DriftSlave
Active Member
I like how people want more guessing in DOA >_> that totally makes it better.
-I thought we were focusing on removing unnecessary guessing??!?!I like how people want more guessing in DOA >_> that totally makes it better.
If you guard a strike then you won't take any damage. Only if they break your throw.
I think they need at least 3 options instead of two though. I don't like the 50/50.
ok, I was just agreeing with you, my goodness.I was being sarcastic....really....come one now.
-I concur. This is an unnecessary addition.I'd rather they got rid of the entire thing and just let the event unfold. Being able to block it is already stupid, taking damage if you were blocked is even more retarded.
What stage in DOA4 had the most environmental interaction? I'd probably say the dinosaur stage (Prehistoric Playground?). Guess what stage was banned at DOA4 tournaments...
I'd rather they got rid of the entire thing and just let the event unfold. Being able to block it is already stupid, taking damage if you were blocked is even more retarded.
I'd rather they got rid of the entire thing and just let the event unfold. Being able to block it is already stupid, taking damage if you were blocked is even more retarded.
With power blows implemented, the opponent can knock you into a wall/danger zone/cliff hanger from anywhere in the stage. It's no longer about just making sure your back isn't to the wall anymore. It's due to this that i'm 'aight' with the cliffhanger mini-game.
See I'm not sure if I like it. I've already successfully outplayed my opponent and knocked them off the stage, why do they get to a chance to make a comeback here? Why am I being punished for doing well? It's the same ass-backwards thought process that's present in other elements of DOA. I like the suggestion of just letting the event unfold but I don't think the devs would do that at this point, as they've put too much effort into it.Guess right do stupid damage, guess wrong on a throw lose 10 points. . . not that big of a deal.
What could possibly be the 3rd option? I think it's fine at 2. Like how wake up kicks should remain at 2 levels instead of 3.
See I'm not sure if I like it. I've already successfully outplayed my opponent and knocked them off the stage, why do they get to a chance to make a comeback here? Why am I being punished for doing well? It's the same ass-backwards thought process that's present in other elements of DOA. I like the suggestion of just letting the event unfold but I don't think the devs would do that at this point, as they've put too much effort into it.
It is a big deal if all you got is 10 pts of life left. The attacker shouldn't be punished for something like that when the odds are (should) clearly in his/her favor for knocking the opponent down.
well its only on throw...so i guess its a payoff for guessing the more damaging outcome? *shrugs* if you die from 10 damage then oh well...in SCV you can die via throw break....shit happens sometimes...
Kyoto in Bloom and the Halo stage actually.
well its only on throw...so i guess its a payoff for guessing the more damaging outcome? *shrugs* if you die from 10 damage then oh well...in SCV you can die via throw break....shit happens sometimes...