Aion
Member
I should repost what I though would be a good solution (from SRK):
And like Cali agreed on the SRK thread; I would limit the idea of not being able to hold out of initial stuns to only certain types of stuns.
I also see alot of 'we want to make DOA competitive', when the actual phrase doesn't make sense. A game doesn't make itself competitive; the players do. There is no such thing as a 'competitive game' as a standalone concept; a 'competitive game' or sport is only dubbed as such because people take it competitively.
I would also like it if people respected DOA more. The game has its merits; yet I see people wanting to sell that in an attempt to appease this imaginary 'l337' crowd. Well most people these days play games like SFIV, and SFxT...and I think these games suck majorly (among others)...to the point where I think that people who play these games seriously have no right to hate on DOA...not even DOA4.
To put it simply; I think some of you guys are overestimating the 'competitive' FGC and what it recognizes as a good, tournament worthy game. Amazing games like VF have been underappreciated forever. Now that alone should say enough.
There's a very simple solution to hold's out of stun; a solution you would come across if you look between the see-saw balance of offense and defense; risk and reward/greed.
-I think, that if the attacker lands a good stun, he/she should be rewarded; so the defender should not be able hold out of that initial stun. The attacker then has the guaranteed options/follow-up of going for a launcher/natural combo etc (not a power blow however).
-See, if the attacker then wants to get greedy, throw away his guaranteed damage because he/she wants to go for more (i.e increasing the stun threshold), an element of risk must be added. So I think the defender (for example) should then be able to hold out of the 2nd stun.
-So, if the attacker STILL guesses right he/she should then be rewarded again for taking that big risk and reading/guessing correctly; meaning that the 3rd stun should not be able to be held out of, granting greater reward than the first stun as now you can get higher launchers/damage and even a Power Blow like we saw in the Akira trailer.
The current problem is that holding out of stuns from the get-go and every step of the way does not reward a good offense; but not being able to hold at all rewards offense way too much. We don't want to make the game linear, and we don't want to remove guesses completely. The stun system is good because it is a branch of gameplay that comes after spacing/zoning; a new branch of gameplay/mini-game that comes after a hit is landed.
With a good fighting game, each scenario arrived should present it's own depth and branch of gameplay. Which is why I would agree with Caliagent in saying Combo Breakers in MK9 are rubbish. There are no real set of options when it comes to Combo Breakers as you can't bait them; which means that you can't do anything about it other than NOT attack or not combo etc. You have to hit them to trigger it which makes it one-sided; if you want them to waste it you have to get hit. Bursts in Guilty Gear on the other hand, present a deep branch of gameplay. They can be baited in a multitude of ways; punished in a multitude of ways; executed successfuly in a multitude of ways etc.
And I agree with Cali once again when he says: "The game only needs a few changes to make it truly competitive."
This is very true; I think that people give DOA less credit than it deserves, maybe because of DOA4. DOA has a system with real good potential imo; it just needs the right tweaks/tunings and fleshing out and it will be a really great game. It just needs to be able to grow in the right direction; not completely altered
And like Cali agreed on the SRK thread; I would limit the idea of not being able to hold out of initial stuns to only certain types of stuns.
I also see alot of 'we want to make DOA competitive', when the actual phrase doesn't make sense. A game doesn't make itself competitive; the players do. There is no such thing as a 'competitive game' as a standalone concept; a 'competitive game' or sport is only dubbed as such because people take it competitively.
I would also like it if people respected DOA more. The game has its merits; yet I see people wanting to sell that in an attempt to appease this imaginary 'l337' crowd. Well most people these days play games like SFIV, and SFxT...and I think these games suck majorly (among others)...to the point where I think that people who play these games seriously have no right to hate on DOA...not even DOA4.
To put it simply; I think some of you guys are overestimating the 'competitive' FGC and what it recognizes as a good, tournament worthy game. Amazing games like VF have been underappreciated forever. Now that alone should say enough.