I got some Bug to report here. I tried the bug report form first but there was only a preview button, no way to send in the form ( 1st bug report)
Now the second and main bug I want to report:
An arena match ended in an endless loop - All toons are more or less maxed and Zeta*ed
Arena Team Setup: Vader Lead, Tambor, Traya, Palpatine, Thrawn Vs GL Rey, General Kenobi, Jedi Knight Revan, GAS, Barriss Offee
Giving Weapon Teach to Vader, and landing some damage over time effects and enemy Rey going into ultimate stance gives an endless circle of giving the enemy Barriss Offee extra turns from removing damage over time effects which come back and Darth Vader getting extra tm from Weapon Tech. Rey never gets turn meter again and never leaves her ultimate stance.
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Replies
This. It's called a "timeout team" on defense. It's not a bug. Just use a different counter - like SLKR.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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I mean, not really, since it would only work if your opponent specifically used Rey with Barris, and also triggered their ultimate, and ALSO didn't just use their first lolwind to delete Vader.
And also only works if you use Darth Vader lead
I would say its less of a bug and more of a very specific counter to using Vader lead to beat Rey as Nik mentioned
But it's a loop created by the attacking player and its not to his /her advantage. The type of loop CG doesn't like is the kind that let's people solo raids long before the strength of their roster "should" be able to (i.e. one that works to the attacking player's advantage).
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*