Grapplers are hardly dominating the game as is I don't know why we even need to nerf them. seriously how many times have you actually lost to a command throw in neutral?
@Russian-chiropractic19
I feel your pain buddy. But for the sake of increasing the game's Strategy then we gotta be willing to hurt the ones we love. ;)
we don't add things just to make the game more deep, you have to think of balance, and how this works with the game core mechanics. You can escape neutral throws, you can escape combo throws, and if you're pressing an attack button, you're not getting grabbed out of it. DOA doesn't suit in any way adding command throw breaks for no reason other than just making it harder to land it.
yeah, they aren't, but giving the possibility of breaking any throw in DOA break entirely all the grappler characters to a point where they would be completely worthless.
Exactly... now that we know what the consequences of what such a change would do.... then all thats left is to create edge cases where that mechanic doesn't apply and then compensate the Grapplers with other advantages..... you know.... Balancing.
compensate them with what? better strikes so they lose their playstyle or how about more damage which i can't possibly see happening.
throw breaks don't increase depth because there is no intelligent way to use them you either succeed or you don't and if you don't then the grappler gets NOTHING extra just the damage he was owed in the first place for risking a counter hit.
before we do anything about the non-problem of throws how about we fix the dam hold system first. the only holds that deserve that hi-counter damage are advance holds and yet i constantly do less damage than my average panic holds.
@Russian-chiropractic19
Actually the VF Throw Break Mechanic does add some depth in the exchanges, DoA has already borrowed a few mechanics from VF. A few more wouldn't.
as for Compensating the Grapplers, Obviously we wouldn't use anything Strike related. Theres plenty of time to come up with a Solution. :)
the depth comes from neutral and side throw breaks. command throws are just a guessing game and they're rarely used as a result because they have a chance to fail even if the thrower does everything right. That's like having the random chance that an opponent will just drop out of juggle.
Umm, what fighting game are you playing @Russian-chiropractic19 ? Seriously, in what fighting game are command throws barely used? It's not Tekken, it's not Virtua Fighter, it's not Soul Calibur. It's not even Blazblue, where you have 13 frames to break a throw, and if you purple throw someone with a command grab, your unbreakable command grab becomes breakable for 26 frames.