I honestly not a fan of making judgements on something I dont have my hands on but I am on the same boat as most of you.
-I was against the health reduction at first but I grew to appreciate the more aggressive fast paced short rounds of the current 1.03a and find returning to 300 HP sort of a set back. But we dont know how this new version plays out in terms of aggression and reward so I am still reserved with this opinion till I have a better understanding of how the whole system plays out now, or more preferably some hands on time with the game.
-I was the one who suggested increasing 5 frames to holds in stun to Shinbori because there were situations where just frame holding would let you recover faster than the fastest stagger escape. Shinbori mentioned that with the increased nerf to hold that he would have to come up with some sort of compensation damage-wise in order to keep the triangle system balanced. I understand where he comes from in that respect but I dont think the damage boost was necessary. Still if its more punishable in stun then I welcome this change at the price hes putting as long as the damage buff is not too drastic.
-I have to admit that I am not very happy with the loss of some frame advantage situations, including guard breaks, safety (and + on block), and the loss of some forcetechs. But we still dont know for sure whether the characters were compensated with other tools such as different forcetechs, different moves that became safe, or more favorable situations. Thats why I can't really comment because I just dont know the overall change. But if there were no compensations then yes I am unhappy with this change.
- slightly related to the last point, force techs are a nice tool that I grew to like and create scenarios and strategies around. I was never a fan of DOA4 and was mainly a DOA3 player and that game had no forcetechs so to me this is sort of a nice new strategy. But I do feel that losing or reducing it is a major setback. In fact, I felt this since the E3 version when I lost ayanes 4K forcetech from the alpha demo, then lost LeiFangs 6H+K forcetech in ver. 0.75. I like the agressive momentum it grants you and would hate to see it gone.
-With all that being said, lets not neglect the positives added to the game mechanics. This includes flop stuns which grant more guaranteed follow ups. Granted flops may not give you a large juggle height but the followup (however short it may be) is guaranteed nonetheless and I am interested to see how this plays out.
-another plus would be powerlaunchers. This may not be the go to punish all the time but it may be a cool thing to strategize for max damage with over a powerblow, particularly when theres an open space and room for a long juggle. Another thing we don't know about is the implication of ceiling stuns to power launchers. I am curious to see the possibilities that come from this.
-another plus is the redifined tag mode. I personally am a huge fan of tag and am looking forward to this along with the mechanics that accompany it, including tag burst.
-to my understanding and what i have heard from Shimbori himself along with reliable people that have tried DOA5U, the game at the end of the day is still DOA5. This means that all the core elements we grew to like in 5 in terms of the stuns, to the ground game, to the environmental involvement will remain intact. I just wanted to say this to reassure you all.
-I said this before in the other thread, I do appreciate all the changes done to the system as well as the rebalancing done in ver. 1.03a. So I have faith in the end result that Shinbori and his team will deliver.
-For the record, the top Japanese players who were against the game mechanics before have grown to appreciate and like DOA5 ver.1.03a. This includes top players like Mochi-A, Light-K, hiropon, yuu (mist online), and Uuroncha .. all of whom I have spoken with on and off stream.