Its_A_Random
A distant memory
Okay after thinking about it for a bit, I guess there are a few things that can be true:
If there are no real objections, then the dual timer can be implemented and we can put this issue to bed. The main point from this is that the idea of the timer is to be able to scale down the difficulty of the more difficult encounters while the easier TLR's can get away with instant combinations simply because the encounter is not strong enough to consistently work with combinations. The idea of people circumventing timer regulations with 1-1 timers and nothing changing as a result with regards to difficult encounters, alongside the idea of TLR's becoming too easy as a result of the timer, is just hyperbole.
- Combinations are pretty deadly when it comes to Uber level TLR's. The length and the sheer number of encounters as well as the general higher quality of the opposition makes these TLR's really knife-edged and incredibly difficult to win, even with combinations delayed.
- On the other hand when it comes to Legendary or lower level TLR's, the difficulty is lower and even with Combinations, most of these TLR's in general can be pretty easy and in some cases, combinations are the -only- way a referee can keep a well-suited team in check (i.e. provide a challenge as opposed to rolling over and dying without a fight). Debilitating consequences as a result of combinations in Legendary and Training TLR's appear to be much lower than they are in Uber TLR's.
- What this would mean is that something like a Training Difficulty TLR could get away with a 1-1 timer for all encounters and the same could be said for the majority of Legendary TLR encounters. Uber TLR's on the other hand could not get away with 1-1 timers due to the high general difficulty and should have combination timers bigger than 1-1 to keep in line with the idea of a challenge being beatable and not impossible.
- Of course if a TLR encounter proves to be consistently too damaging, then the combination timers can be fiddled with.
If there are no real objections, then the dual timer can be implemented and we can put this issue to bed. The main point from this is that the idea of the timer is to be able to scale down the difficulty of the more difficult encounters while the easier TLR's can get away with instant combinations simply because the encounter is not strong enough to consistently work with combinations. The idea of people circumventing timer regulations with 1-1 timers and nothing changing as a result with regards to difficult encounters, alongside the idea of TLR's becoming too easy as a result of the timer, is just hyperbole.