Firstly I’d like to state that I didn’t know this was a thing, but it does make sense based on how the mechanics are supposed to work.
I don’t face creatures with No Escape a lot either, except for the occasional Purutaurus.
Secondly, yes, that’s a legit strategy that can be used now, and an interesting one at that.
What I didn’t understand is why it doesn’t make sense to you.
It doesn’t nullify your stun, that Tryko still lost a chance to attack you and a counter, all it got was it’s second counter, because it lost two turns, and the stun wore off after the first one.
That’s how No Escape works, and if used right, you can use it to waste a turn of yours to speed up status effects. For example, if your dino was Distracted and it tried to swap out against a No Escape creature, the Distraction would wear off if it had one turn left. This would make no difference on a regular dino, but on a counter-attacker it could mean the difference between winning and losing.
Only against Sarcorixis or Grypolyth of course, since other creatures with No Escape can’t stun.
It’s a cool strategy imo.
What does incompetence have to do with whether a sensible strategy is viable or not? I would understand if you had said they should have explained this effect to the players in advance, since communication is definitely not their strong suit.
Just because you don’t like it doesn’t mean it doesn’t make sense. I agree it’s not immediately obvious when you think of the move, but it’s easily explainable.
There are other abilities that allow one dino to perform two turns while the opponent only gets one, like SIAs, hit-and-run moves, etc and No Escape abilities are just the latest.
Both of the examples I mentioned above have caused some confusion in the forums because both players don’t get a turn each when they normally would, but that’s a direct, if not immediately obvious result of the abilities.
It does not mean they don’t make sense.
Edit: After reading @Dankysaurus’ comment, I rest my case.