Rikuto
P-P-P-P-P-P-POWER!
Deserved, yes. Entertaining, no. While being a competitive fighting game is the most important, yes, the entertainment value from watching the game is important from a business perspective. Keep in mind, in UMVC 3, they have TOD's, but if you think about it, since you have 3 characters, it's only 33% of your life, and you've seen how those juggles work. I seriously think 33-40% should be the standard of most juggles in DOA without walls. Remember, in a game like DOA has been recently, with no game theory to defend yourself, fuck ups are expected.
With how easy it is to get people in stun and a lack of game theory, this is a good value I believe. Really, I do. The game would still go by pretty fast, especially without a decent neutral game.
Your math isn't adding up though. if 33-40% is the typical juggle without a wall, then 50-60% has to be a typical juggle with a wall. Otherwise what relevance does the wall even have?
And we have not even gone into additional factors like CB's, slopes, and special dangerzones with re-launches involved.
I mean what do you expect the game to do? Reach 50% and go "Yo dawg, I know I should be giving you like a whole bunch more damage because you set all of this cool shit up, but i think its rather unsporting you kill your opponent like that."
So either no one would ever go for anything dangerzone related since they can achieve maximum damage without it, or regular combos would be too weak to ever justify the use of when you can still be countered.
I understand your grievance, but it's really not a legit complaint considering how rare those kinds of big damage combos are against good players. Besides that, why would you sacrifice good gameplay for a rare spectator grievance?
What would be a legit complaint is something easy like Viola's infinite in SCV that is so painfully slow to watch that the round usually just ends up timing out.
Also UMVC3 is the single most spectated fighting game in pretty much the entire world at this moment in time and space. And those juggles are long as hell... if the issue was anything for a spectator it would be attention span, not lifebar. As for 3 lifebars, there is a reason 3D fighters have more rounds than 2D fighters do during tournament play. Rounds tend to last a lot longer in 2D fighters, even of the 1v1 variety due to shorter combos and long standoffs with projectiles, etc.