Well, that's because you don't understand the grief they cause.
It's situational. Some dangerzones were too stupid for words like doatec germany having electrified ceilings, floors, and walls. Just one throw from Tengu/Genfu, or an Izuna could pretty much end you. Then there are ones such as the moving ones.... they didn't add anything strategic, just random bullshit that interfered with legitimate competition.
Static danger zones that don't completely favor one small set of characters in a drastic way are great though. Strategy can be formed around those, and they add to the game. The others don't.
i totally agree ..
but i just dont see that in the doa5 dangerzones ..
even the tigers seem to be triggered by a voice/light notice ... as what the guys are saying ...
and it seems they're reducing the emphasis of the ceiling dangerzones .. (like the crane in the demo ... it hardly does any damage) ...
but they exploding dangerzones / the fences / the cliffhangers / slopes / water and ice effects .. i think all characters can benefit from it
in the end we just have to wait and see ..
but i personally think dangerzones like that add flavor to the game ... rather than just a boring square stage ...
but i do like the option of both