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I don't really get why some of you guys care so much about guaranteed damage. The whole point of DOA is that it is constant high-pressure mind games. You read your opponent well, you get damage. Nerfing holds just means that you gotta pick your moments to use them more carefully. Spamming them becomes more risky, but making an accurate guess or using reflexes to counter should be rewarding. So if they're changing the holds system like they say they are, then it rewards good play and makes the game less spammy.
For me, watching the same launch combos over and over is just boring. If you are spamming parries in a panic, you should be punishable. If you make a good read, you should be rewarded. Predictable players are extremely easy to beat. It's all good.
Now you go into DOA3 where you have moves that are obviously 'better options' over other moves such as launching on normal hit, safe on guard, guarantee followups, and you throw in some positional space into the equation and you can logically point what would be 100s of options from the opponent to a mere 1-3 options that would be the optimum choice. In such a system, you could punish someone for just being stupidly random for random's sake like in any other instance of game theory, and the player who wasn't random but calculated instead would end up on top each time.
I don't really get why some of you guys care so much about guaranteed damage. The whole point of DOA is that it is constant high-pressure mind games. You read your opponent well, you get damage. Nerfing holds just means that you gotta pick your moments to use them more carefully. Spamming them becomes more risky, but making an accurate guess or using reflexes to counter should be rewarding. So if they're changing the holds system like they say they are, then it rewards good play and makes the game less spammy.