possibly too bound to the voice(s) providing input and/or assets available to the modder, which seem quite limited.
Yeah, that's one of the biggest concerns I have.
Revan has too many voices in his ear telling him to do x y z. And if, and when he does make changes to characters, especially with nerfs, these same players might voice their discontent and pressure him to revert those changes. You're never going to satisfy everyone; some people are just going to have to pound sand at some of the forthcoming, necessary nerfs.
It's ironic that the competitive group are all about making some "hardcore" version of the game, yet, at the same time, want to be coddled and their characters handled with kid gloves.
But therein lies another issue I have with revan's attitude about the mod and the lack of reasoning behind these changes.
Like I want to see what the thinking process is in nerfing this move, or buffing that, or removing this, adding that, etc. Because the impression I have is "i'm changing this, don't like it? too bad git gud scrub". Like that's not a solid basis to make changes wholesale. There's a lack of foresight in what changing this move can do that will cause negative interactions with other stuff. I understand you need play testers to iron this out and revise as needed, but it doesn't instill any confidence when you're just doing things willy nilly and, when pressed on why, you just give a dismissive attitude.
One of DOA6's biggest issues is its homogenization. They had this intent to try to balance for equality, but the result is you end up with characters that have the same game plan; you've destroyed any creative combo routes. There are hardly any diverse play styles. Break Blows are all the same, it's not a character specific super. The stages are uninspired. There's hardly any player personality that's shining thru these characters. I mean I can go on and on but you get the idea.
And because of this, what incentive do I have to play a "harder" character, when I can just pick up Diego or Christie and get the same results easier and faster? And there's no balance to how strong Christie is when she comes with such low risk. Yet why do characters like Raidou suffer from more difficult execution when its clearly not worth the effort? If you want to make a tough character to play, you have to make them worth investing the time into. Make him stronger. He should be! And really if I was serious about entering in tournaments, I would be a fool to pick him anyway.
Like there needs to be justification why, for example, this character has a faster jab speed than the other. If you're going to have fast characters, they need to be weak in other areas, just as much as slower characters need to be stronger in other areas. And all this has to be balanced out with risk and reward, on an individual move by move basis, in the context of the overall game system.
I want truly unique characters that stand out, can allow for multiple, viable playstyles to emerge. DOA6 has an extremely stale meta. And the changes I've played thus far, this mod feels like a watered down 5LR.
It's crazy just how awful DOA4's influence has been. 5 and 6 have been band-aiding DOA4 ever since. That's why I don't think DOA6 is worth salvaging.
I just want TN to one day, when they get around to a DOA7, seriously just eschew all the old stuff. Don't even think about reviving DOA4's stun system ever again. Do something fresh from the ground up. Go radical. Be bold.
People just want to play the same old fucking games over and over. Tekken exists, go play that. Hasn't changed since 3.