I don’t think gems are going to be the huge problem everyone makes them out to be. If done correctly I actually think they will be fun and extend the game’s life while making entry for new players more accessible.
I believe this system will put more emphasis on players instead of the characters they pick. Characters with glaring flaws may be able to be “patched” via gems and not be so horrible. Players will have to develop new strategies to attack the opponents play style instead of exploiting character specific weaknesses. (Like a bad wakeup game) An unfavorable character matchup may become balanced with the appropriate gems.
With gems I get to decide whether to buff my characters’ strengths (damage/speed / range), cover their weaknesses (bad reversals, low health, slow normals), or cover my weaknesses as a player (inability to tech or block).
This should lead to all around much more interesting and unique battles. It’s more than my Ryu plays different from your Ryu. It’s my Ryu is unique from your Ryu at the select screen. They are different characters.
Selection time at tournaments probably won’t take as long as everyone fears. Its not like tourney players will sit there looking through gems like it’s their first time playing. They will most likely already have a specific gem combo or two they use for their characters and know the exact order and placement of those gems on the menu. I don’t see it taking longer than choosing assists in marvel. If players are worried about counter picking gems, TOs can make players register the gem combination they are using prior to play.
The auto block gem doesn’t seem OP to me at all. It sounds like for it to activate the player already has to be anticipating a block and not pushing any buttons or blocking anyway. Say you go for a high low mixup and are caught by an autoblock. Cant you just cover yourself with meter and make a safe tag to keep the offensive pressure going? Now they are not only out a bar but they are still on defense. This gives you more opportunities to continue the pressure and either deal damage or eat up all their meter. That is meter they could have used to stop your combo in the first place and reset your pressure with that alpha counter technique. We’re talking one bar vs blocking all hits for all of their meter.
Meter builds fast in this game but if you don’t get to use meter for anything except accidentally auto blocking you lose out on access to all of the most valuable tag and damage dealing punish techniques. What good is a reversal window from an auto block if it can’t be exploited with a damaging punish since auto block ate your meter?
Auto block so far only really sounds useful to newbies. Most advanced players will probably want to fill their slots with gems that compliment their teams instead since they have little shortcomings as a player.
Do we even know how often gems can activate? Maybe gems are exhaustible and can only activate so many times in a fight despite their criteria being met over and over.
I think players who say they’ll “wait until the best combination of gems for their character are found and abuse those” are entirely missing the point. As players we all play differently and the point of the gems isn’t just to make a character S-tier or OP. It’s to give us the tools to make ourselves OP. It’s sad that in a game so full of possibility people will probably just flock to whatever combination of characters and gems are popular instead of sitting down, being honest with themselves about their own strengths and shortcomings to devise a combination that will take them farther in the competitive scene than ever before.
I understand the concerns players have about paid DLC gems. At my most optimistic I have a feeling the preorder packs could just be early unlocks for gems free in the game for those who wait. At my most pessimistic I believe Capcom will make all DLC gems (including the 9 exclusive special edition set) available for purchase at some point. The only people who will probably have to buy all the gems realistically would be tournament organizers. I think as a player you’d be kidding yourself if you needed gems from every paid DLC pack available to compete.
The big difference with sfXt compared to collectible card games is sfXt is a game heavily reliant on skill. In Magic you need to play with the best cards to win. Since sfXt is a fighting game, skill is still the most important factor at play. A player using no gems could still beat a player using gems if they are good enough.
I truly believe the layers of strategy added by this feature will outweigh the cons. And don’t get me wrong there are plenty of cons we all know about.
Do I think they’ll get it completely right the first time? Probably not. But at least they are trying something new to evolve the genre and not just a street fighter with tekken guys in it.
To those who don’t want to buy the game, I respect your decision. To those who just want to beast with whatever tools are at their disposal and not cry about someone buying better gems than them, I salute you.