HOLY SHITNo, they can't reach 240 hp. Even then, 75% damaging combos are nothing new in Tag:
Yeah, and in DOA5 you can tag out to really take advantage of sit-down stuns. You can be a character who is sit-down stun heavy like Rig or Kokoro and use your other main who is launcher/CB! heavy to get guaranteed crouching launches and critical bursts because those sit down stuns were balanced for single player and thus you're restricted by the recovery of an attack. Since tagging out nullifies the recovery of an attack as long as your opponent is in stun, then you can tag in and basically get free roam.
Yeah anything largest life is bad. You shouldn't go over normal, that's why I still believe they should return the life point scales back to the way they were (Normal = 240) or at the very least the way it was in Summer Jam (Normal = 270).
Some characters just downright fail in largest life settings. Also, it's really just stupid.Wait. Why is largest life bad? The larger the life, the harder ya gotta work for your wins, so thats good, isn't it?
Wait. Why is largest life bad? The larger the life, the harder ya gotta work for your wins, so thats good, isn't it?
The game was balanced on normal life.
Let's say you have a character who can do 60% life and another that can do 40% life. At normal life levels this is 180pts and 120pts respectively. So the first character just needs 2 combos to win the round, where the other needs 3 combos. Let's take the 300pts of life on normal and add another 60pts, making it the current largest life point value. Now the first character still needs 2 combos to win, but the other character now needs 4 combos to win.
By raising the life settings and altering the game system's rules, you are in fact creating a greater obstacle for one character over another. This is relative to 'low tier' characters having to work much harder than 'high tier' characters as you raise and lower the life setting.
If you want to work harder for your match wins, you increase the number of rounds per match, not the requirements on how to end a round.
This is also why you see players arguing the return of the life setting to be restored to the old Normal life (current Smallest) of 240pts. In the example above, both characters only need to get two combos to win the round at 240pts health. The health punishment for making a mistake was very severe and promoted a safe mentality to caution and consideration of attack options. This was balanced out by adding more rounds or matches required to win.
Lastly, matches just are too long at the current Largest life (360pts) and players don't respect any punishment done to them for their mistakes.
Ugh. I just don't like the idea of being able to win a round after landing only two attacks, period. I think what they should do, instead is reduce the damage of combos the longer they are. I think Mortal Kombat does something like that, not sure. (For all intents and purposes, i consider combos as one extended attack, in case you misunderstood me)
As for punishments...meh. So long as counters do minimal damage, nobody is really afraid of any punishment.
I get what you are saying, though.
back in DOAU we used to have so much fun with tag together, I miss those days, I think DOAU times were my fav times when it comes to DOAThey had tag at DiD. Where were you tag mfs at?!