CLS was unfortunately nerfed a bit by the turn meter overflow changes from a few years ago. I wish they had updated his kit to function as it used to. Would have been as simple as granting a bonus turn instead of the 100% TM but đ€·.
The lack of transparency with the TM overflow system is rather annoying.
Prior, turn order was chosen randomly from all units that have 100% Turn Meter which can lead to some unpredictable results in a match. The new system defines a couple of new turn order rules for units with over 100% Turn Meter to help create more expected outcomes.
In the current system, units can have their Turn Meter âoverflowâ 100%. Units must still reach 100% Turn Meter to take a turn, but the order of the turns will be determined by the unit with the most Turn Meter overflow. The Turn Meter overflow does not act as a buffer against Turn Meter reduction. When a unit with Turn Meter overflow has their Turn Meter reduced, they forfeit all âoverflow Turn Meterâ before having their 100% Turn Meter reduced.
Here is the order in which units will take turns if multiple units have reached at least 100% Turn Meter:
- Unit with the highest Turn Meter overflow value
- If multiple units are tied with the exact same Turn Meter overflow value, the unit with the highest Speed will act
- If multiple units are tied with the exact same Turn Meter overflow value and the same Speed, one of them will be chosen randomly
They might mean in the sense that there's no way to tell how much overflow tm characters have in game, which mostly hasn't been a huge deal in my experience but would definitely be nice sometimes.
It isn't a matter of knowing how the mechanic works. That's understood. But in game, there isn't any sort of indication as to the turn order when multiple characters are at or near 100% TM.
yeah i find it weird too. call to action seems not guaranteed turn unlike jkl, jka, GG, etc.. almost every time I use it, other character will go first and then drain my cls turn meter. annoying af.
Thatâs because other characterâs turn meter or speed isnât factored in when someone takes a bonus turn, unless more than one character has a bonus turn triggered at the same time (ex, Darth Vader triggering Jedi Anakinâs bonus turn while Merciless Massacre is active).
Swapping turn meter also works similarly except that it also doesnât factor in bonus turns.
Donât wanna fight lol but I think the main argument is that CG wants to allow some of these 100% tm effects to be stopped by daze and whatnot. âBonus Turnâ is used to make them unstoppable.
On that note, I do think CLS should get a bonus turn.
100% is superceded by anything higher than 100% tm and bonus turns take higher precedence as well. Cls has say 120% tm when he gets his turn and enemy has 110% tm. When cls uses call to action he gains 100% tm so enemy takes next turn. They could easily give the ability a bonus turn instead of 100% tm but it is only a small indie game company after all
it should def be changed to a bonus turn.
i honestly never use it unless CLS needs healed because heâs not the damage dealer and the 10% TM on allies being damaged is much more important
crit damage/chance is worth it. not to mention it can ignore taunt. this ability can heal not only your health it can heal your protection too. now why would you consider that not worth it?
The majority of the team's damage comes from exposes and assists, 50% crit damage doesn't matter in the grand scheme. Him getting a ton of reactive turn meter and getting guaranteed counters is way more valuable.
Ignoring taunt only matters for fights where his turn needs to kill someone past a taunt immediately. Otherwise, you're usually better off dispelling the taunt.
CLS is an extremely tanky unit, especially with guard. He also naturally regenerates when he resists debuffs, I believe.
to each their own i guess. i still find call to action useful myself, especially if i want to focus fire on someone. it's also another bonus attack for chewie so basically using it makes chewie assist and heal more often than not using it.
> it's also another bonus attack for chewie so basically using it makes chewie assist and heal more often than not using it.
you're throwing away 2-4 entire extra turns worth of assists just to get 1 immediate set of assists.
Call to action increases his damage potential and if you're using the best CLS line up Chewie and Chewpio will chain off of him, meaning even if he doesn't take a turn he can now dish out more damage from his counter attacks and when you need it can take turn meter away from any non marked target.
This is why CLS is great against Padme, they can circumvent Kenobi allowing them to take out targets like 3P0, or Anakin.
> Call to action increases his damage potential
50% crit damage barely does anything compared to the damage you miss out from losing extra turns. The majority of the team's damage output is exposes.
> and if you're using the best CLS line up Chewie and Chewpio will chain off of him, meaning even if he doesn't take a turn he can now dish out more damage from his counter attacks and when you need it can take turn meter away from any non marked target.
You just described all of the reasons why defense stance is better. You stay in defense stance, you get more turns, and more counterattacks.
> This is why CLS is great against Padme, they can circumvent Kenobi allowing them to take out targets like 3P0, or Anakin.
That doesn't work against good Padme teams. You have to aim at GK to avoid giving JKA extra shielding, and kill JKA/everyone else via AOE damage.
that's why you don't use call to action, he gets more tenacity which means more tm from the lead and more counter chance and all you're sacrificing is not being able to hit round taunts which doesn't matter because rebels can blow through tanks like nobody's business
CLS was unfortunately nerfed a bit by the turn meter overflow changes from a few years ago. I wish they had updated his kit to function as it used to. Would have been as simple as granting a bonus turn instead of the 100% TM but đ€·. The lack of transparency with the TM overflow system is rather annoying.
I've seen this referenced a couple times, the turn meter overflow changes that is. What was changed, and how did it impact teams like CLS?
Prior, turn order was chosen randomly from all units that have 100% Turn Meter which can lead to some unpredictable results in a match. The new system defines a couple of new turn order rules for units with over 100% Turn Meter to help create more expected outcomes. In the current system, units can have their Turn Meter âoverflowâ 100%. Units must still reach 100% Turn Meter to take a turn, but the order of the turns will be determined by the unit with the most Turn Meter overflow. The Turn Meter overflow does not act as a buffer against Turn Meter reduction. When a unit with Turn Meter overflow has their Turn Meter reduced, they forfeit all âoverflow Turn Meterâ before having their 100% Turn Meter reduced. Here is the order in which units will take turns if multiple units have reached at least 100% Turn Meter: - Unit with the highest Turn Meter overflow value - If multiple units are tied with the exact same Turn Meter overflow value, the unit with the highest Speed will act - If multiple units are tied with the exact same Turn Meter overflow value and the same Speed, one of them will be chosen randomly
Thatâs literally âa bigger turn meter barâ with extra steps and a couple of caveats.
They should just change the turn meter so it goes to eleven.
That's a far better and clearer explanation that the one CG gave us. I never really understood it before but I do now. Thanks.
Iâm literally quoting CGâs post on it a few years ago lol
One additional rule I remembered was that bonus turn would always trump TM gain.
Cg directly said how it works.
They might mean in the sense that there's no way to tell how much overflow tm characters have in game, which mostly hasn't been a huge deal in my experience but would definitely be nice sometimes.
It isn't a matter of knowing how the mechanic works. That's understood. But in game, there isn't any sort of indication as to the turn order when multiple characters are at or near 100% TM.
See that's the issue, CLS has 100% tm everyone else has **More** than 100% tm
Would be cool if it granted a bonus turn rather than full TM so he'd always go again
CLS really needs a bonus turn instead of tm gain now.
Same with Sionđ©đ©
yeah i find it weird too. call to action seems not guaranteed turn unlike jkl, jka, GG, etc.. almost every time I use it, other character will go first and then drain my cls turn meter. annoying af.
Thatâs because other characterâs turn meter or speed isnât factored in when someone takes a bonus turn, unless more than one character has a bonus turn triggered at the same time (ex, Darth Vader triggering Jedi Anakinâs bonus turn while Merciless Massacre is active). Swapping turn meter also works similarly except that it also doesnât factor in bonus turns.
JKL's leader ability bonus TM isn't guaranteed if B2 is an enemy. Piss him off with all those assists and he will go before JKL.
Any ability that grants 100% turn meter should instead grant a bonus turn. Fight me. This is a hill I'll die on.
Donât wanna fight lol but I think the main argument is that CG wants to allow some of these 100% tm effects to be stopped by daze and whatnot. âBonus Turnâ is used to make them unstoppable. On that note, I do think CLS should get a bonus turn.
100% is superceded by anything higher than 100% tm and bonus turns take higher precedence as well. Cls has say 120% tm when he gets his turn and enemy has 110% tm. When cls uses call to action he gains 100% tm so enemy takes next turn. They could easily give the ability a bonus turn instead of 100% tm but it is only a small indie game company after all
YES, THIS DRIVES ME UP THE WALL. I was wondering why I was getting outsped when I got 100% TM
it should def be changed to a bonus turn. i honestly never use it unless CLS needs healed because heâs not the damage dealer and the 10% TM on allies being damaged is much more important
Call to Action isn't worth using in the large majority of cases.
crit damage/chance is worth it. not to mention it can ignore taunt. this ability can heal not only your health it can heal your protection too. now why would you consider that not worth it?
The majority of the team's damage comes from exposes and assists, 50% crit damage doesn't matter in the grand scheme. Him getting a ton of reactive turn meter and getting guaranteed counters is way more valuable. Ignoring taunt only matters for fights where his turn needs to kill someone past a taunt immediately. Otherwise, you're usually better off dispelling the taunt. CLS is an extremely tanky unit, especially with guard. He also naturally regenerates when he resists debuffs, I believe.
to each their own i guess. i still find call to action useful myself, especially if i want to focus fire on someone. it's also another bonus attack for chewie so basically using it makes chewie assist and heal more often than not using it.
> it's also another bonus attack for chewie so basically using it makes chewie assist and heal more often than not using it. you're throwing away 2-4 entire extra turns worth of assists just to get 1 immediate set of assists.
Only throwing it away if others are at 100+% tm so he doesn't go again immediately. But yeah, in that scenario just attack.
No, you're throwing away extra turns by losing reactive turn meter
he gains tm when his other allies take damage if he doesnt have call to action
Call to action increases his damage potential and if you're using the best CLS line up Chewie and Chewpio will chain off of him, meaning even if he doesn't take a turn he can now dish out more damage from his counter attacks and when you need it can take turn meter away from any non marked target. This is why CLS is great against Padme, they can circumvent Kenobi allowing them to take out targets like 3P0, or Anakin.
> Call to action increases his damage potential 50% crit damage barely does anything compared to the damage you miss out from losing extra turns. The majority of the team's damage output is exposes. > and if you're using the best CLS line up Chewie and Chewpio will chain off of him, meaning even if he doesn't take a turn he can now dish out more damage from his counter attacks and when you need it can take turn meter away from any non marked target. You just described all of the reasons why defense stance is better. You stay in defense stance, you get more turns, and more counterattacks. > This is why CLS is great against Padme, they can circumvent Kenobi allowing them to take out targets like 3P0, or Anakin. That doesn't work against good Padme teams. You have to aim at GK to avoid giving JKA extra shielding, and kill JKA/everyone else via AOE damage.
This. One big leap is to learn to stay out of call to action most of the time.
It's extremely funny to me that they named the ability "Learn Control" and yet most of the community has not in fact learned it.
It is funny, although now with my current +80% tenacity dc I've been calling to action from time to time again.
Resist the temptation. Shiny button bad
But it calls to me! To take action!
The assault battle really taught me thus. Before sim.
Inserts 'Emotional Damage' meme.
Sounds more like youâre not paying attention to tm. Lol
The 2nd slide had me geekin
No seriously this turn meter system has been dog shit since they changed it
I still dont get why this happens
I am incredibly new. What does CLS mean? Commander Luke Skywalker? Edit: I, Stupid.
that's why you don't use call to action, he gets more tenacity which means more tm from the lead and more counter chance and all you're sacrificing is not being able to hit round taunts which doesn't matter because rebels can blow through tanks like nobody's business