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Turn Based: Durations of effects(most notably: CC)

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I wanted to discuss how Turn Based affects duration of things like (de)Buffs, CC etc. While the (de)buffing side is still very valuable(including) on CC abilities themselves, the CC effect itself is practically broken. Why? Because of how Turn Based is put together. Here is how it works. And why CC durations should be in ROUNDS, not in Turns. I am going to be using your bog standard Knockdown for this example. and comparing it to Real Time.

Real Time: You not only interrupt the enemy, but also delay its activity for a FULL ROUND(most of time, 6s is very achievable). There is also the difference on the Round 0. In Real Time, you can mostly just KD everything down for a full Round.

Turn Based: Useful only for interrupts, slight rearranging of Turn Order and debuffs that come with the actual CC. Here is why. You can't reliably CC the enemy before it acts(unlike Real Time). Even if you can, I am not certain you should. Because you KD enemy down, it loses some Initiative. Then when that enemy's turn comes, the enemy PASSES THE TURN(because it can't act = CC) and what happens when it passes the turn? The enemy just gets a delayed turn at 2 Initiative(=min Initiative allowed afaik). This causes the enemy to just get up, practically ignoring the actual CC and just whack you like nothing happened. Again, let's compare it to Real Time(duration and its effect are the key):

1 Round vs 1 Turn. That is: 6 Turns vs 1 Turn.

I tried multi Turn CC and it's only marginally better than single turn CC. Because in order to reach a middling 1 Round of disable, you have to have like 20+ Int and at least 9s base duration. =good luck with that.

Durations of (de)buffs could also be argued, but I want to focus this on CC duration in Turn Based. And this isn't something subtle or half invisible, it's practically flashing you how obvious it is.

///

What do you think?

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