The ground game tho is gonna vary depending on character tho, just like how speeds vary and damage varies across the cast, I don't think toning it down like they did really changed much tbh since there are still characters who can get tech set ups
Players tolerate it and opponents
let it happen with the varied ones. Not the same thing. The initial point is that it's there and why it was changed in the first place.
it's just more tedious to do.
That's literally no different than: "
This is easier for game reasons while make others tedious because ehhh not important". If the reward output is the exact same then it shouldn't be tedious. The only time rewards should vary is if execution is involved because if it's immensely hard to do or tedious, you better be damn sure the output for that effort demolishes the ones that's simple to do. But even then, it's not about how tedious it is when the result you've seen is not exactly on par with some of the casts.
Plus DOA6 now has easier ways to escape disadvantageous situations so I don't see a reason why it can't be restored
Because it goes back to the situation of enforcing a game to follow a meta more often than anything else and why it was toned down. Manny will literally fill you in on that.
People have a tendency to forget the reason on why it was changed in the first place. The only defensive option you'd have left is a break hold, which is a scummy way of saying "We don't want to take the time to make a universal throw break system since we are not good at balancing ourselves, but here's a random hold that uses meter to reduce guesswork that ironically, leaves to more guesswork".
So here's the thing, if DOA does bring it back they have to make sure that everyone can take advantage of this entirely (which is what Manny and most of everyone else is hoping for so that everyone can provide their own unique factor to it). At the moment, the characters who struggled in that department have not changed from this at all except for grapplers which is heaven for them right now. The reason for why they haven't changed from this is because they changed the ground game entirely to which they didn't need to change the characters who struggled in that department. This wouldn't even be a discussion if that particular ground game from the previous game compensated the "entire" roster. But that alone is difficult because you'd have to come up with something unique for everyone and that seems like a lot of work. So what did they do? they changed that particular core. Now the players who relied on it at one point have to play an equal footing into stun launching. That's actually pretty genuine to be fair on TN's end. I mean, they wanted people to not think DOA is solely based off ground work and that there's more to DOA so there you go?
Now me personally? I want it back because I like things that give me advantage for people who like to rely on wake up kicks, on top of setups where even if the low whiffs and they get up i'm still plus depending on what it is. Initially for DOA in itself it's not really good game design, but I liked it so.
And there wouldn't really be any real change imo if they just gave certain characters a viable force tech and made it consistent among the cast and just adjust would and wouldn't heavy force tech.
I mean any character can force tech. It's the situation you are placed for consistency on how well others do it. But most of other things don't really distribute if part of DOA's main focus is this. Some characters don't thrive in this because they are better at other things such as whiff punishment or movement, however over time DOA has been toning this down with things in reduced movement such as freestep movement, including still having the addition of CH for backdashing. Wazaaaa made a topic about this and complained about this for good reason because it just looks bad that you could get blown up for playing safe to use movement. Some characters movement are far too slow so they have to KBD, which is a risk to get CH blown. Out of all the characters, Rig is possibly one of the few who does this really well in DOA6 that even'd out most of the general bad placements for DOA6, and I feel this is how most characters who struggle should strive to be, to make good use of movement, impacts for when someone stays on the floor or gets up, do things on block for push back into whiff punishment on launch and so on. If every character was like this, I'd think we have an entirely different discussion.
Least in DOA5. If you are not Christie, Akira, Gen Fu, Pai, Leifang, Rig, Ayane, Eliot, and Phase-4 etc., chances are whatever most of the cast might do will get outshined by the select few due to everything placed because most of their strengths from the select few covered most of their weaknesses. But yeah discussion over on my end. If it's back for DOA6 then it's back (niceee, makes it for fun to watch), if it's gone, then it's gone for pretty understandable reasons.