Like alot of From's decisions, a good idea with poor execution.The three defense and damage formula IMO were born from two concepts/problems.1. How damage worked in previous games (3-LR), particularly when it came to fast fire weapons like MG. The problem was bad enough that they had to double nerf them in NX onward, once with the addition of magazines (so they couldn't fire continuously forever) and lower accuracy/overall effectiveness. Even despite that, it didn't really solve the problem.2. The problem with speed AND damage in 4/FA, where basically it seems like you're just chipping away at your opponent over a long period of time. This was actually referenced in one of the early interviews that Nabeshima did for V, where the problem with 4th gen was that it meant that matches would end up lopsided with no real ability to make a comeback.And thus, the 3 defense, and damage formula was born, to make it hard to be able to block out all damage types, and to weaken the ability of rapid fire weapons (particularly lower damage weapons) to chip away at the opponent.The main problem IMO is that how damage is dealt is too skewed to extremes, which is why there is such a heavy limitation in build variety and viability. I'd say if you took away the teamplay there'd be some good ways to tweak the system to encourage more variety and more engaging gameplay.

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