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Like, the limit break fights in Y5 for Akiyama and Shinada given their lack of anything on par with Komaki Knockback/Tiger Roar -- standard advice for them is pretty much to ignore all your martial arts abilities and instead bring a pile of shotguns.
And K1/K2, the power gap between pre-Tiger Drop and post-Tiger Drop is pretty immense.
The immersion I care about is the Japanese landscape/way of life, rather than the fighting. RGG had japanese immersion and realism in the other games as well. It's not about the fighting, it's about what living over there is like. I love roaming the neighborhoods and looking at this or that in order to get a feel of walking through the streets of Japan. I love to see the customs and social etiquette played out.
If fighting is the main draw for you - you don't have to use the guns.....you don't have to do things that will help you proceed easier in the game. You can just use your sword or brawl and not focus on the special moves/items.
However, if you choose to use them and then complain about it........it's like that meme picture of a kid riding a bycycle and then putting a stick in his tire spokes and crashing. He's not a victim
if you mean by speed for swordman yeah but also no because they block the third attack speed behind limit break for lv50
The most important thing in a game is "fun to play." If realism or even immersion gets in that way, it has to go the way of the dodo.
That is my opinion to that matter. And I did help designing games in the past. Having stopped many unfun, very "realistic" things in gaming to be implemented. There is a line to realism, that you should never cross. It makes no sense to transform a game basically into work. Keep that in mind.
Of course what's fun differs from player to player. I personally move on if a game is not scratching my itch. Other people use it as an excuse to jump on the discussion boards to complain because trolling is what makes them happy.