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2nd turn Disadvantage

AuthorMessage
Survivor
Jan 02, 2012
11
We all know the disadvantages of going second in PvP. The opponent can react to what you did. For example, going first to fire, you most likely won't hit when they did Efreet and you'd remove the weakness, but if you're going second, you might end up hitting right as they shield or Efreet or Juju or even dispel. The extra starter pip doesn't do enough to help, either, and they can cast the kill shot even before you get to cast on them. Examples of this are critical first turn Darkmoor Spells that drain your health bar, and you didn't even get a chance to do anything. Something should be done about this, and the things that are greatly empowered by the disadvantage like major debuffs as people hit, jade juju strategies (death), jade angel strategies (life), and the ever horrible dispel spamming. My suggestion is to make it so that any buffs or debuffs are only active the next round and aren't functional the round they are cast. Thus, a shield or efreet or juju from 1st can be reacted to for players going 2nd, as the player going 2nd is unable to make use of any buffs or debuffs on the same round as it is cast simply due to the turn system.
If that change is too extreme for Ranked PvP and the likes, it could be incorporated into a different PvP type match (Like different tourneys with different rules) and leave the regular ranked alone. This comes with problems, of course, but I believe it has more benefits than problems it creates.