I will honestly admit I didn't play all those games you mentioned. So I may be a bit narrow-minded, even if I agree a "delay turn" ability should NOT be a "skip turn" ability. "Defend" should skip the turn in exchange for improved defense. Delay should just change the order.
I just have a hard time, coming from turn-based games where you couldn't precisely tell WHEN you wanted your turn to occur, imagining how it works. What I meant by "cheating" is that when you suspect that a long string of foes' actions will kill one of your guys, being able to manually place your healer's turn right in the middle of the foes' actions to heal whoever is about to get killed IS kind of cheating. KIND. Sure, it's strategic : you delay your healer turn so that he can be available to heal at the proper time. But it also counteracts the fact that maybe you could and should have performed better earlier so that the threatened guy wouldn't be in a position to be threatened to begin with.
Or just the opposite : put your big damage dealer's turn just before the enemy healer's so that your guy will kill the healer or damage him, resulting in him having to choose if he should heal himself or his companions. Sure, that's tactics, too. But it's kind of ignoring the whole initiative and speed system. Well "speed" is emulated by AP actually, it's not "same player got multiple occasions to act in-between his opponents' turns".
Maybe "delaying" should place your char action just after the next ally in line, or skip half a turn. I don't really think it should be accurate. Or maybe a bit random, but I don't like randomness.
edit : anyway there are unbalanced skills, which are probably on higher priority, indeed. Then and only then will how a "delay turn" function actually needs to perform occurs to us all.
Last edited by Dr Koin; 11/04/14 04:58 PM.