Reserved for change list - will consolidate / summarise responses and comments here
JAPANESE FEEDBACK on the Player Discussion featured below:
http://freestepdodge.com/threads/co...5u-mechanics-changes.2972/page-11#post-104564
SHORT VERSION: PLAYERS ARE ALIGNED ON WANTING NORMAL LIFE 270
LOWER HOLD DAMAGE
MORE GUARANTEED DAMAGE SITUATIONS
Feedback on existing known changes:
Rumoured change to life setting - revert to 300 on Normal. (Japanese Demo) - Players want the life setting left at 270 or lower!
Response - Life setting - 300 was shown to be much too high and 270 widely accepted as a good change for the game.
This should be maintained to keep the game fast and exciting. Important for tournaments to run on time and avoid boring players watching, including wider fighting community.
More player comments:
-The series has worked with 240 since DOA2 and the overall pace of the game would benefit more from it. Using CB would benefit more and to balance it out, reduce hold damage just a little bit, like 15%.
-300 HP is too high plain and simple. You don't get as much damage reward for your combos or moves, and higher life = more sloppy and scrubby play leading to boring matches.
Rumoured change to hold damage - "increased" (Japanese Demo) - Players want hold damage DECREASED
Put simply, the hold is very powerful. Players are in favour of the risk/reward balance to be slightly tweaked. Increase recovery, and lower damage.
Do not go the other way.
Hold Damage should not be increased, but kept in balance with an overall more high damaging game. The current settings in DOA5 at 270 have been accepted including hold damage, but from a tournament level 240 life with a REDUCTION in hold damage, to emphasise the benefit of damage via attacks, is preferred.
Player comments
- Minimize the Power of the Hold: Yes please! Although I love that holds got nerfed in DOA5, I still find that they get abused and spammed. I want damage from strikes and combos, not hold spamming.
- In fact, I think most holds should deal about the same damage as Mila's mid punch hold. But they're fine in 1.03a.
Holds - CONFIRMED low hold extra 5 frames recovery in stun
This change is welcome. Could be broadened to ALL holds. Holds are extremely powerful and players recommend not only lowering the damage but ensuring missed holds are punishable.
Guaranteed Damage - More of it
Universally, players all want characters to have reliable options to generate guaranteed damage. Much of this relies upon improving the reliability of Unholdable situations and the Stun Threshhold
- We need more of it, natural combos and unholdable stuns should give enough advantage to guarantee a at least a level 1 critical launcher to take a nice juggle from it.
Stagger Escape - remove from Sit Down stuns
Stagger Escape - Players responded very strongly and positively to the removal of SE in the pre- 1.03 patch. To balance the guaranteed situations and reward players for landing specific moves, SE should be removed from all SIT DOWN stuns.
This will allow certain combos to be clear and guaranteed. Players will have specific options to set up with, and know what to counter hold or, avoid being hit by at all costs.
Introducing this level of certainty to particular moves will improve the stun/combo system and make the game much more solid and respected.
Stun Threshhold - reduce it to improve ability to Critical Burst.
Elaborated on in thread, but players want clear rewards for successfully putting their opponent into a situation. The clearest ongoing request is for the Stun Threshhold to be reduced, so the average of four hits (and the chance of the opponent to read/guess a hold out) to be reduced to three in more situations.
Sit down stuns as part of the pathway to critical burst should be tweaked to make CB more of a threat and viable alternative to guessing a stun or trying for a low launch. Essentially, the system is already close to a desired competitive level, but needs to move closer to the E3 2012 model.
One simple fix to Stun is very popular - Counting the first hit in a stun against the stun threshold
Player comments
Right now the Critical Threshold is 35, I think 25 should be the standard to everyone can get CB in three strikes and if they decide to launch without playing the stun system, they'd get a nice launch height.
Players would be happier to reduce the critical stun max by a smidgen to allow for one less guess before going for a max-height juggle.
Frame Advantage - Players want more safe moves and advantage on Guard Break
Player comments
ALL GUARD BREAKS should be positive (Tina's 6F+K for example is -5) as having negative ones kills the purpose of breaking a blocking state.
Slower characters cannot out-poke the faster characters, so they need a few moves that grant real advantage in order to apply pressure.
All characters need select moves that are safe on block and hit.
Sidestep and movement - increase speed and lower auto-tracking
Player comments
- Free Step Dodging should sidestep a few moves and the SS animation in general should work like the Defensive Move in VF5FS. The side stepping mechanic is lacking. It either needs to be sped up or a character's string should remain off-axis at any point it's side stepped unless an attack in the string is considered tracking
Backdashing also could use a tweak to allow for better whiff-punishing.
Rumour of Offensive Hold for whole cast - Players prefer individuality
Player comments
OH a good tool for grapplers to retain advantage, not for strikers
Force Techs
Players still want this in the game. It eliminates the opponents wakeup game and forces them back on their feet. Important pressure tool
So long as the situations to use it are consistent, clear and do not lead to recursive/degenerative loops. Give singular moves force tech ability, not multipart strings (Helena)
Input Responsiveness
Players have noted the game uses some "shortcut" inaccurate input reading and would like the accuracy of real input to be increased.
More consistency in attack height - highs beat mids, mid beat lows, lows beat highs
There are currently too many exceptions to this basic rule. Moves with "Crush" evasive quality should be few and clearly animated to work that way.