Yes, I'm a drug addict that needs help because I used to enjoy doing a thing you don't like to do. Nobody here is insulting you and yet this is how you reply to people. I'm the one that needs help yet you attack people who just want to talk to you. cmonBruhWTF?? Are you on meth? Do you need help?
I was hoping that I quoted a post from you that it would show up in your notifications. w/e sorry that it didn't.Who the hell posts like that? I didn't even see your text.
I put it in a spoiler for formatting reasons. This time I won't.
shhhhhhhh nobody knows that. Nah but that does need to be addressed. Especially guard breaks. Give us better + frames lmaooooWhen you're negative even on hit most of the time?
I've played DOA5 on a Dell standard keyboard and managed to do low holds and high holds pretty okay. Hitbox might be an issue - I've never used it truthfully but doing low and high holds might actually be weird because of where the buttons are placed. I don't even own a mechanical keyboard and don't have too much trouble with the inputs. This is a personal thing, and you're entitled to your opinion but I STILL don't think the problem with the current holding system is the inputs for them. It's how you're "supposed" to apply it, and I'm unsure if the game even tells you well enough for newer players to properly understand.Ever think about keyboard players using WASD for movement? Or hitbox players? Diagonal counters are needlessly difficult to execute for no reason. On most keyboards it's actually impossible because only so many keys register at a time. S+A+hold won't register on my laptop - I have to plug in a controller or stick or mechanical keyboard.
Then in this case make it 4H and 1H for holding, and then 2H can still be used for guarding. DOA1 didn't have a block button so that's why it worked well, and is also why I said what I said before. The block "button" was the hold button. I'm not opposed the the idea, but bruh I just like it how it is and there is no problem with that.Literally what are you talking about? DOA1 did it just fine. Low holds could be triggered by both 2H and 1H.
You can say the same for..... Basically every 3D fighter. Tekken has the highest looking mids in the world, and SC has some lows that look like Mids. The difference that's kinda negative for DOA is that you HAVE to know the hit levels to hold, and sometimes shit is a joke (like Gen Fu's entire movelist). Easiest thing to do for DOA6 to help newer people know what's High Mid and Low is do a Tekken/SC/VF where in practice mode it shows you what's a high in the hit effects. DOA doesn't have this and they're SLACKING. Put it in so the game's more understandable. DOA4 had it, but it was kinda wack because it was in the bottom of the screen. Unsure of the rest.How is the average player supposed to differentiate between 4 different hit levels when there's zero visual indication?
Why couldn't you just say this in your original post instead of using rhetorical questions and expecting everyone to understand what you meant?The sad thing about forums is that it's mad easy to be misunderstood.So maybe the issue is the poor instructions the game provides..? Can you not comprehend that?
Doing like 14 DMG lmaoooooo I agree that's funny currently. You use meter to get a lil frame advantage..... But you do regular holds to take 30% of their health? It's backwards currently.I think Break Holds should become a "super hold" with a fancy animation and require more meter than regular holds. BHs right now look dumb as hell. In the current build, the holds that actually take meter (break holds) look weak AF and that's hilariously bad. I can't believe someone at Team Ninja thought that was a good idea. What the hell were they thinking? The screen turns all dramatic and then... you just flip sides?
Again, I like the meter idea you proposed. I just believe that 4-point *with meter drinking* in critical hold would make it so thatWell he's gone and we have a meter system now so... why not take advantage of what possibilities this new meter offers? Otherwise it's pointless. If you want to stick to 4-point, ditch the meter and go back to double-direction inputs like arcade DOA2. That made SOME sense and was a deterrent for spamming holds.
1.) The game has a "somewhat" extent of depth to it.
2.) Because the if holds were 4-point AND drink your meter, people will only throw them out in stun when they think they've got a calculated read. Literally only including this factor into the game provides deterrent for spamming holds every time they get hit. THEN people would actually want to learn the game, because including the Hit Level effects in practice idea that I proposed, AND the frame data system - the game just became a whole lot easier to grasp. I've said it a few times in this wall of replies and I'll say it once more. It's not the amount of points to hold that make DOA difficult. It's just the LEARNING for DOA that's pretty shit. But no fighting game has a perfect practice mode (I don't think??)
The hold system is pretty bunk in the fact that you get more damage than you should off of doing them in desperation (complaints you've heard before) etc etc etc. And I STILL think there should be a fat cap on how many holds you can try in stun. Shit just makes DOA look mad dumb and discourages offense, which is one of the reasons for why DOA struggles to be accepted into the top-top e-sports scene, as there's too much guessing involved in the game. Which is understandable with the whole RPS type of thing they've been carrying for literal years, but yeah yeah I think the hold system needs fixes in my opinion.The hold system has always had issues - so I guess, let's change absolutely nothing, right? Everyone that hated it in DOA2, 3, 4, 5 will surely come running to play DOA6 with all the same exact problems untouched. Bu-bu-but 4k graphics!!
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