PVP is more of a flip coin simulator at higher ranks and that mid tier it's more of a Auto play because of Trigger Ranger teams that plague it.
So i'm back with more suggestion, I don't force this to become canon, I'm just sharing my idea in a hope that maybe to inspire a small change in the PVP and Skill runes... that is if there are still someone reading the forums
this place is a ghost town.
Turn - each hero action is 1 turn
Wave - After all hero performed an action that is 1 wave
1 hero action = 1 Turn (When a hero is moved, stunned, sleep, attacks, defend, cast skill, refreshed or skips it counts as 1 action thus one turn )
10 hero actions = 1 Wave (When all hero have had their action their aura resets and is again able to be triggered )
All heroes must have performed an action for wave 1 to finish and into wave 2.
Aura
-All aura has 100% chance to Trigger but only once per wave
-Refresh doesn't reset Aura
-Aura that heals on hit or after a turn should have no reduce healing anymore because they only trigger once per wave
-Aura that dodge has 1 guarantee dodge per wave
-Aura that provide % bonus to stats remain persistent because well they only provide bonus to stats
-Aura that debuff and buffs will all trigger once per turn
-Aura that deals damage per turn will still deal damage per turn but the aura only trigger once per wave.
Skill
-Skill CD are equal on both sides meaning 2nd one to go will not have a -1 CD advantage to the 1st one to go
-Taunts should be able to do something in PVP- Single target Taunt reduce 20% ATK of the target and Multi-Target Taunt reduce 10% ATK of the targets for a certain amount of turn.
-Or Taunts could function like fear that disrupts enemy formation or making the retreat by one tile.
Skill runes - All runes only Triggers once per wave.
-Rune of Double Strike - Should not be able to deal critical attacks. After initial Attack this unit release two attacks that deals 100% of the unit's ATK as physical damage. (a total of 3 strikes)
-Rune of Miracle- Resist a killing blow if HP goes below certain % threshold. Then generate a shield that negate damage for 1 turn.
-Rune of Vampire- Heals gained not be reduce anymore. the extra HP from Heal generate a blood shield.
-Rune of Dodge- Guarantee 1 Dodge per wave. (Should stack with Aura hence 2 gaurantee dodge per wave for this hero only)
-Rune of Resilience- % chance to resist a skill and generate a shield that reduce incoming damage by 50% for 2 turns.
My suggested skill Rune
-Rune of Retribution- Returns 50% damage received as pure damage then creates and aura of thorns that returns 20% damage receive as magic damage for 2 turns. Trigger only once per wave
-Rune of Shade- When hit, Unit enter stealth for 2 turns. Attacking while in stealth will deal 125% damage and will break the stealth. Attacking, Dispel, and taking damage will break stealth. trigger only one per wave.
-Rune of Phoenix- When unit dies, Revive unit with full HP and skill at max CD. Trigger once per match.
-Rune of Ethereal- All damage receive is converted to heal 5% of Attack receive. Trigger once per wave, Persistent effect: this unit's Magic will now reduce Physical and Skill damage Defense will determine the amount of HP shield created at the start of the turn which last until destroyed.