Mornedil
Well-Known Member
- Joined
- Jun 24, 2019
- Messages
- 146
- Reaction score
- 474
- Points
- 63
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:
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.
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.
Last edited: