All you’re seeing is that waves don’t switch until after all CDs have counted down once, including to zero. It’s sucked since way back when 2* Hawkeye made the best bunch of good CDs.
As far as I can tell, whenever a wave ends, the computer keeps resolving anything that was currently happening, whether that’s a cascade, or passives triggered off of whatever downed the last opponent, or whatever. I’m guessing that it’s coded so that the “reduce/resolve countdowns” step is all treated as a single “event”, so it doesn’t move to the “send in the next wave” “event” until they’re all done, even tho it clearly does them one at a time. I would call it odd, but not glitchy, since it is at least consistent.
And yes, I’d prefer if the wave refreshed instantly. I’ve lost a lot of damage from Photonic Barrage countdowns going off between waves.
@mexus it sounds like you may be confusing a new wave with a new turn. Your turn does not end when the last enemy in a wave is downed.
Based on your original description, you had several countdowns on the board at the start of your turn. As they ticked down, one of them downed the last enemy in the wave. The rest continued to count down with no enemies out, then the second wave came out, and at that point you were able to make your move.
This all occurred in one turn for you. The reason no tiles counted down when the second wave come out was because it was not a new turn.
This is standard behavior of MPQ, not a bug, just the way things are.
I call it consistent because it always resolves the same way from a given start point, even if it resolves differently from different start points. If it starts from a fired power, it always does one thing. If it starts from a match that ends the turn, it always does another.
Because when you down the last enemy with a power, the only “event” happening is that power. That “event” resolves, and then the new wave comes in, but because you haven’t made a move, it’s still your same turn.
It’s when the “end of turn” and “end of wave” happen at the same time that stuff seems to get weird, because the system is apparently processing all of that as one “event”.
There are other odd things like this, too, like how some passives will interrupt a cascade (Pheromone Rage), while others don’t (Court Death), but if one that does interrupt the cascade triggers, any other waiting passives will go off before the cascade resumes, even if they wouldn’t interrupt it themselves.
I’m pretty sure it would make sense if we could see all the details of how these are coded, but since we’re just trying to figure it out from the end results, and it’s often hard or impossible to re-create some of the situations in a reasonable time frame, it gets confusing.
I have never seen anything like that happen. I use Hawkeye and Mags in the 2* DDQ everyday, and I usually have countdowns out when the waves flip. Never seen a countdown change twice in a turn, or at the end of a turn.
If that is happening, then you have a strange bug indeed.
I use Hawkeye often in the 2* wave DDQ, and I have never seen this specific behavior.
In this instance I also know that the wave switches after the match damage (and all cascades) has been resolved, but before any “end of turn” effects happen, such as attack tiles. Then the (new) enemy team gets their turn, and then you get your turn, whereupon all of your CDs tick down properly.
Are you using any characters whose passive abilities can cause countdowns to decrease after a match? Agent Coulson is the best example of this, as he decrements countdowns by spending TU AP on any match, if you have 6 or more TU AP. 4* Sam Wilson (Captain America) also decreases countdowns, but only on blue matches, and there’s a pretty obvious animation.
If you’re running Agent Coulson a lot, that could definitely explain this. That passive ability confused a number of people when he was released.