Devs FIX THE POISON BUGS

I have had 4 roaring entrance fail to get their turn right away in the last 3 matches with an enemy AP on the field.

And just now I played a match where I put this dude’s Elmo thing to HG when it was poisones. But did it die? NO. IT REVOLUTIONS AND COSTS ME THE GAME.

WTF.

Not a bug, a feature.

Poison damage is calculated during the second reducing process, at which point the monster dies.

New monster comes in, checks 0 second to see if there is a monster there. If not, then it takes that slot. If so, then it goes back 1.

Same mechanism that makes Team Turn not utterly bug out.

Poison not ticking, sure that’s a bug. Other thing though? I like it as a feature.

The retribution active entrance bug is related to this too. It’s dumb af because it’s so inconsistent. Sometimes there’s no way this can be controlled, and you get hit by double retribution for “free”. Poison ticks in general are damn bugged, whenever you skip a turn with poisoned monsters around, the game just hovers for 10 seconds before the next monster gets a turn…

The timer in pvp matches should also be fixed. Sometimes 1 sec is 3 sec lol

How can my stun immune monsters can be stunned or effected by stun flash? I had this issue with several monsters in this pvp season… or how could they cause a stun Effect that gives stun Converters a next turn when the only passive is stun immunes not stun revenge…?

Is it a poison bug or a bug with the timing in general? Are you only noticing that it happens when poison is on the field?

I have noticed several instances where a mons on overwatch, or one that otherwise should have gotten a turn immediately (like valza when a shocking entrance enters the field) actually take 2sec to get a turn, often putting another monsters turn ahead of theirs which seems…not right… and has caused me to utter some choice words during matches for sure

It’s not a bug. The description says “reduces seconds to 0 or close to it as possible” which basically tells you it won’t always guarantee a turn. This feature is needed since roaring entrance would otherwise have no counters. I also think time freeze should cancel roaring entrance, so it can give the roaring monsters speed stat a meaning outside fl

I noticed that issue with valza on Opponent site. Example: kamiwyrm on my site should be stun immune. Valza is at turn, kills something, new monster is summoned…(all without any stun Effect like stun revenge or stun entrance). Before valzas turn kamiwyrm should be next with 2-3 secs… after valzas turn und the summon he immediatly gets the next turn and kamiwyrm is on 15secs…
How is that possible? I noticed that with several other stun immune monsters and also with nulltron on Opponent site. It happens Not in every battle but sometimes… and im Not sure but i think all teams had some poisoners in there too

Also when opponent site used a stun flash i noticed that some of my stun immunes had more secs after that… its Not like the full stun effect. More like: monster had about 50s— stun flash triggers— after that the secs are like 70-80… why that?
That case also happens Not every Time but sometimes…