Remove the infinite's then it's fine. Watching two characters doing the same attacks till the opponents hits the wall is boring.
It reminds me I dropped TTT years ago because I got bored of seeing de same again and again and so on in both: neutral game and juggles. That time I loved DOA triangle system strongly discourages players to play in a pattern-lish (boring) way at least in neutral game.
Honestly its just why I don't do tag. I remember one hit kills, mvc style in tag back in 2u. Not fun at all.
Recently I realized tag guarantees "crazy" things like delivering around 150 health points from just a i6 move in normal hit!!! :O So two mistakes and you already lose a character in tag mode. 4 ones and you already lose de round. I'm really happy with evolution of single mode we got with 5 and 5u, I think TN had made a magnificient work. Perhaps some more of their good work into tag mode to make it shines.
I'm fine with juggles as long as they're not too long. What I'm not fine with is mechanics I adjust to totally changing in Tag mode for no reason. So yeah, make gravity settings consistent in all modes.
I agree. The more I play DOA (and read FSD), the more depth I find, the more I have to know, the more I have to understand, the more I have to plan, the more I have to practice, the more feedback I have to handle, and so on. Changing mechanics/properties in tag mode increases the work I have to do. It amused at begining of 5 and kept me away from playing tag mode.
Now I think changes are not so many, neither drastic. I tell my reasons below.
The gravity should be the same as in solo, and I also think the damage should be decreased even more every time you switch your character, just like in doa4. In addition the rebounce should only be permitted one time, just like tekken. The nerf on the damage/combos in tag is necessary, specially now that Dojo is playable in tag.
Also recently, I noticed gravity noticeablely increases around 10 hits and % damage revision decreases each time same move is performed in a juggle. So now, DOA also discourage repetition in juggles!
Moreover, I noticed each launcher demands different juggles in order to get maximun damage. Walls demands it more variety too. All these looks nice to me.
I have not found any change in stun properties, the only change I've found is relaunch properties. I now it doesn't look such hard... I'll be trying tag mode more.
Hope to found it's now this mode is balanced enough to play it seriously.
Regards guys!