Xhominid The Demon Within
Well-Known Member
This is why characters such as Akira (VF) are the perfect example of achieving extraordinary rewards for having that difficulty to begin with while being extremely versatile and viable for all play. Changing that goes against what the character was originally built for since he actually made sense. Now changing the regular characters who are simple for general light damage and making them difficult however would be pointless as it'll push people away from playing those characters (which is not good for anyone at all) on top of the cost reward being less for playing them.
In short, there is no reason to making the already simple characters difficult except for measuring pipe with one another (which is also pointless). How I see it? you want difficult characters with actual rewards that make sense? add/make the character. If not, then adding pointless execution for minimum reward on the current cast that should be easy to begin with shouldn't be a thing.
Till this day, I still laugh at the Raijin input from Hayate where it's mostly being used as style points seeing as the damage is pointless for a character that is hardly difficult at all. The throw itself is currently what it means for bragging rights than the meaning of execution.
I've been calling that shit for Raijin since DOA4, barely does any real damage to justify the absolutely terrible input or even anything special about it(no extra popup, no wallbounce or groundbounce or anything).
And I absolutely agree 100% with what you say @DestructionBomb. You can't really make NiCO, Diego, etc,. suddenly be more difficult execution wise because not only was the characters not meant to be high execution wise, but the people who liked them because they had low difficulty would then get turned off because the characters suddenly became technical just because.
It also fits into the fact of inputs themselves vs. the reward. Let's be frank, there's no damn reason why Raidou's Airgrab unlike every other character in the game(or most characters) is the Raging Storm input over simply pressing the Grab button like every other grab? It does nothing anymore different than any other grab as far as I've seen. It's just high execution for the sake of high execution(which is HILARIOUSLY out of place compared to 263+P which actually has a reason for it's execution status).
There's no point in trying to make a move difficult for the sake of it if there's no reward for it past to make it difficult because if that's the case, why use the move at all? There is no reason to go for a full on Raijin grab... when it's damage is barely anymore than a good Hayate combo?
Why ever use Momiji's Combo Air Grab(236+PP360Grab)... when the same combo ending with PPPP does more damage than the grab in every other circumstance?
If there's no further reward for the risk... then what's the point of the risk? It's why I found Power Launchers to be an utter failure when they was introduced in DOA5U: The hypothetical damage they can do is very rarely realized and it's very, very easy to drop and completely botch it compared to Power Blows.
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