There, made a ranting thread. If you want to share how much you hate the Gem system, do it there. Whoever keeps derailing the thread with pointless whining will get infracted.
This goes for the other threads as well.
No info on those yet. Capcom is really keeping this system under wraps for the most part.
It’ll probably depend on the strenght of the gems. We still know there’s a 10% power gem, but we still need info on the defense gems.
No, but yeah, effects like parry are a possibility, although I doubt they’d go that far. And I don’t think all assist gems will cost meter - hell, we don’t even know if the Autoguard/tech gems are assist gems. Plus, there’ll be passive gems.
What other kinds of assist gems could there be though? Automatically shake out of dizzy? But I don’t think this game has dizzy. Easy mode alpha counter? To me, the whole assist category seems to be aimed at beginners.
I don’t remember from the vids, but do strength gems get activated by attacking? That’s kinda cool I guess, but it sounds like it’s gonna be more favourable for rushdown characters. Cammy TKCS into block string all day.
Activation conditions vary from gem to gem, it seems. The 10% power gem activates after you land 4 or 5 hits - don’t know if they need to be a combo. One of the speed gems is activated when you land a special, and so on. On the trailer, Ryu had 5 red - power - gems, and after he did his 5 hit combo to activate the 10% power gem, it only activated 3 of his power gems.
Assist gems could also be the passive effects Ono talked about.
If they don’t need to combo, characters like Dhalsim may benefit from strength gems a lot in certain matchups. On the other hand, if the other char picks a speed gem, it might make it harder for Sim to anti-air them if the gem affects jumping speed.
So many questions. Capcom says the gem system is for advanced players, so they need to give us some advanced answers >:(
In the stage demo, Seth showed that even offensive gems can have defensive activations; his Ryu activated one +ATK gem by getting hit a few times, and another by landing 5 or so normal attacks.
There will definitely be some synergy in the activations. Land your standard Cammy combo, possibly get a power-up AND speed-up boost, for example, assuming there’s a a speed gem that activates off landing hits.
In terms of balance, there’s a number of ways that they can keep gems in check. They’ve already said only certain gem effects will stack; passive, constant gems could give a smaller boost than gems that need to be activated; limiting the number of any one sort of gem one can slot; having one gem effect take up multiple slots; etc.
Actually, it seems each character has their own set of gems. At least from looking at the screenshots where the lower part of the super bar has 5 gem slots.
But common sense would lead me to believe one of two things.
A) every character starts off with different gems (based on character) and there are default gems that all characters have access to that you can swap in and out.
B) everyone starts off with default gems for tournament play, you can swap in and out the order
C) gem slot’s start off naked and you choose from a pool of “basic” gems.
and the one I would be most upset by.
D) You choose from a pool of gems available in game but not all unlocked from start meaning you have to beat the game and do certain things to obtain gems that would be usable in tournament play (like unlocking characters), but will not include dlc/special gems
Yea, it’s gonna be a headache watching people pick their bling. Maybe Capcom will be nice/sensible and provide an Unlock All code for the on-disc gems…yea, fat chance.
100% agree with A and B. I think of it like an RPG that has character classes. All characters have a specialized ‘job/class’ but can specialize in other areas through customization. However, with that said I’m really curious if Capcom will go the extra step and make it to where certain gems will respond better to particular characters. Again like an RPG a warrior class character can use Magic but its generally not as strong as a Mage.
But I certainly agree characters will have set gems.
‘‘No option to disable gems in SFxT,’’ NOOOOOOOOOOOOOOOOOO DXXXXXXXX____XXXXXXDDDD.
Although I guess that’s a good thing since if its inbalanced they have to balance it since they consider it a core mechanism…
In Sf X tekken Turbo Super Arcade Extra edition. I dont like that certain people will have an advantage though whether they have a lot of money and buy a lot through upcoming DLC or pre-order. And they have to be good else no one will buy em.
Auto Block gems is going to be a worse design choice than blocked DP FADC’s. Instead of a safe invincible move at the cost of 1/2 of your meter, you get a free block for only 1/3 of your meter. At least in SF4 you can bait these moves and make them whiff, you cant bait a free block. If your character has a bad wakeup game I cant see any reason not to use this gem.
Actually, there is. Remember, meter plays a gigantic role in this game. With them losing meter, they lose the chain the alpha counter if you took out their last bar.
It just seems like a braindead option to me, plus I dont like the idea of a game where I can just fix every character’s weakness, makes a very bland game imo.
Also I do know that meter is going to be a huge part of the game, it’s one aspect I really like at the moment, but an unpunishable defensive option is not a way I’d like meter to be used.
Because meter is extremely important, and auto blocking will only be active for a limited amount of time, not to mention the opponent will know the gem is activated - he can simply try and grab you, do nothing or make you lose a meter on purpose.
So characters with bad wake up options can now spend a bar for a safe wake up and thats a bad thing? Characters with good wakeup options get the advantage of using that gem slot for something else.
Not only that we have no clue how auto block will work, might not even be able to activate it for a wakeup option.
If you’re doing well:
-Auto-block will potentially do nothing for you, meaning that gem slot could’ve gone to something that actually bolstered your offense.
-If it does activate, you’re still down a meter, and that deprives from the rest of one’s offensive game, which includes EX moves, tag cancels, and supers.
-This isn’t to mention that it doesn’t actually make your offense safe, since it does nothing to protect you during start-up or recovery of moves. It will only activate in situations where you would normally be able to hold back to block.
If you’re not doing well:
-Auto-block will strip you of meter regardless of who you’re facing, when it activates, which limits other reversal options.
-Depending on which particular character is on offense, getting an auto-block may well be ineffective and the meter might be better spent on an alpha counter or reversal EX, making the gem redundant and unnecessary.
-If you do choose to do something else, the auto-block gem won’t activate since you’re pressing buttons.
As far as baiting goes, having the gem activate off getting tagged by a poke and losing one meter, with the situation remaining neutral, is not a winning scenario in my book. If you’re already naturally turtling, the gem becomes redundant and potentially costly.
The gem will be good as a cross-up defense. But, again, not unlimited, only works if you’re not doing anything else, and doesn’t really help you if you’re getting rolled. Auto-Block Gem really isn’t as good as it seems, if it’s good at all.
Regardless of all that, the fact that you cited characters with poor wake-up options as potentially favoring this is actually a good thing, as far as the idea behind the gem system goes. It remains up to the player to assess their own abilities, their characters, and the respective abilities and selections of the opponent to pick gems that will work for them. Characters and players with poor wake-up abilities might favor it; those with better tools or ability will eschew it in favor of something else.