I said "please." I'm also addressing a very ignorant statement that needs to be pointed out as being ignorant. It's exactly that kind of "it'll just be Tekken or Virtua Fighter" mindset that's holding back DOA from becoming a really solid fighter and it's a shame.
You should explain yourself more thoroughly with less of a condescending tone.
I've come to understand that countering in-stun is a gamble, although a defense measure in stun. But explain how this makes DOA broken (not solid). "Because you shouldn't be able to counter after you
mess up"?
Ignorance is innocence, so maybe you'd play nice and explain. I dunno.
How has the gambling aspect become an issue here in DOA 5?
Is it holds in-stun thats the problem?
Why even pick up DOA
if you're annoyed by this? Its been there. That's what I'm not understanding. Why change this?
I believe this is just the way DOA was meant to be played. Not "
like DOA4", but with uncertainty of sure victory on account of a hit-confirm.
In no way do I seek a broken DOA 5 in our future.
High risk, high reward.
I'd like it to remain a more technical fighter.
And when someone refers to guessing, I'm assuming they're talking about defense. That's all up to the player how he intends to anticipate offense. It is my hope that holds have considerable recovery to discourage spamming them advantageously. High-Counter damage is already there to help.
I'm no 'know-it-all', I assure you. I'm willing to learn more in these forums. But I can't help but feel you don't have a mindset for balance in DOA (keeping it true to DOA), only preference.