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The cheating question has been covered more than enough so I'll ignore that.

How will you avoid having the game studio eat your lunch in the blink of an eye if your service becomes remotely popular? Look at what Dota Plus offers, and consider how the game developer holds all of the keys as well as the rulebook itself regarding this. How do you carve out a competitive advantage against that?

Moreover, how is there not extreme risk against a developer simply deeming your tool a cheat and eliminating it? That's a lot of effort struck out with one rule change, and it could be up to and including entirely eliminating your ability to provide your service, rather than something you just need to tweak around. That strikes me as an extreme amount of business risk for you.

It also seems like the games which would provide the biggest target audience for you are simultaneously the ones where there's most likely to introduce that sort of ban. Your service highly focuses towards competitive multiplayer esports games, and towards players who want to be more competitive rather than play it causally. It seems like the venn diagram of people who would use your service and people who would be most affected by bans is a worryingly overlapping venn diagram.




There’s also the danger of a game falling out of fashion after a couple of years. What do you do in that case? The training you can offer needs to be customized to each game. It has to be both useful and not considered cheating, so expanding the business to other games would be tricky.




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