You need to be hit multiple times in order to activate it, so i hardly think it’ll be a problem - it barely heals anything anyways.
I heard you had to delay the last hit of a chain to cancel into a special. Any way shout outs to Capcom for having someone who doesn’t. Work on the Dev team to explain the gem system the right way
And months later you’d be complaining about how broken it is.
That’s just the way it is- Tupac
Broken is better than boring.
Broken gets boring quickly, and after that what holds the fun factor is the competition potential of a game. So yea good move on Capcom’s part on removing that potentially broken system. I guess you can say they had the competitive player in mind on that aspect. Besides I’m fine with character specific chains anyways
INB4Marvel2talk
Yeah I shouldve prolly said “Broken derp”
We know all this shit will be fixed for $40 with Super SFxT: now with more combo depth and an added no-gem mode! I’m going to wait and just buy that used.
you really don’t have a single point. X-men Destiny and Uncharted 3 pre-order bonus was early unlocks, just for two examples.
It’s really easy to google, no need to go all confirmation bias on us.
cant you stack gems though?
Broken gets boring quickly…?
Tell that to MvC2’s lifespan of 10+ years.
Tell that to Super Turbo’s lifespan of…that shits a fossil!
Did you play either version of SfxT for yourself? The old version was just so much smoother while this new one just feels clunky and restrictive. It wouldn’t even be broken, anyway. You need like 2 bars of meter to get any real damage off of a cross rush tag cancel combo, and thats enough for a super anyway so its the same shit.
They obviously DIDNT have the competitive player in mind. New gem system thats going to make running tournaments with it a hassle and is all around disliked by the competitive scene, baby ass easy combos that do just as much damage as links and target combos (yeah, cross rush still does damage its just easy as hell and boring) a comeback factor, SFxT is anything but tournament worthy at this point. And the depth is nonexistant. whats the point of me using my Yoshimitsu Sword Spin Tag Cancel set up if the hit I score afterwards isnt going to be able to punish the foe hard? Whats the point of activating Cross Assault if a COMPUTER controls my other character and I can’t do any combos? Seriously, its obvious you never played the EVO/SDCC builds of the game. even Justin Wong said the game was footsie based before when everything was punished hard. Now its just “Who gives a crap, I can take a billion hits and safely tag over, plus have defense and healing gems before im in any kind of danger”
Yea but it can’t have the same activation requirements or it won’t stack
Assumption
assumption
which is based on assumptions
that’s assuming we aren’t going to find better juggle combos, which is an assumption
Games with stronger competitive scenes than fighting games have comebach mechanics woven into their systems. Doesn’t make it not competative.
assumption
Okay, I have thoroughly read the gem blog until I got it. I am officially perfectly okay with the Gem system and excited about it. I am already running theories in my head on what I’d use with who.
Cammy:
Slot 1: Divine Speed Lv.1 - Speed +10, 20s - Connect with a launcher
Slot 2: Immense Power Lv.2 - Attack +20/Speed -10, 15s - Connect with a launcher
Slot 3: Divine Speed Lv.1 - Speed +10, 20s - Connect five normal moves
The point here is Immense Power with the drawback neutralized. I trust myself to land five normals with Cammy so I will have the speed I want.
Ken:
Slot 1: Divine Speed Lv.2 - Speed +15/Defense -8, 15s - Connect four special moves
Slot 2: Iron Wall Lv.1 - Defense +10, 20s - Get hit by two special moves
Slot 3: Immense Power Lv.1 - Attack +10, 20s - Land three special moves
Speed and power based on how well I’m doing. Iron Wall has a fail safe. I’m balls to the wall with Ken.
If they did have the competitive player in mind there wouldnt be these auto block and easy input gems in the first place.
It is going to be a hassle to set up. Button checks alongside changing the gem set every time a new match starts?
How are you supposed to create a goo, easy to convert juggle combo when you cant do any special moves or tag cancels after a launcher?
Like what?
And while every game has some sort of depth, it IS lacking in regard to the older, more competitive builds.
no you missed my point altogether…the point was that SFxTK Pre-order incentives are NOT early unlocks Period how do you miss that i dont know. so say the previously mentioned had early unlocks for them…good for those games i didnt pre-order those either knowing that already…you again assumed that i was mis-informed.
i can safely bet that the Gem packs will be DLC you have to pay for, not something you can download later for free, or unlock it in the game by doing X,Y and Z…it makes no sense for them to do that…this is the Money Hungry Capcom you are talking about, you know what…im almost willing to bet that SFxTK will Support the Ultimate slap in the face and total BS that is Online passes.
This is what Capcom is showing to us.
If anything, all the “assumptions” are due to their bad marketing (doing the same shit even if the feedback is awful, instead of changing their approach).
Worse yet: Capcom is yet to prove all of these “assumptions” wrong. And they had a lot of time to do that.
Okay, put the easy input gems on in the first place. I’m sure that’ll help your complaint about lower damage output by making your damage output even lower.
Given the numerous other features put into the game that have been requested from players like us such as an online practice mode, it is not unlikely to think that we’ll get button config on character select.
We’ve already seen combos that were able to make use of the combo system such as a Kaz corner loop I remember that made use of his ground bounce. We’ve also seen Ryu’s crouching m. lifting opponents off of the ground that could set up for self juggle combos that don’t require the LMH tag LMH special that we saw with strong repetition before. We want to get away from that homogonized combo system anyway.
dota games, especially league of legends.
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well there are things that are “assumptions” and things that are Facts.
Skyler had some actually facts, just didn’t really present them as such.
its a fact that this game isn’t made for the competitive game crowd. it was designed for the masses/Casual gamer. There are plenty of things for us, you know the fighting game community but you have to realize we DON’T COME FIRST. Thats how it was for SFIV(vanilla) and it looks that way for SFxTK.
Brennan you right about alot too(as usual) like they are not marketing the game right…even for casuals, their core market…let alone us who are morally detoured by this game with all the “distractions” they are trying to shove in our face.
what im saying are not mere assumptions they are what we are all seeing happening before our very eyes, and you know what the saddest part is? even though the game was announced at SDCC, it was a game initially designed with us the FG community in mind. now because the fact that games like SF3, KOFXIII, ect, are games that are for us, are too hard to learn and master, they revert back to that casual mindset and reduced/Induced the game to what it is now.