"Don't you just hate it when u hit run/escape button, you failed and basically the enemies get a free turn?" - Me @ random status update. Let's admit it, the default escaping feature is bad. It's AGI based which if the troop AGI is higher than you, you basically locked in the battle, and an attempt to escape will get an enemy a free turn to bully your entire party. Granted, the success rate for escaping increased for every failed attempt to escape by default. But the enemy still gets a free turn and you can't do something about it. Let's put aside anything that goes like "If you escaped a lot, it means your battle is unengaging" or anything that leads into the design of the battle. So here are some questions > How do you deal with escaping from battle? > Do you put a 100% success rate? Or maybe some QTE that if you hit the mark, you escaped successfully? > Or even not allowed to escape from battle? > If you're using visible encounter, what happened to the map encounter event after you escaped the battle? I personally thought of using 100% escape success rate. However, after 2 escapes, you will be locked in 1 turn cooldown before you can escape in the next battle. And if you keep escaping, for every 2 escapes, it adds 1 more turn cooldown. Means after 4 escapes, the next battle will have 2 turns cooldown before you can escape. Currently, I couldn't really test this as I barely escape from my own game battle, so it is untested yet from my players.