I'm not against jockeying for position at the beginning of a round. What I meant by that is the issue of either player encroaching to close the gap. An i9/i11 has an immediate advantage over a slower character by being in their face at the round start, for example.
And yes, where you start at the round based on the stage can put you at an inherent disadvantage or advantage. That's why it's important for a competitive game that both players start at an even position.
The stages in DOA (well at least in DOA3 where they are hugely integral to the game's design) offer a degree of strategy when it comes to positioning, which I love. But some of them are not exactly balanced for competitive play.
Yes. the triangle system is the core to DOA, but the meter system is the core of DOA6. That's why I said on the first page you were making a different game.
Maybe it's time to re-evaluate the core mechanics of the series. Just because that's how it's always been done, which seems to be the basis for your changes such as the removal of meter, is not a reason but rather an appeal to tradition.
The biggest problem in DOA is the defensive holds in critical status. Everyone knows this. Some DOA players will cope about DOA's stun system by saying their holds are all reads but that isn't true. If a DOA player is being honest, you can think of a ton of moments where you held out of stun completely randomly and just so happened to guess correctly. And either ended up winning or ended up getting another chance at winning or whatever. The system is frustrating at higher level play because as you go higher up, your holds are more and more random. And successful holds are incredibly valuable in DOA. Even moreso depending on the character. But yet the even bigger problem here is why should the attacker, who put the loser in stun, have to then guess to continue their offense.
Thankfully DOA5/6 toned down how much damage holds do in critical status (and the active frames), because in the older Itagaki games it would do more than the initial strike that got you stunned in the first place. It is one of the scrubbiest things I've ever seen in a fighting game.
Anyway, my point is the competitive integrity of the game is questionable at best and at worst, overrated by the fans of DOA.
And yes, where you start at the round based on the stage can put you at an inherent disadvantage or advantage. That's why it's important for a competitive game that both players start at an even position.
The stages in DOA (well at least in DOA3 where they are hugely integral to the game's design) offer a degree of strategy when it comes to positioning, which I love. But some of them are not exactly balanced for competitive play.
Yes. the triangle system is the core to DOA, but the meter system is the core of DOA6. That's why I said on the first page you were making a different game.
Maybe it's time to re-evaluate the core mechanics of the series. Just because that's how it's always been done, which seems to be the basis for your changes such as the removal of meter, is not a reason but rather an appeal to tradition.
The biggest problem in DOA is the defensive holds in critical status. Everyone knows this. Some DOA players will cope about DOA's stun system by saying their holds are all reads but that isn't true. If a DOA player is being honest, you can think of a ton of moments where you held out of stun completely randomly and just so happened to guess correctly. And either ended up winning or ended up getting another chance at winning or whatever. The system is frustrating at higher level play because as you go higher up, your holds are more and more random. And successful holds are incredibly valuable in DOA. Even moreso depending on the character. But yet the even bigger problem here is why should the attacker, who put the loser in stun, have to then guess to continue their offense.
Thankfully DOA5/6 toned down how much damage holds do in critical status (and the active frames), because in the older Itagaki games it would do more than the initial strike that got you stunned in the first place. It is one of the scrubbiest things I've ever seen in a fighting game.
Anyway, my point is the competitive integrity of the game is questionable at best and at worst, overrated by the fans of DOA.
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