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PvP RPG Class Design
#12
Aiming doesn't have to be a mouse game. Games in the past have done that but you can compensate for that. I agree we don't want a twitch game.

You compensate for that by having skills that impact targeting reticles.

Think of reticle cycle times from Planetside. What if the skills you take impact the closing of the reticle? You can decrease reticle time, increase accuracy of non closed reticles. You can also widen reticles for AoE or change reticle types for different types of attacks. Instead of taking more damage skills, your accuracy skills can effect reticle operation.

You can remove the twitch aspect of non auto target functions and compensate for lag differences by creating specific skills to achieve the accuracy levels you see in FPS games. I have no problem with that if to achieve such accuracy levels you are giving up, damage, defense, crits, CC and/or a rounded damage types.

All you end up with then is there is one guy who can hit you with every he aims at however he is giving up a ton of damage and has to hit you a bunch to kill you. The guy with 500 ping who put all his skills in damage only needs to hit you once.

There is a balance out there.

The speed of missles can be adjusted. Hell you can even have skills that made missle weopons faster and do less damage or slower and do more damage.

Vllad
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