SolidSonic
[09] Warrior
I wonder what Mila's fighting style will be. Hopefully something I never heard of.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Sorry for the late response. I didn't realize there was a DOA5 thread here.
You're welcome to disagree with everything I wrote. However, we've seen what happens when DOA plays like it always has. It gets no tournament love unless there are large amounts of money involved, and even then it really doesn't get much love.
The changes I've suggested would not remove what makes DOA unique, but it would allow for the competitive players to remove some of the forced guessing and apply more conventional strategies. If you still want to play the old DOA4 stun game, you can... but it would be optional, and with these changes I'd be able to severely punish you for guessing wrong. Meanwhile, I would have a way around the forced guessing if you tried to impose that play style on me.
I don't think any of that is a bad thing...
Mr.Wah said:]
"I would prefer a game that has less times where you're required to 'read'. It was really mentally taxing in DOA4 to have to 'read' so often. It's probably why I enjoyed DOA3 because they were more controlled instances with some breaktime in between."
So then, I think it's good to say that the leaked list is true.
Ideally, every character should be able to output that amount of damage of a launch. Do that, and the FGC will lessen the complaints about holding out of stun.
Critical Burst Sit-Down stuns - your rationale for these being good is that the opponent cannot recover from them, i.e. damage is guaranteed. I have a SERIOUS problem with this concerning risk reward. Imo either an option should be highly risky and highly rewarding, or little risk and carrying little reward, and so on with options on a scale. It's OK to make some options better or worse than others, e.g. by making some characters have less risky and more rewarding options at a certain range or given a sufficient advantage, because this allows you to create more diverse characters and allows players to devise more interesting strategies. But giving characters options that are very high reward and very low risk, that can be used in a lot of situations, is in my opinion really really bad.
If every time you put me in a stun, I have to guess "will he do CB or not" and then I guess wrong, and 70% of my health bar is gone as a result of one wrong guess, I just don't think that's gonna make a fun game. Same with sit down stuns, if they guarantee a huge combo, then of course you will want to do these over and over again.
Guard Breaks and NH launchers - similar issue to the one before. Basically it's to avoid spam being the main gameplay option. If an attack launches on NH, or causes a guard burst with guaranteed follow-ups, I would at least like it to be very slow, very unsafe, or have terrible range, or a combination of those things.
But if DOA5 characters have GB and launch options like you described, leading to solid damage, and carry little risk or too much application, we're just gonna see them spammed, without any sort of real strategy being present behind them other than going for max damage. I can't see how this could be a good thing.
Frame Data - I disagree on a technical point here. If disadvantage is -11, the only thing that should happen is that an ordinary 21f attack from the defender should trade with an ordinary 10f attack from the attacker. I don't really see why attacker's 10f attack should be guaranteed. Demanding this just seems lazy on behalf of the player not bothering to learn the system.
About String Delays, these are the things that make DOA a fluid and fun game. I think the distinction between the casual gamer and the pro gamer is not properly made, and casual gamers not only massively outnumber the pros but also vover a lot of different types of players with different opinions on things. I understand that casual players should not have much input on the system mechanics. But I also emplore you to consider that first and foremost, DOA5 must be a fun game to play.
I really think that depends on how much damage we are talking. I don't think it really matters that you got put into a stun - stuns are massively prevalent in this game, can happen from a mid jab on CH. The problem is, I assume that your CB will still work if you hit your opponent while they are attempting a hold?If you get hit counterhit, or you fail to escape the combo by the second or third hit, I think that's enough reward for the big damage you'd get off of a CB stun. And it's rarely going to be 70% unless you have some environmental hazards going on (which would mean you didn't move to avoid being put in that situation)
If you removed CB from the equation, you are left with a situation in which you are stunned and now you have to guess what the offensive player will attack you with. There's no difference except that you may have yet another chance to escape AFTER getting hit if the offensive player doesn't go for a launch and instead attempts to extend the stun. Same thing happens if you can counter out of a sit down stun.
It sounds like you want Dead or Alive 4. A game in which nothing is ever guaranteed, everything is unsafe, and it's always a guessing game.
No matter what fighting game you're playing, some attacks are going to be better than others. There's simply no way around this. Even in DOA4, where almost everything was unsafe, there were still certain attacks that got spammed because they were better than the rest. You'll never have a fighting game in which every attack is equal.
A guard break is generally slow. In fact, most of them have to be charged or are negative frames on hit. Just about every NH launcher is unsafe and launches at the minimum launch height, limiting the amount of damage that can be had.
This was more to make it easier for people coming from any other fighting game. It's basic math. If my opponent is at -12, I should be able to connect a 12-frame attack unless they're pushed away too far. If I'm at +12 and my 11-frame attack can be blocked, that simply doesn't make any sense, mathematically or otherwise. Frame data is nothing more than math. I don't think it's lazy to request that the math actually works.
The problem with the string delays is that it supports the forced guessing that's a huge problem in DOA. If you can delay 90% of the attacks in the game, I never know when you've stopped attacking and when you're just delaying. How am I supposed to mount a proper defense without guessing every single time? How is that fun?
Fun is a relative term. Under almost any circumstance, what is fun for the casual player is not fun for the competitive player. I don't have fun getting booted out of SC5 rooms because I use throws and go for ring-outs, but removing those aspects of the game is fun for a lot of casuals.
There's room for both casuals and competitive players, but there's no reason to dumb the game down just to make it more fun for casuals.