they just dont understand that the game works absolutely differently and its rules and mechanics differ in terms of what holds higher priority than what.
There's tons and tons of different shooters out there that play completely differently but they all still follow basic, logical principles and if you took one of those games and suddenly made everything a guess, no one would like it. Why am I playing a game where luck subverts skill? Why would I bother investing my time into something like that?
I would hate to see the game lose its identity
I don't think losing the "no depth, titty fighter" identity is such a bad idea.
like what happened to soul calibur
Power Blows.
giving you a pat on the shoulder for losing and having one round to go by giving you 1 extra bar
Oh, you hate having a slight comeback factor for one round?
the fact that they butchered guard impacts (they not only cost half a bar now but the input is totally crap as well its <+A+B+K even though it looks like an offensive GI that was in every calibur before that
At the same time you want another comeback factor available to you at all times and to be even more powerful than it currently is?
That's logical and not the least bit hypocritical.
they tried to add a parry system which although maybe considered good by some is just not as useful as a GI because the window is so small it just isn't very practical except for certain moves that have a long active window and are slow
You need to practice in order to use a game mechanic well and be rewarded? Well shit!
What kind of game dares to ask me to practice playing it? Fucking Mario better jump over those pits of death by himself while we're at it. I should only have to hold right on the d-pad!
everything in that games mechanics was designed to appeal to the SF4 croud ... and look what happened.
People are taking it seriously and playing competitively?
How awful!
DOA is a fighting game. and it has its own rules:
- Holds deal damage, if that bothers you then dont make stupid decisions mid match! it is where the mind game is.
Think about this, at neutral, I can
always get held. I can throw out a 10 frame jab that only does 10 damage, is safe on block and hit, and doesn't guarantee me anything afterwards. It's a low risk move with almost no reward so I should be safe, right? Nope. My opponent can
always, always hold me for significantly more damage. He can hold before I throw out the punch, he can hold during the punch, he can hold on the 10th frame on reaction and I've lost. What was my "stupid decision" in this scenario?
Attacking! The stupidest thing you can do in DOA is attack your opponent because you're putting yourself out there to be held. You don't see the lack of logic here? What's a high level DOA match look like? Two opponents out-spacing each other and the other person either baiting a hold by throwing a punch or waiting for them to attack so I can block and throw. Both players know that whoever attacks first is the loser, so neither one wants to attack. Again, do you not see the lack of logic here?
- blocking can be done in 2 ways in this game, by either holding back or the H button.
Hubbs suggested this at some point and I agree that they should remove the blocking from a button. If Team Ninja wants to go back and refer to it as the hold button, they should remove the ability to block from it so you have to hold
and
to block. "
It won't be DOA any more!" There are these games called DOA1 and DOA++, look them up some time.
- moves can be (Hold) canceled into each other for further extending combos and adding to the mixup.
What's your definition of a "combo?" By definition, a combo is a set of attacks that are
guaranteed to hit the opponent after an initial hit connects. If I can hold out of it, it's not a combo.
... all the above are things that make DOA what it is. asking for something which is part of its core mechanic to be taken away or changed drasticly will only result in another "soul calibur" identity crisis and it will lose its personality.
Again, losing the "no depth, titty fighter" title isn't something to cry about. If you want to play
Rock, Paper, Scissors over and over but are afraid of losing the
anime nyuu~~~ girls then just draw those
chibi kawaii desu ne?? girls on your hands when you play. You don't need an Xbox for that shit.
i think team ninja has done a great job so far and I think its a very viable fighter. it is just different and you need to be a little more open minded about that.
It's different all right; everything's a guess!
you always have to plan out your setups and change it up weather you were on the defensive or the offensive.
Dr. Dogg already translated this.
theres nothing you can do after a limbo stun
Yeah you can, it's called "hold," even in DOA2 and 3. Unless they changed it in DOA5, I think this is the same.
Thank goodness for that.
Yeah, finally! After seven years of being able to hold from a wall hit.
or being hit from the back
So... all these situations where you can't hold are suddenly good? Because that's now what you've been saying in the rest of your post.
or would you rather have a game like sfxt with combos that have no way out of on hit, deal a crap ton of damage, and are all essentially a reward for starting a dumb and simple LP or LK mashed hit confirm till they get the hit?
Do I want a fighting game where I want to attack? Or do I want DOA, where I'm afraid to attack? What an interesting riddle.
and the combo ALWAYS LOOKS THE FRICKEN SAME
Do you want move properties to be randomized too so that even a juggle can't be repeated twice?
... if thats your thing then maybe DOA isnt for you.
Tom Brady said something that made a lot of sense "I'm all for a balanced game but you can't make a balanced game where the balancing tool is to make everything a guess."