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New Battle System

AuthorMessage
Defender
Nov 12, 2013
110
It's time. The dueling circle forms and you come face to face with your opponent. After sizing them up, you run through your mental strategies. You look at them and they look at you. You're ready. The turn indicator appears only to reveal.....you're second. Congratulations.

We've all been in this situation before and we will all probably be in this situation again. It sucks, plain and simple. No one likes to be second and everyone wants to be first. Nobody likes to start off at a disadvantage, it's a fact. Well it's time to change that. In this system there is no first or second, winner or loser. Just you, your cards, and how well you can play them.

Introducing thePriority Based Battle System, how it works:

~the lower the pip-cost the higher the priority
~offensive spells will always move after utility spells
~healing spells are played after utility but before offensive spells
~negative charms and traps are played first
~infection is played before weakness
~black mantle is played before infection
~positive charms and wards are played last
~absorbs are played before shields
~stun shields are played before absorbs
~auras are played before all other spells, as they have no same school user
~shadow morphs such as shrike move after all 2-pip spells
~all shadow-enhanced spells are placed in a pip-bracket that is double their pip-cost
~if two cards with the same pip-cost are played, the user who shares the same school of the card moves first
~if two cards with the same pip-cost are played by users with the same school of the card, the card with total higher accuracy is played first
~and if by some rare chance they have the exact same accuracy it becomes rock/paper/scissors
~if two cards with the same pip-cost are played, the card without a secondary effect is played first
~double/triple charms/wards/hits, stuns, dispels, and dots count as a secondary effect
~dots>charm(s)>ward(s)>double hits>triple hits>dispel(s)>stun(s)
~Item cards, from gear and pets, are placed first in their type bracket
~TCs will always move last in their type bracket, this includes cards enchanted by TCs
~ex. item card fire beetle, regular fire beetle, then lastly TC fire beetle

*if you somehow use simplify/elucidate on a spell it automatically becomes first priority in its’ pip-bracket

Using this method will allow a fair playing field for all schools while remaining strategic and fast-paced, contrary to the chess-based turn system which seems somewhat lengthy. So what do you think? Good idea? Questions, comments, and concerns are always welcome.

This topic is an offshoot of an article created by Eric Stormbringer, you can find the original here: www.duelist101.com/news/issues/priority-potential-fix-turn-system/

Geographer
Nov 22, 2015
859
It needs to be simplified, it's too much to memorize. But if it can be simplified then I'm all for it.

Defender
Aug 03, 2015
150
When everyone hear about the new crit/block system back when Polaris came out, EVERYONE thought that this would be a good thing but almost instantly, the whole system crashed and was completely broken.

The new battle system is fine as it is. If you want to nerf spells, be my guest but this all seems way too complicatedand if this was added into the game, it could break the game even more.