Just make the holds require very strict timing, severely reduce or completely eliminate the damage they do(maybe make them a parry with followups you must do on your own), put in more stuns from different moves that disallow countering and create some moves that can flat out not get countered, maybe even add a meter system. Problem solved.
Did you just think this as you typed, or did you put thought into this?
Just make the holds require very strict timing, severely reduce or completely eliminate the damage they do(maybe make them a parry with followups you must do on your own), put in more stuns from different moves that disallow countering and create some moves that can flat out not get countered, maybe even add a meter system. Problem solved.
He's saying no or very little damage with high frame advantage to allow a user to perform guaranteed damage based on their technical skill.
Every time D. Rose steps off the dribble or "SLIPS" through/past anybody, he's scoring. There's no "MIGHT" about that. That bucket is guartaneed if he gets in the paint.
My, no longer in production due to legal reasons and lack of interest from the rights holder, (pre-alpha build) game from back in 2008:
-When yon say, "Just make the holds require very strict timing." What do you mean by that?
- When you say, "maybe make them a parry with followups you must do on your own." What do you mean, elaborate a little more on that, please.
- Put in more stuns from different moves that disallow countering and create some moves that can flat out not get countered
I get this as far as having a move or 2 that will go through holds. Now, it you have stuns from different moves that "disallow" holding after being hit by them. Why have moves that completely ignore holding? You would most likely get the stun before you pull off a move that will go through a hold. Also, stuns are not that hard to come by.
-What are you suggesting getting a meter added to?
I completely understood what he said. I'm kind of surprised you didn't.Well that's amazing that you got this from what he said.
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I completely understood what he said. I'm kind of surprised you didn't.
I've said before and I'll say it again, 3 vs 4 isn't the problem. The hold itself is flawed and fixing it should be Team Ninja's #1 priority. If you simply add 4-point hold to the DOA5 demo we have, the game suddenly doesn't become competitive.To reiterate the reasons put in the consolidated feedback thread for 4-point holds
I'm not being a jerk, quite the opposite. I was just honestly surprised since I'm pretty sure you know more about the game than me.Some of the info wasn't all that clear to me, grap3.
I personally dont think holding mid stun is the problem ... maybe if they added a bit more recovery to it that would make everyone happy ..
but ill say this again ...
3 point + advanced mids is quite a nice system ... and I like it ...
especially with the current flow of the game (garanteed environmental hits and more emphasis on high/low mixups)
I'm not being a jerk, quite the opposite. I was just honestly surprised since I'm pretty sure you know more about the game than me.
I personally dont think holding mid stun is the problem ... maybe if they added a bit more recovery to it that would make everyone happy ..
but ill say this again ...
3 point + advanced mids is quite a nice system ... and I like it ...
especially with the current flow of the game (garanteed environmental hits and more emphasis on high/low mixups)
But you've made it clear that you LIKE the guessing. So... yeah.
Honestly, even if holds inflict no damage at all, if you can still hold out of the stun, the game will have a hard time having a decent competitive life.
- Player 1 hits Player 2, putting them in a stun.
- Player 1 goes for a launch or attempts to extend the stun.
- Player 2 successfully holds. No damage is done, but positions are now reset (or we'll even say P1 has adv).
- Player 1 tries again, and connects with another attack, causing a stun.
- Player 1 goes for a launch or attempts to extend the stun.
- Player 2 successfully holds. No damage is done, but positions are now reset (or we'll even say P1 has adv).
See how this is looking? Granted, it wouldn't be like this every time, because people will guess wrong and the attacking player will get a launch. But it will happen enough to where games will take forever, and once again, the offensive player is forced to guess.
- Player 1 hits Player 2, putting them in a stun.
- Player 1 goes for a launch or attempts to extend the stun.
- Player 2 successfully holds. No damage is done, but positions are now reset (or we'll even say P1 has adv).
- Player 1 tries again, and connects with another attack, causing a stun.
- Player 1 goes for a launch or attempts to extend the stun.
- Player 2 successfully holds. No damage is done, but positions are now reset (or we'll even say P1 has adv).
One of Cyber's counter Izuna's did more damage than my most damaging high-counter throw from hayate last night.
This is DOA 5. Yes, thats a problem. A big one.