Hmmm… interesting ideas.
Here are my thoughts:
You are correct that a team turn will decide a game in a lot of cases. However, there are cases where it doesn’t. Typically when a Team Turn decides a game it’s caused by the supporting monsters around it being able to do a lot with a single extra turn.
The best current defense against team turn is protected time freeze, and simply making sure that the enemy when they team turn is not able to kill a large amount of stuff.
If we define the concept tempo as “move advantage”, then a single team turn is a ticking bomb that when it gets it’s turn, will generate a 4 tempo advantage on the enemy team.
Additional tempo can be gained through killing enemy monsters before they get their turn.
This is why roaring entrance is so strong, and the reason why stuffing jawshank, chromera, icefang into every team works. Because they are an unavoidable +1 tempo advantage.
This leads into the shocking entrance discussion as well. The main thing about shocking entrance is conditional tempo that requires you to build a team in a specific way.
As such nerfing core monsters like shocking entrance only serves to reduce meta diversity. If you look at shocking entrance teams, then you will notice that they go all in on getting their stun off on the correct, non-stun immune monsters in the enemy team.
There are many teams that don’t run any shocking entrance at all. Also, unmovable isn’t the end all, be all of preventing a stun lock. This was shown even when motordragon was nerfed. People would bring along atrahasis, hellfox in order to resurrect the motordragon and put even more shells in the enemy team, even past the first few(hellfox, atrahasis with motor can put 15 shells into an enemy team right now).
If you just directly nerf shocking entrance, then you’re more just nerfing one kind of team. As such I would say, if you think that stun teams are too dominant, then the reduction to 120 is probably all you need.
I will also point out that monsters with tranquilizing entrance are far more of a problem right now. Given that a successful tranquilizing entrance will deny an opponent around 7-8 tempo, with stun absorbers not being a sufficient counter. If you’re running a stun absorber then you will miss out on maybe 10-12 tempo. A crazy game losing amount. If you want to talk about game ending stuff, motor and tranquilizing entrance is far more of a problem then shocking entrance monsters are.
A shocking entrance nerf like that would be a motor buff, because then it would be easier to stun shells without killing them. Just going to point out.
As for team turn, a team turn is a very very large liability when time freeze is on the field. I would say that you have 2 options, both of which lead to different metas:
- Don’t nerf team turn. Add several more accessible time freeze monsters ti the game. Make running a team turn rather than a material risk(meaning it getting killed by a chromera) a tempo based risk, where running one requires that you take into account that sometimes, you won’t be getting that 4 tempo that the legendary team turn monsters generate.
The downside to this meta is it could lead to a case of time freeze teams, and team turn teams. Hard to say past that how the meta will develop.
- Nerf team turn. This means you guys would have to be careful. If you nerf it too badly then well, we won’t see them anymore. Currently most team turn monsters are required to be heavily protected with stuff like times up, chrono killer existing.
Nerfing team turn can lead to 2 possible metas. The first of which would be one that has no team turn at all, and the second of which would be EVEN MORE TURTLY. Meaning, dusicyon and several protectors in order to protect that team turn further. This second meta can however be solved by making dragulus(awakened form) more accessible.
I will also point out that simply improving the rate of which people can awaken mythics will shake up the meta drastically as well.
Hope this helps.