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PvP RPG Class Design
#15
One thing I'd like to try to get away from is anything that's "obvious".

e.g., if the opponent is cut, then now is a good time to cast your plague. If it's going to be that obvious, though, then the game should just cast it for you. Otherwise we're essentially making Guitar Hero where you're watching the screen and pushing the buttons it's telling you to push in the sequence it's telling you to push them.

I don't really favor that because it's too straightforward to be a tactical element.

I don't really like the whole curse/cure mechanic in games either, for the same reason. If I have a DOT on myself and can cure it, then curing it always seems to be the smart thing to do. Somehow we need to get rid of the "no-brainers" and only keep the things that make for interesting tactical decisions.
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