@Raansu How are holds part of DOAs problems? The triangle system is composed of strikes, throws and holds. Remove holds, and the system falls apart.
You guys really are overreacting. The SSA nerf is fair. This whole meter thing is a fucking crutch for bad players who don't know how to play classic DOA. The meter never should have been a thing in the first place. It's just a whole ton of bullshit.
25% meter for an SSA really isn't much, especially considering you build meter super fast. Now that it can't be abused anymore people start bitching. Sidestep attacks aren't dead, you just have to now manage your meter instead of brainlessly throwing out sidesteps. It would be fine if it was meterless if people had a plethora of tracking moves, but that's not the case. Hence my status.
If people had problems dealing with SSA's after 1.04, you'd probably have trouble dealing with SS in VF or even Tekken. I thought the Counter Throw punishment in 1.04 was an ok trade-off. If you let someone spam SSA's on you, you needed to learn how to deal with it.
KJ - It's like I have to hold people's hand to walk across the street to take them to the theme park. Again, tolerance is one thing, but there is a fine line for oblivious optimism. Balance is not even the sort of discussion at this point, it's the game's aesthetics on how things should be handled.
If balance was included, TN had multiple ways to handle it while trying to keep it's nature as a 3D fighter without resorting to gimmicks. Changing SSA for meter usage is catering to a specific crowd who choose not to punish SSAs. Promoting this type of gameplay makes one hard to take serious when SSs -by nature- are suppose to be universally implemented without the need of a meter.
TN did not take the time to sit down and figure out methods to avoid this situation. TN actually had the possibility to add an evasive step motion (as how it should be because why wouldn't you want it?) but no one likely brought up to TN at HQ, so you can't expect people to just sit back and absorb the usual blind optimism for balance since it's a typical response.
@Force_of_Nature I don't think you understood what @Seigen meant with you main Ayane. The point is that Ayane spins around like crazy, so everything tracks. Now that's a way to deal with sidestep attacks. There are characters in the game - Eliot for example - who only have 4 tracking strikes. They don't have the tools to deal with SSAs. Solution? Nerf sidestep attacks or give the characters more tracking options.
TN chose to go with the former. 25% really isn't a big deal. You still have 75% meter after an SSA, so you still have enough for a Break Hold. I really don't see the issue. Are people really have that much trouble playing without the meter?
Regardless, me and Bladez are killing people with this system while he was watching me in share play. We adapt simply because DOA plays like general DOA, but above all else that it was not a smart implementation by TN. You don't add meter to fix problems, you improve the neutral step so that people will reduce the amount of step attacks.
Reduces crutches, don't add layers upon layers from it.
SSAs were unsafe, to the point of using an i12 throw. That's how free it is. If people are abusing SSAs then that's free punishment when it lands on the block check.
@Raansu Stop pretending you know how I play Eliot and also stop pretending you know Eliot. All of Eliot's tracking options are either slow or unsafe, sometimes even both.