Skilletor
Active Member
Come on... You know what i mean, Skilletor...
I don't. Because judging from your posts you wish to keep DoA pretty much as is. I want it to be a competitive fighter. Those two goals are at odds with one another.
Come on... You know what i mean, Skilletor...
I don't. Because judging from your posts you wish to keep DoA pretty much as is. I want it to be a competitive fighter. Those two goals are at odds with one another.
Do you mind specifying "as it is"? Do you mean like the DOA5 Alpha demo?
How can altering or enriching move sets NOT address the issue you brought up about too many MIDs?
You said on the previous page, in response to almost 20 pages of arguments about holds and their merit, "If it ain't broke, don't fix it."
I think the hold system is broken (if this game is to be a competitive fighter). You, apparently, do not.
Now, on the other hand, I do not think that the 3pt Holds is part of the Hold system being broken. I actually think that a 3pt system make the game even more competitive, as odds are less generous.
So you don't believe only having a 12.5% chance of only getting 1/4 to 1/3rd of a lifebar is game breaking?
How can a player base any sort of reasonable offensive strategy around that?
Yes we've touched on increasing the strike damage, but even if you increase it reasonably there are still situations where it's going to effect other aspects of the game such as throw launchers.
how was I able to have such a blast in DOA3?
Think of it this way BlackOrochi...
You and your opponent engage in combat.
You are on the offense and he is defending.
He(THE DEFENDER) basically has a 50% chance to do major damage to you just by countering within the stun threshold.
You(THE ATTACKER) basically has a 12.5% chance to do the SAME amount of damage(give or take) within the stun threshold.
Now, which is broken and which is not worth trying from a serious competitive stand point?
He's not going to get it, and even if he did, he just wants his crutch.
You're right. I'm holding on the a system I grew up on and love, or a crutch. But I've said this before, I can easily adapt to a 4pt Hold system. I'm just stating my impressions, and if DOA5 is 4pt, I'll be fine.
I'm just doing this because nothing is final, that's all.
And to be able to talk about it with connoisseurs is a real treat! Thx guys!
I think if the hold damage was significantly decreased, then it you would still probably be able to put out more damage on a regular basis than the attacker and you can't make the holds do no damage because then it's just slowing down the game overall. What you need in this game is more unholdable set-ups, holds need to have more recovery, smaller active window, and damage lessened from them. Holding needs to be an educated guess and it can't be a primary line of defense, it should one of your last resorts. I hope in this game people will rely more on sidestepping, slow escaping, positioning, blocking etc.Great point Phoenix! I think you guys are really gonna hate me after this lol Sorry
I feel like I've been fighting an army lol
I'll answer with a question: If Hold damage were significantly decreased, would it make a difference? Therefore, the defender would have 50% chance to do small damage, versus the attacker having a 12.5% chance to deal greater damage.
lol Rikuto, you know what? I really love & respect your insight because it is always rational and constructive! (for real, no sarcasm)
But am I crazy for believing that a 12.5% chance (in mathematical theory) does not brake the game? If the game were so broken by these odds, how was I able to have such a blast in DOA2-H and DOA3? I don't mind being Held by my opponent and pay the price if I took too much of a gamble by settling for a Mid-Hit or the wrong kind of launcher.
The problem with numbers (as true as they may be) is that they can easily affect your perceptions. If we took any statistical value too seriously, we'd lock ourselves in our homes and never see the light of day. People wouldn't go to Vegas and blow on dice. Entrepreneurs wouldn't believe in their small businesses because, statistically, a lot of them fail.
I might have strayed off topic, but what I'm trying to say is that placing a value on fun kind of kills it.
I'm not too crazy about the change tbh, but if it's for the best then i'll give it a shot...but i was just getting used to the alpha...It's to be expected tho.
I'm of those who believe that landing a long combo in DOA should be earned, and therefore more impressive/rewarding for the attacker and humiliating for the defender. Lower odds give more credit to offensive geniuses who manages to pull one off.)
Like I said to EMPEROR_COW, promoting easier and lengthy combos by unnecessarily complexifying defense will never get my vote. Yes, the timing, the damage, and the recover time of Holds may be broken, but not the Rock-Paper-Scissor system that keeps them together. And If it ain't broken, don't try to fix.
It's funny because I heard that same argument before from players who were completely against Holds in general. They feel that stunned characters should not deserve a chance to get out of a stun. They want Holds abolished! Now, in my opinion, that completely defeats the purpose of Hold & DOA in general. A DOA without Holds isn't DOA.
I'd appreciate it if you don't speak for me as an individual. I'm not an asshole like you, and don't care to be.So please, do tell what you grew up with. Actually, no one here gives a damn what you grew up with except Awesmic. We want DoA to be taken seriously and 3 point holds is currently not a good thing.
I'd appreciate it if you don't speak for me as an individual. I'm not an asshole like you, and don't care to be.