Played a little 240 at NEC. It still sucks.
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.
Japanese DOA players = We don't like 240 = Team Ninja "our decision is final"
-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!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!!!
THIS MAN IS GODLIKE! ! Man I want to face you offline one day virtuapai.-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!!!
-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!!!
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.So lets cut to the chase. Switch the tournaments to 240. What's coming up and who's in to move to this setting?
I'm not sure I understand how your saying how reducing the life bar affects they way the stun game plays out?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.
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.
Sissies. Man up and face the River Styx.However we banned the Home stage as a precaution
I'm not sure I understand how your saying how reducing the life bar affects they way the stun game plays out?