second, then how would it be if fire even goes first in this new system?

    • Blaze MeOut

      If anything because shields become more important in this mode, overtime spells become a focus too. Like Nirvan said, the problems already existed before so its not a valid argument. Yeah overtime spells can get shifted or triaged better, but without overtime spells I could say its gonna be hard to bypass shields, which will also be more frequent. So far, this pvp mode only extends to tournaments.

    • nobody posted

      Basically your complaint is that the person who goes first can’t surprise their opponent anymore and the second player can actually react to the first person’s spells. That’s exactly the problem this system is supposed to fix lol

    • ghoststone202

      All the cons you mentioned are only advantages when going first. So say you have 2 fires in the same game then only the one going first will have this advantage. The whole point of this update is to make the advantage disappear so that everyone is fairly playing against each other

  • Blaze Goldleaf

    I think this system is a positive change for PVP, but it will take some time getting used to. Usually whenever ANY new change is applied, there is always backlash to it as some people are resistant to change. I think more people will like this system as it gets added into Live, and hopefully KI adds it to all PVP in the next major update.

    I also think that this system minimizes the problems of going second, but it is still a problem to some extent.

  • SuperToare

    Fire is totally at a disadvantage because of the new pvp system and i don’t see a way to fix it. The dispel shields are cool but they should do something to fix it for fire wizards.

    • D P

      Can you explain, I can not see how Fire would ever be at a disadvantage, they have more tools and spell combos than any other school.

      • johnheart

        I think, in this turn based system, what he means with that question is that, you will not be hitting blindly or be surprised by an efreet weakness if you are second. Efreet is one of the best tools of fire in pvp, both in stalling or countering a big hit from the opponent or unleashing a massive damage for a cost of 4 power pips. In addition, overtime spells, e.g., burning rampage, can now be removed more easily once you are able to dig triage even before the second tic culminates, i.e., when you are from second in a match. Unlike the previous system, burning rampage, from first, is rather very effective and advantageous for fire. However this effect pans out once it becomes live is still a big question not only for fire but also for other schools with aoe spells.

        • D P

          So, like fire will have to think? Is this the issue, broken rampage deserves to die a slow death honestly.

        • D P

          I have 0 sympathy for Fire sorry, broken rampage should never have worked the way they put it out, there is no other uncounterable spell in game!

          As for efreet, sorry its pretty predictable honestly.

          Gonna be selling triages and shifts for a fortune lol. Let me go start my ivy leagues back up!

          • johnheart

            It is not about whether you sympathize or not for Fire School and its spells, rather, the fact that this new turn-based system has adverse effect to certain schoo/s and its play style is what this system should address. Yes, you can predict efreet coming, however, you can do the same with all other spells like abominable weaver and what not. So, if burning rampage “should not have been there” in the first place, then, the root of its being there is not the system itself but the way that spell was designed.

          • D P

            The way I see it all these overtime spells have the same disadvantage now if you are going second.

          • We miss you Sierra

            Hope you are doing well.

          • D P

            This new format will impact EVERY school, not just those that use DOTs. That is kind of the point, no?

          • SuperToare

            Have you forgotten that Fire isn’t the only school with overtime spells. Ice has frostbite, Death has poison and skeletal dragon those spells are also used in pvp and those schools are also at a disadvantage now because of the new pvp system. Even if you don’t care about Fire that doesn’t mean no one does.

    • D P

      Everyone is not going to pack 10 triages or shifts in their side deck, and forcing them to pull those cards is going to throw off their entire hand, which will be a good advantage to the person casting the DOT in either case. If I can force someone to dig and mess up their hand and future hands, I am happy.

      • SuperToare

        Its true that fire has more DOT options than other schools but i don’t see someone triaging a link unless they have 1000 health left. If i fire wizard wants to use a DOT that does high damage he would use something like rain of fire(i know its not used a lot in pvp) and rain of fire is affected as much as bone dragon.

  • D P

    Sorry to be off topic, but this does effect PVP. I was making treasure cards in test realm and noticed that if your hand is not full (7 cards) it will not allow you to draw a treasure card until you discard one. Went and tried in live to make sure I was not nuts, but it worked fine there. I reported it as a bug and am hoping its not a new undisclosed feature, so the more reports about it the better imo.

    • D P

      They actually fixed this, so happy it was not a feature lol.

  • IceyIzzy

    I like the turn based idea. Two things I wish could be changed are; 1) still allow me to discard items in my hand while it’s not my turn and 2) still accrue pips each round

    • Alex Thunderblade

      Your second ”wish” throws the whole idea of the Turn Based system out of the window.

    • D P

      Well think of a round as 2 turns 🙂

  • D P

    The biggest problem I see with testing this in tournaments is that most who do tournaments do not even bother with ranked. Anyone who has done both can see they are 2 totally different styles.

    In addition, if they are going to judge the popularity of this tournament versus other types, I am pretty sure quick match is going to remain the most popular regardless of what people think of this format.

    I guess my question is what is going to be the benchmark from KI for this being a good thing to implement into ranked? What is our current path to addressing Ranked PVP and stealing some of those tournament players for our queue?

  • Blaze MeOut

    Further feedback part 2: Many of the styles of strategy no longer apply very well in this new turn based feedback. Probably due to the fact that, many of the spells Kingsisle previously implemented solely relied on being first or second in pvp. The second timer, makes the playing field more even, but also removes some of that “WHAT!!!” factor in the game of what they are going to do. People will have to get used to playing in different styles for Pvp.


    -I also thought of a alternative method to fix this issue:
    First round: planning phase for A and B–> player A casts a spell –> player B casts a spell
    Second round: planning phase for A and B –>player B casts a spell –> player A casts a spell

    – This is just like the old system except, each round they alternate being first and second in PvP.

    • what

      That alternative method is so terrible that It actually offends me. With that, basically each player can play 2 spells in a row which is broken I hope you realize that.

      • Blaze MeOut

        Eh…, edited my comment so they switch every 3 rounds instead of 2.
        1.) The purpose of this method is so that it still keeps the unpredictability player factor within the game every turn, and people can still somewhat use spells effectively as they were designed by the old system. I made it 3 rounds because of how overtime spells are implemented for at least 3 rounds.
        2.) Again, no matter what system. Unless you alternate, First player will always have advantage. Switching off every 3 rounds isn’t as bad. Plus, those 2 spells in a row … I mean if your switching off between first and second for all the players; its still completely as balanced or more balanced as the old turn based system. And this doesn’t occur frequently, its only every 3 rounds.
        3.) People argue on change that’s natural. I don’t care if it offends you or not.

        • what

          Thank goodness you don’t work for KI because your idea of letting players cast 2 spells in a row is broken. In late game that is severely overpowered. Can’t believe you don’t see that lol

          • Blaze MeOut

            After what I just presented in multiple points and analyzed, your only rebuttal is to repeat the same thing. With a game currently with maycast heals, spells, and hits, you still think this is broken ironically? I am a software engineer in real life, and I actually have colleagues in Kingsisle. Some of the crown packs and arena’s in PvP were some ideas that I participated in, notably the Islander’s hoard pack and the Celestia, Wysteria, Zafaria, and Avalon Arena. I also have info that I am not allowed to leak on the next 2 updates beyond what’s going on in test realm.
            All I can say is that it revolves around Wysteria, Shadow spells, and the next world.

          • what

            Spill some more beans about wysteria pls

          • Blaze MeOut

            new future bundle and lore pack -lore pack offers 3 new spells

          • what

            oh i already knew that thanks to spoilers on twitter lol thought you were gonna say something different

          • Blaze MeOut

            lol didn’t even reveal the new shadow spells so I’m good. It’s not even a huge spoiler. Why even ask … if its something huge then I wont be able to reveal it.

          • what

            talking about shadow trickster? 😛

          • D P

            I am going to have to agree, the first time someone gets to go 2 times in a row the game is going to be over. Just because you know people at KI does not make you an authority, sorry I am not impressed.

          • Blaze MeOut

            We live in a meta where first person to get a shadow pip usually gets a big hit coming, where people have may cast heals and hits. I already find the idea non-innovative and realistic. When you switch, you realize the first turn you are second in the round, and then you are first in the round. It’s not much of a advantage considering after a number of rounds a player gets a huge lead being first after a couple or so turns. Being first every turn is more op, than switching off every few rounds. Like I said, switching off is meant to be like a wave oscillation where net displacement would balance it out over a few rounds. Yes, there will be highs and lows, but its better than a player always being on the high point being first every round.
            2.) I am not the one that started personally linking my affiliation with Kingsisle. So please stop referring to my affiliation with it. I know I am not a authority, but please do not personally mock my position as it has nothing to do with this discussion. I only responded my affiliation with Kingsisle because I personally felt insulted by that remark. Further attacking me instead of discussing whether you agree with my idea or not, just shows your pettiness and lack of reasoning to prove your point.

          • D P

            Sorry it appeared to me that you were trying to justify your idea based on your knowledge of coding and affiliation with KI? I am not here to insult anyone.

          • Blaze MeOut

            Your right it doesn’t .., so people like “what” ^^^^ shouldn’t bring it up. This is a discussion on a idea; I’m not here to get attacked personally.

          • Blaze MeOut

            I also agree that 2 turns in a row can sometimes be op. I will think of a better idea.

          • Blaze MeOut

            @disqus_siJgWr1pHM:disqus
            I tried fixing the flaw with my idea Here is my new idea:
            1st Round: Planning Phase for A and B –> Player A casts spell first –> Player B casts spell second
            2nd Round: Planning Phase for A and B –> Player A casts spell first –> Player B casts spell second
            3rd Round: Planning Phase for A only–> Player A casts spell only
            4th Round: Planning Phase for A and B –> Player B casts spell first –> Player A casts spell second
            5th Round: Planning Phase for A and B –> Player B casts spell first –> Player A casts spell second
            6th Round: Planning Phase for B only–> Player B casts spell only
            Repeat cycle ^^^^^
            -this bypasses the double turn and allows players to switch off between first and second for a set time.

      • Blaze MeOut

        So, the old turn based system your first every single round. I wonder if your offended just being in pvp every single day.

    • Blaze MeOut

      My previous idea had a flaw with double turns Here is my new idea:
      1st Round: Planning Phase for A and B –> Player A casts spell first –> Player B casts spell second
      2nd Round: Planning Phase for A and B –> Player A casts spell first –> Player B casts spell second
      3rd Round: Planning Phase for A only–> Player A casts spell only
      4th Round: Planning Phase for A and B –> Player B casts spell first –> Player A casts spell second
      5th Round: Planning Phase for A and B –> Player B casts spell first –> Player A casts spell second
      6th Round: Planning Phase for B only–> Player B casts spell only
      Repeat cycle ^^^^^

  • Simon

    I dont have access to test realm so this post is my sneak peek to the new PvP system before the update officially arrives. Very nice observations done by all the testers so far. Keep them coming 🙂

  • First, the new turn system demonstrably benefits life wizards. No other school can carry numerous, recyclable, triage cards. This novel advantage renders especially significantly in tandem with the newfound inability to multiply hits via enchants. In the past multiplication system, the potency of triage would diminish as a match progressed. Thus, I imagine in the new turn system, “tanking” will plague the mid-level meta. Not only do wizards now lack the ability to multiply hits until their damage output can exceed the healing output of their “tank” opponent, but furthermore, the “tank” opponent can effectively counter most dot-based combinations, and worse still, can effectively heal off every “surprise” combination that may have been possible had the “tank” been second. The “tanking” issue wouldn’t damage the arena nearly as much if, and only if, enchants still multiplied hits, and cloaks still multiplied infections.

    Second, I have read a lot of comments lamenting fire’s inability to utilize efreet as effectively in the new turn system. I disagree entirely. Personally, as a fire wizard, I very much look forward to this new turn system. Unless one faces a life wizard, fire shouldn’t be damaged too harshly. In the novel system, fire’s threat potential magnifies. The turn system would absolutely force an opponent to counter fire’s spike attacks, i.e. helephant, efreet, ffa, etc., more diligently, as the pyromancer loses its hesitancy. When second, a fire may fear an attack, as the fire fears a shield or dispel. In the new system, a fire will absolutely know when it’s safe to hit, which certainly forces the opponent’s play.

    Third, I think the turn system would be useful at nerfing the first turn advantage of minions at midlevel PvP. In the status quo, the first turn player’s minion can utilize at least one spell reliably, as the opponent cannot kill the minion the turn it’s summoned from second, and the same does not ring true for the second turn player’s minion, which can be killed before it has the opportunity to utilize a spell.

    In truth, the system should be healthy for the arena. I hesitate to compare the system to chess, as people tend to do, because such a comparison implies that one could compare chess and Wizard101 relative to gameplay, which doesn’t seem to make too much sense to me, but I do think the new turn system would eradicate a certain portion of the status quo’s luck-based unfairness.

    If a Kingsisle employee reads this post, I implore you to consider the negative repercussions of the status quo’s lack of enchant-based multiplication. At midlevel PvP, the Mandolin of Evermore and heal boost capacity render “tanking” a viable, nearly invincible strategy. This wouldn’t be the case if one could still multiply hits. The issue isn’t the heal boost, the issue lies within players’ newfound inability to counter it with their static main decks. Multiplication only encouraged dynamism and strategy. I solemnly mourn the mechanic’s cessation.

    Thank you for listening! 🙂

  • Travis Ghostwalker

    i like the new system because it isn ‘t the same old pvp where the person from first can set with a mastery amulet and dispel spam every turn that was annoying now the playing field is even and if you go second it doesn’t make a big difference and i hope maybe ki will see that the community really likes pvp to be more fair than broken and keep up with these kind of positive changes and maybe adapt them to ranked

  • Wolf FireBreath

    Tbh, the new system is helpful to all schools. Consistency may finally be put back into the arena. I’m tired of being second and being toasted real quick lol. I like how it also adds many new ways to pvp. A lot more use out of hit+utility cards (Snowbird, firebeetle, stormbeetle, the rest of the beetles). This also reduces the power of blade stack imo because you can see it coming from miles away with this system.

    I don’t think it’s game changing as it won’t reduce the power of top tier schools. I’m used to playing at the top, I have a max ice, fire, and balance, the 3 top tiers. I noticed that often times I would lose just because I was second, the person I was playing against is usually one of those top 3 schools and it’s annoying to know that I CAN win IF I’m first but I’m not first. I think this might stop the people who yell out “THE GAME IS BROKEN” all the time. Shadow pips are still a huge RNG advantage which I don’t like but I feel like KI is trying to reduce the luck involved in pvp. I would love to see this added into regular pvp.

    Also I would like to thank KI for it’s recent updates. Dispel Shields are amazing, the critical reduction a while ago was well needed, and now the turn system will be pivotal in bringing wizards back to the arena.

  • Deathheart7

    A better system than the one we had cuz of the unbelievable advantage 1st turn person had. However, I also would have preferred that they implemented a way to keep the old system, but have it change each turn, so instead of the “A, B” thing they’re doing now, or the “AB,” thing we have now, its AB, but random. Or like a speed stat that determines the randomness. This way, shields and dispels arent completely wasted, cuz limiting spells kinda seems weird. But dispel shield is totally a good thing.

  • Ralph

    Personally, I think that the turn-based PvP changes the current PvP state, especially things like dispel spamming or shield spamming, which are very common in high-level duels. This change can nerf these annoying strategies, making PvP more unpredictable. Greater variety of spells in PvP is always welcomed 😛 . I think KI did a good job as always.

  • Pet Mez

    This system should be the normal. The thing that really should be a game mode is the system thats currently in pvp. I think this 1 turn at a time thing should be normal PVP and the 2 turn at a time thing should be the tournament mode… also, when are we gonna get PVP modes? I’d love that.

  • FrostHeart

    Some people may argue that the new system will take away the strategy aspect of predicting from second, but I must agree with the idea and say it leads to a much fairer match. I can see a lot more strategy entering in the new meta as well, however. Ice won’t be able to rely as heavily on weaver with the shield to protect them from attacks with the current first turn advantage. Efreet users can’t expect their -90% to have as big an impact. Definitely a looking more toward a positive addition into PvP. We might even see a larger use of shift spells with their multiple benefits back in the arena, specifically greenoak with the ability to set an attack as well as the weakness.

  • Robert (Jerry) Pfeifer

    I believe that this turn based system will make matches longer and it allow people to counter any spell but expecially over times in the best possible way they can and will give them a better hint of when the app one that will attack I dislike this update expecially if it goes to rank because schools with many over times such as ice,fire and death will be at a great disadvantage expecially at the level I dual at which is grand excpetially when most duelists carry shift which can be horrible if a triage is not in hand and no surprise in attacks are left this is my view of the new turn based system!

    • nobody posted

      Basically your only complaint is that the person going second won’t be blind anymore. This is exactly what the system is trying to fix lol People like this need to get good and you won’t have to base your entire strat on going first.

      • Robert (Jerry) Pfeifer

        Ye but it also makes there be no more prediction even if you have to be second to have the dissatvantage of needing to predict it also will ruin classes that are based on going first such as fires efreet and rampage and any other over time spells this version of potentially ranked pvp will also lengthen pvp even if they shorten the timer and durring the time your waiting you can’t do any thing making it more suspencful and tiring.

  • Robert (Jerry) Pfeifer

    Sorry for a few spell errors am typing on my phone seeing this is my last day to give my comment on this subject 🙂

  • Blaze MeOut

    If you look at my older comments, I tried proposing a new turned based idea but failed horribly. Many things wrong with the new system, is that many of the spells kingsisle originally used were ideal for the old system. A lot of spells such as beguile or smoke screen and what not have lost their usefulness in PvP. I tried proposing a new system, but failed horribly as I noticed there was a flaw in it. Then I thought about how to switch off between first and second without any pros and cons of double turns and be able to keep retaining the unpredictability factor of the old turn based system.
    Here is my idea:
    1st Round: Planning Phase for A and B –> Player A casts spell first –> Player B casts spell second
    2nd Round: Planning Phase for A and B –> Player A casts spell first –> Player B casts spell second
    3rd Round: Planning Phase for A only–> Player A casts spell only
    4th Round: Planning Phase for A and B –> Player B casts spell first –> Player A casts spell second
    5th Round: Planning Phase for A and B –> Player B casts spell first –> Player A casts spell second
    6th Round: Planning Phase for B only–> Player B casts spell only
    Repeat cycle ^^^^^
    This combines the both the old system and the new system advantages. The unpredictability factor of the old system, and trying to get rid of overwhelming first turn advantage with the new turn based system by switching off.
    This also bypasses my previous idea of double turns.

  • D P

    Let’s face it, with the rate at which KI implements changes we may not see this in ranked for at least a year if ever, kind of depressing.

  • Taylor

    Obviously a little late of a comment, but tonight was my first turn based match so now’s the first time I can do any actual input. For a little bit of context, I did a 1v1 turn based on my level 100 ice wizard with full darkmoor and a mediocre pet (double damage, proof, and storm proof).

    I overall enjoyed turn based pvp, and frankly I thought it was a lot of fun. I ended up finishing in third place in a tourney of about 10 teams, which is about how I expected to do; I lost one match because Diego thought the Life Wizard with 0 pips and <1000 health was beating me when I was sitting on 2 power pips, a shadow pip, and 3k HP. I can't see how that makes sense, but whatever, it's not the focus of this. I also lost the final match against the guy that ended up coming in first, who was balance. Overall I had fun, and my fights were close enough (I actually at no point died in the tourney, and my opponents were finishing with low health or by being dead). With that said, I don't think this turned based system is going to be the final solution to the issues with ranked pvp.

    Currently in ranked pvp there is some tactics to predicting when an opponent is going to attack. Say I'm playing against an ice (Just because that's the school I'm most familiar with); Am I about to get hit? If so I need to toss a shield up. Or is he actually open this round? If so, I need to do a hit, but if he shields or uses weaver that shuts down my offense significantly. Is he bubble changing? Is he using frostbite? If so my shield will just be wasted.

    Things like that keep the gameplay interesting, although they are very annoying in play. During my turned based tourney gameplay, I found the gameplay to slow down significantly. If I bladed, the enemy had his next round to freely look through his cards and find a shield or weakness or dispel or stun. Stunning was still effective, and I used a first turn stun+second turn weaver tactic against one of my opponents for an easy 2k damage. If I used frostbite, the enemy could instantly shield without worrying about spending a turn open. Sure it negated the first turn advantage by giving both players said advantage, but at the cost of a lot of the skill requirement in the game. Against the life guy I played, he basically just shielded up and made sure not to let my bubble stay up, which was easy since all he had to do was wait his turn and use the counters he was saving in hand. Any time he had a shield up and I didn't have a bubble up, he'd just do a luminous weaver to take out one of my shields and put up a weakness. Actually, I think that multi-effect spells such as Abominable Weaver, Luminous Weaver, Hephaestus, and Loremaster are greatly buffed with this system because you can block what your opponent has been doing in one turn, instead of having some degree of prediction like in the current system.

    Overall, I like the turned based system, but I don't know that I would want it to be the only way to PvP. I would like to see it in ranked to some degree though.

  • Michael Wright

    But the player going first still has an advantage of going first.