Balance 240 vs 300 life

Berzerk!

Well-Known Member
Right exactly. If the game was balanced for 240 I'd be all for it. But as it stands i just don't think 240 is viable.

As discussed on the facebook group, the idea that TN would release a balance patch and do nothing but slide the normal life setting down to 240 is ludicrous.

It's being suggested for an upcoming patch as part of a segment of other changes. The fact that players strongly feel the game is ALREADY better, yes, in DOA5U, with 240 life, says a lot.

There have been good arguments made for this and the point was won when DOA5 was reduced from 300 to 270. The hold and throw damage are a moderate concern, but the increased effectiveness of strikes helps with this naturally. Your strike combos can be less risky, playing in the stun system less, reducing the opportunity to counter hold.

Players wary of throw punishment will counter hold less.

Players avoiding using the counter hold means the counter hold damage occurs less often.

You see, systemically, 240 life re-emphasises strikes and has a positive flow on effect for the whole system. It is both recommended NOW, and if you're looking to a future balancing patch, the additional concerns can be addressed as part of a full update.
 

Brute

Well-Known Member
Standard Donor
Honestly, I doubt TN will change much of anything balance-wise at this point, even when Marie Rose makes it to consoles. They seemed very confident in their balancing of DOA5U's base, and changed only minimal things with the Halloween patch.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Number 13 said:
It isn't so much they are complaining about 240 life, but more so the great lack of complaining for 300 life.
-300pt life system is a joke. It is now and always will be. I can understand Team Ninja's balancing theory as to,offset the high damage with a higher life setting. In practice it maybe sound, but in action it crumbles. Team Ninja need to remember what DOA was before DOA4/5....It's competitive gameplay was literally you being DEAD OR ALIVE!

-Danger Zones in DOA1 caused massive damage, Juggles/Combos did massive damage...everything was hi-Octane. DOA2 followed suit, but replaced Floor danger zones, with intricate environmental interaction...which causes massive damage. Defensive holds(DH) did massive damage along with both juggles and combos. DOA3 followed suit, but reduced DH's while significantly increasing juggle/combo damage, and making environments even more of a Danger zone...with the addition of having a deadly wall game!

-All of this having a 240pt life setting, and matches going crazy fast... Aka Sushi bar, with chicks in roller blades. DOA5U needs this to be infact "DOA"! The environment(Danger Zone) that took precedence since DOA2, makes a triuphant return at 240 life setting. Attacks have major priority in shaping the match, throws have it's punishment factor returned, while DH'ing is relegated to a minor defense mechanisim(behind blocking/Side Stepping), due to fear of high throw punishment for a bad read! The game is damn right brilliant at 240 life setting and it rivals that of DOA3.1....Infact with all the tutorials and training modes(technical breakdown/showing) of the game, DOA5U is our VF4evo!!!
 
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Tenryuga

Well-Known Member
-300pt life system is a joke. It is now and always will be. I can understand Team Ninja's balancing theory as to,offset the high damage with a higher life setting. In practice it maybe sound, but in action it crumbles. Team Ninja need to remember what DOA was before DOA4/5....It's competitive gameplay was literally you being DEAD OR ALIVE!

-Danger Zones in DOA1 caused massive damage, Juggles/Combos did massive damage...everything was hi-Octane. DOA2 followed suit, but replaced Floor danger zones, with intricate environmental interaction...which causes massive damage. Defensive holds(DH) did massive damage along with both juggles and combos. DOA3 followed suit, but reduced DH's while significantly increasing juggle/combo damage, and making environments even more of a Danger zone...with the addition of having a deadly wall game!

-All of this having a 240pt life setting, and matches going crazy fast... Aka Sushi bar, with chicks in roller blades. DOA5U needs this to be infact "DOA"! The environment(Danger Zone) that took precedence since DOA2, makes a triuphant return at 240 life setting. Attacks have major priority in shaping the match, throws have it's punishment factor returned, while DH'ing is relegated to a minor defense mechanisim(behind blocking/Side Stepping), due to fear of high throw punishment for a bad read! The game is damn right brilliant at 240 life setting and it rivals that of DOA3.1....Infact with all the tutorials and training modes(technical breakdown/showing) of the game, DOA5U is our VF4evo!!!

Amen.
 

HoodsXx

Well-Known Member
-300pt life system is a joke. It is now and always will be. I can understand Team Ninja's balancing theory as to,offset the high damage with a higher life setting. In practice it maybe sound, but in action it crumbles. Team Ninja need to remember what DOA was before DOA4/5....It's competitive gameplay was literally you being DEAD OR ALIVE!

-Danger Zones in DOA1 caused massive damage, Juggles/Combos did massive damage...everything was hi-Octane. DOA2 followed suit, but replaced Floor danger zones, with intricate environmental interaction...which causes massive damage. Defensive holds(DH) did massive damage along with both juggles and combos. DOA3 followed suit, but reduced DH's while significantly increasing juggle/combo damage, and making environments even more of a Danger zone...with the addition of having a deadly wall game!

-All of this having a 240pt life setting, and matches going crazy fast... Aka Sushi bar, with chicks in roller blades. DOA5U needs this to be infact "DOA"! The environment(Danger Zone) that took precedence since DOA2, makes a triuphant return at 240 life setting. Attacks have major priority in shaping the match, throws have it's punishment factor returned, while DH'ing is relegated to a minor defense mechanisim(behind blocking/Side Stepping), due to fear of high throw punishment for a bad read! The game is damn right brilliant at 240 life setting and it rivals that of DOA3.1....Infact with all the tutorials and training modes(technical breakdown/showing) of the game, DOA5U is our VF4evo!!!
THIS MAN IS GODLIKE! ! Man I want to face you offline one day virtuapai.
 

Berzerk!

Well-Known Member
-All of this having a 240pt life setting, and matches going crazy fast... Aka Sushi bar, with chicks in roller blades. DOA5U needs this to be infact "DOA"! The environment(Danger Zone) that took precedence since DOA2, makes a triuphant return at 240 life setting. Attacks have major priority in shaping the match, throws have it's punishment factor returned, while DH'ing is relegated to a minor defense mechanisim(behind blocking/Side Stepping), due to fear of high throw punishment for a bad read! The game is damn right brilliant at 240 life setting and it rivals that of DOA3.1....Infact with all the tutorials and training modes(technical breakdown/showing) of the game, DOA5U is our VF4evo!!!

So lets cut to the chase. Switch the tournaments to 240. What's coming up and who's in to move to this setting?
 

HoodsXx

Well-Known Member
So lets cut to the chase. Switch the tournaments to 240. What's coming up and who's in to move to this setting?
At our locals we're switching it to 240 as well. We just had a tournament today, and the standard was 240 life 3/5 sets for the whole tournament.
 

ToiletMangoes

Well-Known Member
As discussed on the facebook group, the idea that TN would release a balance patch and do nothing but slide the normal life setting down to 240 is ludicrous.

It's being suggested for an upcoming patch as part of a segment of other changes. The fact that players strongly feel the game is ALREADY better, yes, in DOA5U, with 240 life, says a lot.

There have been good arguments made for this and the point was won when DOA5 was reduced from 300 to 270. The hold and throw damage are a moderate concern, but the increased effectiveness of strikes helps with this naturally. Your strike combos can be less risky, playing in the stun system less, reducing the opportunity to counter hold.

Players wary of throw punishment will counter hold less.

Players avoiding using the counter hold means the counter hold damage occurs less often.

You see, systemically, 240 life re-emphasises strikes and has a positive flow on effect for the whole system. It is both recommended NOW, and if you're looking to a future balancing patch, the additional concerns can be addressed as part of a full update.
I'm not sure I understand how your saying how reducing the life bar affects they way the stun game plays out?
 

Force_of_Nature

Well-Known Member
Standard Donor
At our locals we're switch it to 240 as well. We just had a tournament today, and the standard was 240 life 3/5 sets for the whole tournament.

Yeah doing 240 HP was amazing. Everything just felt right. Strikes, Throws, Holds, etc. all do good damage now. Never playing 300 HP again. All future TTT DOA tourneys will be in 240 HP. However we banned the Home stage as a precaution until we can test its average environmental damage more since it led to constant near death combos in casuals.
 

RoboJoe

Well-Known Member
Home isn't THAT scary considering today we found out the breakable walls are techable, so that gets rid of 1/3 of the breakable objects as guaranteed damage. Also, if you're facing someone like Leon or Hayabusa, just throw them out of the building. Edit: Not quite sure if this is accurate, I'll check later.

I said this at the tournament today, but at the next casuals we should play 240 life, home only and get as much data as possible so we can make a more informed decision.


I'm not sure I understand how your saying how reducing the life bar affects they way the stun game plays out?

What he means is that with 240 life combos from a smaller launch height take a higher percentage of health, so you don't have to reach max threshold to get a better launch height just to get decent damage.
 
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