Skrofa said: I have also been caught out by IM40 recovering when I thought he shouldn't. It's certainly something to keep in mind when fighting against him.It's like Thano5 stunning everyone. Make a normal match (which ends the turn), kill an enemy. Thano5 then courts death in such a magnificent way that everyone is left standing in awe. End of turn.Enemies are stunned.My turn. Oh, my team has recovered. So, they are not actually stunned for a whole turn
jamesh said: And just so I'm not just complaining, here is one possible solution to the confusion.We can't change when the enemy stuns are processed, since it interacts with other moves. It should be possible to update the display of the count on enemy stuns at the beginning of the player's turn though, decrementing the counts to what they will be in the next enemy turn.So the case of an enemy Iron Man would go something like this:during enemy turn: IM's recharge countdowns trigger, and character labeled "STUNNED (2)"start of player turn: text changes to "STUNNED (1)"start of enemy turn: no text changestart of player turn: text changes to "STUNNED (0)" (but character remains stunned).start of enemy turn: character recovers
Jaedenkaal said: Skrofa said: I have also been caught out by IM40 recovering when I thought he shouldn't. It's certainly something to keep in mind when fighting against him.It's like Thano5 stunning everyone. Make a normal match (which ends the turn), kill an enemy. Thano5 then courts death in such a magnificent way that everyone is left standing in awe. End of turn.Enemies are stunned.My turn. Oh, my team has recovered. So, they are not actually stunned for a whole turn Sure they were. They were stunned for your turn, and the AI turn, which is one whole game turn. Sure, you got to take essentially all of your turn before you stunned your team, but that's not the point.Stuns are very consistent in behavior in the game, the final result is simply different in some cases due to the stun occurring at different points in the turn.
Jaedenkaal said: That's not actually how it works, though. Iron Man's stun (and all other stuns) count down and end at the end of his turn, not the end of yours, just as stuns on friendly characters end at the end of your turn, not the end of the AI's turn. (The difference is not large, I admit, although it matters in some cases such as 5* Spider-Man and 5* Black Panther)
Skrofa said: Nope! Nah! No, they weren't! The killing move was also turn-ending move. Once I did that move that downed the enemy, my turn ENDED. Now, if that move was a match5 that gives me an extra move, sure, the other two can do nothing for that other move.
jamesh said: There are two points during the game loop where a character can recover from a stun: the player's turn, or the enemy's turn.
Hadronic said: If its working as intended, and it sounds like it is, then its not a bug. If you want them to change the intended behaviour, and it sounds like you do, that's a suggestion.
jamesh said: @Davy: This is most definitely not solved, so I'd appreciate it if you removed that flag. All I've had is people telling me how moves work (stuff I already understand).