How did the team decide the system for dealing damage and healing over time? It seems a bit unorthodox to apply all of this damage and healing on an invisible clock the players cannot immediately see or interact with.
How did the team decide the system for dealing damage and healing over time? It seems a bit unorthodox to apply all of this damage and healing on an invisible clock the players cannot immediately see or interact with.

Also, is there a way to add another form of PvP that's more objective based? Or hell, Blitzball?
On that note, is there any way to make matchmaking a bit more fair. I started off fighting fully geared / skilled people and was blown out of the water forcing me to continue losing until I ranked up and got some of the necessary skills to actually get one win.
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