Relius Starkiller
Active Member
Because no one likes to read big walls of text. Consolidate your opinions or partition the paragraphs with pretty pictures.
Because no one likes to read big walls of text. Consolidate your opinions or partition the paragraphs with pretty pictures.
I said they're worth discussing. If we can focus on that discussion and on the ideas of what the solutions are to be, that's where we'll get somewhere worth getting to.
If I dare dip my toes, I'll sum up my position thusly:
For DOA5, I would like to see multiple solutions taken to address the issue of how holds should work. I quibble with you on whether everything is a "true" 50/50, an "effectively" 50/50 or 33%/other. Ultimately, we both (all?) still want changes. Here are what I advocate:
- a 4 point hold (addresses the importance of mid attack mixups, favours the attacker)
- short active window and longer recovery. Recovery not reset by being hit again (allowing strikes as punishment)
- Remove holds from Critical Stun (not normal/basic hitstun). This is the kicker that ties the other smaller items together and would make the system truly robust. This allows early exchanges of hits/pokes to retain the mindgame element players enjoy, but rewards players that read or pressure their opponent correctly, without requiring this process to loop around and give the defender additional chances.
Thoughts?
Way to ignore people's posts stating that you can't just remove holds from stun without addressing other items like the stun system and string delay. Who suggested the idea of removing slow escaping? I think it needs to be toned down to DOA2/3 levels but not removed. You ignore people's actual posts and then argue against points people didn't make. It looks like you're really taking after Master.Its too easy to put a person into a stun state as is but now you guys want to take away the ability to slow escape as well as counter out? Give me a fucking break
You're asking for more #-in-1s while suggesting that you can hold out of normal stuns, which isn't true. Normal stuns are the reason we have #-in-1s, because you can't hold out of them. Critical stuns are 99% of the stuns in DOA4.0 and can all be held out of.Why wouldn't DOA4 with lower damaging counters, a shorter window, and more 2/3 in 1's not be a better alternative to the stupid no holds in stun idea? Critical Stun, ok fine but none at all. . .come on.
1) Tone down stuns further (potentially to DOA++ levels)
2) Remove counters from stun
3) Remove ability to delay every single string and limit it to very specific character/moves (Ayane's :Link: for example)
4) Add initial frames to counters
5) Shorten active frames from counters
Boom! Competitive viable DOA5. There's still some minor tweaks (input buffer system) but these are the five major points I would stress to Team Ninja, and am currently trying to.
Couple of quick responses. I think having a 10 frame active window would be a really good compromise compared to where we are now because most jabs are 10 frames and allowing for human reaction being a little slower in reality than the 0 frame to activate, you get a system where jabs will beat counters the vast majority of the time.
Remember even small tweaks can have big effects.
I like grapes list also as its kind of the same thing to remove counters from criticals only, as it is to fo his suggestion to reduce the amount of moves that cause stun and make any stun unholdable. It kind of turns any stun you get into a critical.
So, much alike, driving to the same thing.
What I disagree with is adding startup to the counters, that's not necessary with a lowered active window and reworked stun/critical system, keep it as intuitive as possible
ITT people want to turn DOA into Tekken ie. a shitty juggle fest where you get to spend 5 minutes watching long combos, regardless who gets hit. Simon Sez sure is deep!
ps. people keep bringing up the tournament scene, the same scene that shits on any game that isn't made by Capcom. You're delusional if you think axing holds altogether in stun will somehow make these guys respect DOA. They do that, and they'll find some other excuse, usually "it doesn't play like SF/Tekken, it sucks!"
btw, I hate Tekken, but I'd kill to have DoA5 be a solid fighter like Tekken is.
Most of us here have been fans of doa for over 10 years. Most of us here are asking for features that already existed in a previous doa title, all we want is that to be improved upon to make doa a more competitive game, not the crap fest we got with doa4.
This site is pretty much the competitive community, don't like it? Go to doaworld where they talk about Kasumi's underwear. If you're lucky, you'll run into Awesmic, who'll probably help you understand us better than we ever could.
Raansu said:Most of us here have been fans of doa for over 10 years. Most of us here are asking for features that already existed in a previous doa title, all we want is that to be improved upon to make doa a more competitive game, not the crap fest we got with doa4.
This site is pretty much the competitive community, don't like it? Go to doaworld where they talk about Kasumi's underwear.
btw, I hate Tekken, but I'd kill to have DoA5 be a solid fighter like Tekken is.
Yeah, a game where every character pretty much plays the same sure is solid. Dash back and forth, fishing for launchers, then doing an absurdly long juggle into the wall, rinse and repeat.
Yeah, a game where every character pretty much plays the same sure is solid. Dash back and forth, fishing for launchers, then doing an absurdly long juggle into the wall, rinse and repeat.
9-point hold or you will not be getting my $60, Ninja Dog.