...Yes, less people bought DOA6, less people play it, less people buy DLC, but Koei Tecmo probably still are making good profit, because the game and DLC production also cost them significantly less.
So, I don't think we will actually see much of a shift or attempt of improvement.
Tekken 7 had a ridiculous amount of promotion since its 2014 reveal, has been in EVO's pocket for years, including being a main game at EVO 2015 2 years before its official release on consoles. DOA6 was announced less than 9 months before it released, had atrocious promotion comparatively, did not get an arcade release before the console release and got shafted at EVO 2019.
Yes DOA6 has been a "giant letdown" but don't give up on the DOA community yet. If you full-heartedly don't enjoy the game then quit. Don't let everyone else's toxic negatively dictate whether you want to quit the game. As for the "know how to put an effort into a fighter", MK11 is pretty LOL despite the graphics. SCVI is pretty low budget, but has benefited greatly from being included as a main game at EVO.
"This was never supposed to be a proper fighter that can compete with Tekken or Soul Calibur. "
Maybe not with respect to market appeal. With respect to gameplay, it's still actually the best current 3D fighter, despite being a step down from 5.
We need quality DLC, not little girls and fetish costumes. Like, who actually wants these copy paste themed costumes? There’s literally 0 originality to it.
Honestly, we just need a game like DOA4, but actually better balanced competitively and with proper marketing. As for the DLC, in itself is not actually bad, the issue is that the pricing is a bit too steep for it and the way how it's handled just makes DOA look bad to onlookers. For instance, so many potential suitors got turned off by DOA6 from the mere sight of the $93 Season Pass (basically, no subtlety...)
By "quality balance changes" are we talking system mechanics or character-specific stuff?
If we're talking the former, hell yeah.
As for the latter, I have conflicted feelings on it. In terms of actual "balance," I actually think DOA6 is more "balanced" than 5. Most characters seem to fall into a mid tier, with only a few notable exceptions at the top and bottom.
The issue for me is that I just simply don't like how they handled a lot of characters. They're technically balanced, I just don't like it. Several characters emphasize a really derpy, YOLO-style of play that just needs to go, IMO
I think the "YOLO-style" of play is to offset those characters' weaker neutral games (well except Mila, whom is intended to be an offense heavy character).
Doesn't really justify the state of affairs. There was a time when Hayabusa's neutral was solid as hell. Now it's not. In its place we have silly gimmicks out the ass.
"I got a tracking, long-range, mid-crushing launcher. Let's press it and see what happens!" should never be a thing that occurs to a player or an opponent. Ever. And his entire toolkit exercises a similar mentality.
So, I don't think we will actually see much of a shift or attempt of improvement.