Reading the discussion about move stats made me realize I never gave my input on it as a whole, I only mentioned the conversion of the old stats. Personally, I think the new move stats over-complicates gameplay. For example, You need Piercing to counter Defense, and you need Accuracy to counter Resistance. A major problem with this is that you cannot inspect your opponent before fighting them, so how are you supposed to know to bring out your 50% accuracy fighter? Besides that, the new stats themselves feel a bit redundant. The defender works towards 50% resistance while the attacker works towards 50% accuracy. The result? It evens out to 0%, which makes it feel like you're wasting stats on just cancelling out your opponents stats because that's the new meta. the same can be said about Piercing & Defense. Imo, Piercing would be better if it didn't counter defense, and only "pierced" through armor at the percentage of the stat (using multiplication, not addition/subtraction).. but then again, we have armor break to remove armor already. As a summary, here's what I think about the new stats: Accuracy - Only exists to counter the new resistance stat. Resistance - Feels a bit too OP and easily accessible, which forces investment in accuracy. Piercing - Makes defense feel useless. Would be nicer if it only ignored armor. Tag Cooldown - Feels like a niche, the game was fine without it. Special Cooldown - This is nice for move-oriented loadouts. A nice counterpart to meter gain but for moves. I apologize if it seems like i'm complaining too much. The new update is amazing in so many ways, it's like SGM has reached a whole new milestone. I just can't help feeling the way I do about the new move stats.