Well, I did ask for that, I guess. +1 post!

i'm not sure it'd be that bad if there was enough options, but as it is, PvP, from what I've seen, is literally just an Adventure Quest type system where it's "Attack" JRPGs almost have more depth. Sure, there's a little skill involved, like when to run, when to chase, and when you should (or shouldn't) use one of your 5 or 6 skills.
Hasta wrote:Because even mediocre TCGs with low popularity have at least some sort of thought-through balance.
As a guy that has been playing card games of various sorts since the 80s (and I don't mean Bridge, Poker, Pinochle, or Pitch; I mean Illuminati and other odd ball card games), and TCGs specifically since Magic, I've played many dozen, if not 100+ different ones... and no, mediocre TCGs generally have a piss-poor balance no matter how "thought through" it might be. And I'll note that I played a few of these at a high competitive level, Magic at the level of "professional." I don't think I bought a card one after 4th ed because I won it all at tournaments (or as payment for judging tournaments I didn't play in).
Hasta wrote:That's another difference of TCGs: you may KNOW a deck that would be OP, having all the cards for it is a completely different thing. Here almost everyone who's anyone have all the necessary moves, the number of options is ridiculous, and there are little to none counters.
Incorrect here. Anyone that plays TCGs/CCGs competitively will have the cards they want, either through trading, direct purchase, or "crafting" as goes on in the modern computer based ones. New, cheap, and/or casual players will, however, fit your statement very well. Which relates to typical PvPers in Haven... the hard-core PvPers will have all the moves/cards they want, more casual players will have most, and those that don't want to get involved will have little or none.
i'm not going to say it's a great analogy, but it is jorb's analogy if I recall the discussion on the current combat system correctly.
And I have to agree with you:
Hasta wrote:Imagine if we had hidden from the opponents "trigger" moves that would allow you to anticipate your foe's next action? "Barrel Roll, duration 5s: next Cleave completely misses you but refunds 4 IPs to the attacker, you lose up to 4 IPs and gain +10% move speed for 2 seconds". "Wrist Twist, duration 3s: next time your Cleave is avoided with Barrel Roll you put a +50% red opening on your opponent and lose 4 IPs; your opponent gains 2 IPs and his move speed is reduced by 15% for 2s". And so on and so on, the possibilities of creating counters and then counters for counters are endless.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.