Before I continue: All this is said with all due respect, as I'm new, and isn't meant personal, or an insult in any way. It's just direct is all.
DOA isn't accepted because it's different. People like guaranteed, no effort combos, hilariously overpowered characters, and not playing the game their trying to play, even if they're playing the game. There's a higher level of awareness needed in DOA, and most people don't like that. Personally, I think the way there's trying to make mechanics you can't counter out if is wrong, especially how much holds got nerfed in this iteration of the game. Seriously, what are all you guys worried about in terms of being held mid-combo? Taking the small amount of damage (compared to DOA4) that most counter holds do? Your opponent actually having to be somewhat precise in countering it? Holds got nerfed, and you want offense to be even blinder by making 20% less stuns holdable?
If they took it down 20% from now, I almost believe they'd have to remove about half the moves that stun from the game. Because on CH/HCB, the amount of stuns in this game is hilariously high.
Fully guaranteed combos aren't DOA, and never really were. And that's a good thing, considering how lackluster the movement was for much of the series. As far as I'm concerned, if people want guaranteed combos, they should go play Virtua Fighter, Soul Calibur, or Tekken. DOA5 shouldn't be any more offensively powerful than it already is. They already changed how the hold system works, which apparently you dislike holds in general, even though switching to 4 point hold got it nerfed again, and they already do very little damage in this build compared to the last, which I consider an improvement. We don't need any more offensive buffs. If people don't like this game because it's balanced in terms of fighting game mechanics instead of combo-heavy, so be it. We shouldn't sell out.
But, my real question is, if you don't like String Delays, Counter Holds, and Free Canceling, what draws you to Dead or Alive? These three things are the heart of the game, and the mechanics that make it different from the fighting games around it. Without these things, what would separate DOA from every other fighting game out there not including the stages?
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