Agree, but at least SFxT is offering a way to get all the content. If you pre-order the special edition from any store, then you receive all the pre-order bonuses. Yeah, you have to pay $10 more, but you also get some special edition swag.
If other games are going to keep doing this shit, then there should be a way to get all the content easily (like the SFxT special edition).
If you get the normal edition on the 1st day (no pre-order), then you get no extra gems.
If you get the normal edition and it was pre-ordered, then you get one set of gems (based on the retailer).
If you get the special edition on the 1st day (no pre-order), then you get four sets of gems.
If you get the special edition and it was pre-ordered, then you get all five sets of gems.
Wow, that almost convinced me to pre-order the special edition.
Then I looked it up and realized there was absolutely nothing special about special edition. Just a bunch of silly extra gems to help crap players with no skills. An arcade cabinet money box (lol wut) and a mini strategy guide (boring).
I will buy the normal game the day it comes out at my local store.
its not even a guide, its a artbook/comic. but if your going to play the game competitvely you mite want to invest in getting those gems now before they really do announce DLC gems being tournament legal, its a safety precaution.
pre-ordering from gamestop or amazon will net you all 45 gems for sure, amazon has a decent deal of a gift card if you get it there i believe.
Im wondering what is going on with those Fortitude gems. Surely there’s an error here? A flat 100 damage reduction? And if you look you will notice that the activation conditions for then are all really easy too. The highest percentage-based damage reduction gem in the list so far not including the pandora one is 20% which equates to the equipped character having to take 500 damage in order to reduce it by 100, and all that within a shorter amount of time than the flat +100 lasts AND the activation is more difficult. So what’s stopping me from slapping 3 +100 gems on every character and having every one of my teams basically have an extra 600(!) health? And in that case why would i ever use a vitality gem? What i’m thinking is that maybe it increases your recoverable health “buffer” by 100 instead, in which case it would be useful but not utterly broken as it looks from where i’m standing. Unless there’s something i dont know. I dont mind some gems being strictly better than others but i’m not looking forward to time outs and 60 seconds of jaundiced vomit yellow glowing piss looking characters in every match. Edit; seems to me that yes its a flat reduction of 100 damage because there’s one that requires pandora mode, during which time you obviously dont have a partner to recover health from. fml. Edit #2 wtf is “healing +10%”? healing from what source exactly? starting to get dubious about gems now.
^Yeah, the same thought occurred to me… If fortitude gems really give you a 100 hp buffer during the activation, then they seem way better than the other gems, barring the assist gems turning out to be good.
Aside from the buttugly glow I don’t mind gems that much, though i am still concerned about added time for tournaments.But watching the Cross Assault show, one question came to my mind all the time when i saw people not setting gems beforehand: Why are the default sets only 2 gems strong? Makes no sense to me. A lot of the guests used characters that nobody set gems for before and thus played with only 2 gems. Should the whole USB thing flop the default gem sets will be the only alternative for tournaments. Was it so hard to insert 3 Attack, Defense and Speed gems into these sets?
I don’t get some of these design decisions at all.
there are 2 types of healing, the general vitality health regeneration, and the C.Gauge Healing. I believe both are only available via DLC gems outside of vitality gems.
In general EX gems are 2 Gems in 1, you get 2 effects for 1 condition, or 1 effect for a longer duration or sometimes - the penalties. it’s usually why they take 2 slots. so sometimes it mite just be better to opt. out for EX Gem if all you plan to do is stack, but some stacks are better then others even better then EX gems, it all depends on your wants and needs at the time.
In reality thats how most gems are going to be used anyways, on how people play. many examples of gem usage was displayed on CrossAssault, Filthy Rich showed some really cool Switch Cancel combos and Gem combos, as you seen his heihachi have all 3 of his immense power gems activate around time same time frame.
In fact the ex gems look like they are going to be the best simply because, in effect you are only requiring 1 activation condition to activate 2 gems. And i would say that getting all your gem effects going as early as possible is the most effective route while that character still has the chance to use them. Assuming the 100 health shield/+30% attack pandora gems dont end up super-broken that is.
As i said in the post, it depends, this is literally not a one size fits kind of deal here.
EX gems do take 2 slots to balance out their 1 or 2 effect(s). but i’ll give a few examples on why it doesn’t really matter…
Say I wanted Speed ok, and I have 3 slots at my disposal. If i wanted a significant boost for a short duration, it would look like this.
1: Divine Speed lv.1 (connect with 3 special moves) for 20 sec. 10% boost
2: Divine Speed lv.2 (connect with 4 special moves) for 15 sec. 15% boost -8% defense
3: Divine Speed lv.2 (connect with 4 special moves) for 15 sec. 20% boost World Warriors Pack
Thats a 45% boost in speed for 15 seconds, not bad for hitting 4 special moves.
what about for a longer duration?
1: Divine Speed lv.1 (connect with 3 special moves) for 20 sec. 10% boost
2:EX Divine Speed lv.3 (connect with 4 special moves) for 30 sec. 30% boost.
so it all depends on how you want to configure your gems, by all means do it your way, i just wanted to give a few examples on how any gem can be effective, and not just 1 type.
I think I just came up with a rather effective solution to the gem selection problem.
Every gem has a 3-number code, right? So why not give players the option to input a 9-number code while choosing characters to pick a gem loadout on the fly. That gem loadout would be saved in one of two special slots for the character, one per side, and will remain there until a new code is inserted. It’s easy enough to plan at home, write down on a note, and bring to the tourney. And for people who doesn’t own the game, you can have lists printed out and placed on strategic places in the tornament locale, where people can easily see what every gem does and what it’s code is.
For people playing at home, this could also be a nice system if you like to switch your gem loadouts a lot, or are a lot of people playing on the same console.
You could also re-number the gems to make the choosing process more intuitive. For example, make Speed gems start with 1, Power gems with 2 etc. Or maybe even replacing the first number with a letter. “S” for “Speed”, “P” for “Power” etc.
What do you think? Should take about 30 seconds per player to set the gems if they are prepared (And preparing your gem loadouts before your match could be required by the rules), maybe even faster if you come up with a fast, clever way to input the code.
I honestly dont think the gem selection will take too much time after the game has been out in the wild, reason i say this is because they will become second nature like Assist, people will instantly know what gems they want to use.
as far as you idea with inputting the 9 digit code, wouldn’t it be put into 3 brackets instead of just a 9 digit code? as it mite be messed up if they put the gem# in different orders? idk, it just seems like the game wouldn’t recognize it, but i think im overthing that, but its a good alternate solution. but i think the USB thing is a good solution.
USB thing works, but don’t you need to actually own the game to use it?
Well, how the numbers are structured aren’t that specific, brackets work too. The game would have no trouble with that system, it would just tell you if you input a incorrect code, like if you try to use the same gem twice.
As gem picking is now, it will still take a long time even if you’re used to it, since it’s a seperate screen.
I’m surprised there’s not some sort of input based on buttons. You could type in codes in a couple of seconds based on the gem numbers.
Light = 100
Medium = 10
Fierce = 1
Punches increment, kicks decrement so gem 11 is the same number of button presses as gem 99.
Another possibility is that you pick the numbers off of a numpad, so that Neutral+A is 5 , Back+A is 4, Up+A is 8 etc. And 0 is like X or Y or something.
So with the Cross Assault stream over and the game tantalizingly close, does anyone have any thoughts regarding their prospective gem load-outs?
I like the look of the health recovery gems. I’m not sure why you’d take the defense over those, really.