Support, though unlimited is not good doubling the amount should be enough to cover tank-y builds become more of a thing and reduce some real 5% frustrations that happen all the time.
Personally I feel like the turn limits is not the problem but stall shield, tank team is way too op and need rebalance as someone mention above remove turn limit and ypu may get infinite loop with stall shield team with healing support still in gauntlet or pvp. I do want to support either increase 50 turns limit or let whochever team in better condition win but it wouldn’t help with stall team problem
The 20 turn limit is mind-numbingly terrible and has been since the start, it's time for one of the many unnecessarily restrictive pain points to be addressed.
Reading the thread, I think PVP and PVE need to be addressed separately-- unlimited turns for PVP sounds like a nightmare, while baby-step incrementing PVE in half-measures for fear of making PVP more of a headache is somethingthat would be very disappointing to experience.
I think upping turns to ~50 for PVP and then drastically increasingly that number -- to the order of 500+ turns-- for PVE would work fine, it gives the former more breathing room and allows people to experiment with different playstyles in the latter without allowing you to get totally deadlocked by a scenario where both sides go into infinitum. Farming is already kneecapped by the energy system, so I'm really not concerned by people having more fun with an overall dull system with very limited strategic value; you build teams, not control them, so I see no reason why the playing field should be so restrictive.
The only concern I would have with this system is with how much the site itself offloads most of the work onto the players' machines rather than doing the work itself on its own servers. :/ I think that also needs to be addressed in a bad way, but a lot of people don't really realize how many resources it hogs until they're using a lower end laptop or a less powerful phone.