MrMoon360
Well-Known Member
*chokes a chicken*We're willing to deal with an opponent having the chance to counter out of stun. We're not willing to deal with our opponent having multiple chances to counter out of stun.
That, in my mind, breaks the game yes. Remember the thread I posted about the actual odds of holding out of threshold? Lessons we should not forget.
But we have no idea how much impact that change really made so we have to wait and find out.
Rikuto.
With all do respect my friend, I'd have to kill myself if I remembered that mindfunk of percentage text.
When concerning what breaks a game as opposed to what balances a game in DOA5, its a matter of opinion here, I suppose.
Could you not counter multiple times in stun, in DOA3.1? Because the option is there, doesn't make it broken in my mind. There's no advantage in giving yourself the chance to be HCH or thrown. If you have both mid-kick and mid-punch launchers, I don't see where this is broken tbh.
Giving yourself high guaranteed damage at every nick and cranny would not be DOA. Not even VF5. That's SCV.
Removing shakable stuns immediately strips away how technical DOA would be, simplifying it to "get hit confirm, stun combo with excellent damage".
We shouldn't rate complexity for brokenness.
From what I gather, DOA5 is shaping up to be very much like VF in fighting game logic.