Been away for a bit ... playing Virtua Fighter 5 FS at this event:
http://virtuafighter.com/forums/ubbthreads.php/topics/321253/1
Which was totally amazing and I would encourage people to play this game.
Relevant to some of the discussions here, I'd like to see more people play VF, get used to the evade system and the mid/low/guard/evade/escape mixups and you may come around to the opinion that they don't need to kill the hold in DOA, just to improve the other systems around it and tone it (down) accordingly. But I don't think if they don't remove holds from all stuns that the tournament scene cannot become robust and lasting. There are many outside factors and other systemic measures in the game itself that will also play a role.
Playing VF and then also playing DOA5 demo this weekend, I'm still feeling good about the direction of DOA -towards VF - and I hope it continues.
TN working with the VF team to integrate their characters has to have had an influence on DOA, and I do wonder what tweaks will be in the new E3 build of DOA - hoping for improved sidestep, throw escape, and good solid tweaks to the other existing systems to mitigate this hold argument a little more as I say above.
In short, try VF, it will probably make you feel better about fighting games and give you a good option to enjoy if you feel DOA5 will not turn out well. That's what I'll do, but I remain positive about DOA.
An aside, it's always interesting going to a big event and participating and talking to players of all sorts of games, there are genuine complaints about guessing, about punishment, about skewed risk/reward, usually in favour of the attacker. But there are also defensive situations, usually from attacking out of disadvantage, messed up hitboxes or exceptions to the high/mid standards, that can blow you up despite doing the "right" things.
I like that the system in DOA good internal sense. There is worse in other fighters than being countered for a single chunk of minimal damage in DOA. Counters rarely set up big damage, positioning and tech trap/wakeup games - it usually resets to a knockdown/wakeup and players stand up and go from neutral.
Getting countered makes it clear to the attacker when he was getting too predictable - the important thing is that the defender also has a risk in attempting to neutralise an attack. Note! Do not forget I said above and continue to argue the risk/reward balance still needs to be adjusted to mitigate holds more in favour of the attacker.
I just think that people are getting a bit overwrought and stressing on this point when a range of systemic adjustments to the hold and things around the hold can achieve what we want. You don't necessarily have to get drastic about changing one particular part over another.
The argument here tends to revolve around the idea one shouldn't have to guess, but there is guessing in every game including the most refined fighter of all, VF5FS. The mindgames here are more often about getting the initial hit or to set up a mix up, or a throw.
Whereas in DOA, which has the above, the mindgames also continue (to an extent) into the first few hits of a stun. This is not a bad thing in and of itself. There is no rule that says the game has to work on the basis of opening up the first hit and you destroy the defender from there.
We should be able to accept a system that the first hit doesn't guarantee everything else - hit confirming into massive combos from low risk pokes is not a great thing. Committing intelligently to the right move to get the right amount of reward, is.
The idea of adjusting the stun system to have less big stuns, and changing the few big stuns - critical stuns - that remain, and providing other moves that may be slower to provide advantage or 2-in-1 or a launch without stun, are all good measures.
Taking holds out of critical seems a way to go, so long as you don't have to risk everything on a single strategy - stun extension -to get a critical. Being countered out of small stuns where you haven't earned the big damage yet is no big deal if the damage is no big deal, and I know that I have so many options to force the defender to worry about being punished for counter holding incorrectly (the fear element from direct punishment, guard break, launcher, etc)
It seems evident TN are working on a number of options. I'm after a change to the holds, but also sensible whole system tweaks around it.