Is it just me, or is this game a lot slower paced than past DOAs?

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SilverKhaos

Active Member
This is half a complaint thread, so heads up.

Now, keep in mind, i'm not talking about actual attack speed
In past doas, it seems to be a constant struggle, but now, theres....a LOT of waiting around, its the point where I'm glad I have the computer next to me to keep me entertained, because the matches go too slow.

It just seems like things have gotten way way too easy on the offensive. People are figuring out the stuns and juggles and force techs....so its getting the point now that anytime someone finally lands a hit, now theres a waiting period for them to finish their combo. A good 5-10 seconds each time. It got to the point where, somebody on here was playing Christie and wanted to play me. But the problem was, he knew how to do the juggles/stuns/force techs, so it just got waaay too boring, and I wound up watching youtube during the waiting periods, and got more interested in youtube than the actual fight. (To you who it was, I apologize, nothing against you.)

If they do a DOA6, I wish they'd bring back how counters would counter nearly everything in past games, just so that both players are constantly PLAYING. Not this "take turns doing quick time events" nonsense. Well, that, and make it so your characters arent made of rubber and bouncing all over the place like flippin Flubber.

BLah. Found myself going back to the Tenkaichi games, smash bros, yaknow, more mobility based fighters, if only because both people are always playing in those, theres no "waiting to play."

Also, to those who will inevitably say "lrn 2 play scrub", I know how to play. I'm not pro, theres still stuff for me to learn, but I'm good enough. I know how to avoid getting hit, i know how to counter. However, the only real alternative here is to perfect people, and thats no fun, either, because thats just going in the OTHER extreme of "well now THEY don't get to play."

And maybe I just never really came across all the guaranteed combos in past DOAs, but they didn't seem to be an issue, so they were more fun. Also, if I recall correctly, I think you used to be able to counter while on the ground, which prevented any chances at force teching.

But yeah. Half complaint, half valid topic. Is anyone else feeling like this game's pace is slowed down a lot compared to past games? Still love this game, favorite traditional fighter, but I play fighters to fight, not to wait, so I'm getting kinda bored now.
 

Chaos

Well-Known Member
Well when it comes to movement, pacing & executing combos it does feel..."sluggish" but at the same time, it seems to be a little faster than DOA2/DOA3 o_O.
 

d3v

Well-Known Member
If they do a DOA6, I wish they'd bring back how counters would counter nearly everything in past games, just so that both players are constantly PLAYING. Not this "take turns doing quick time events" nonsense. Well, that, and make it so your characters arent made of rubber and bouncing all over the place like flippin Flubber.
In other words, let's bring DOA back to when DOA was terrible.
 

RoboJoe

Well-Known Member
lrn 2 play scrub

Seriously though, DOA wants to be a classic 3d fighter and is permanently moving away from what you want from the game. It will never come back to what it was in DOA4 and I guarantee that most people here want it to continue heading in the direction of a more skill based game rather than rock, paper, scissors with pretty girls.
 

Skilletor

Active Member
What you say:

If they do a DOA6, I wish they'd bring back how counters would counter nearly everything in past games, just so that both players are constantly PLAYING. Not this "take turns doing quick time events" nonsense. Well, that, and make it so your characters arent made of rubber and bouncing all over the place like flippin Flubber

What I hear:

I never watched DoA4, but if I had, I would've seen people super afraid to attack because counters were the best thing to do in just about any situation, did more damage than anything else in just about any situation, and had a negligible impact on gameplay if I fucked up since I was always in the match if I could just land a magic counter.
 

d3v

Well-Known Member
It's kinda baffling that there's a complaint about combos being "quick-time events" when, a paragraph down there's mention of going back to Tenkaichi, a game where there are actual quick-time events for executing powerful attacks.
 

SilverKhaos

Active Member
It's kinda baffling that there's a complaint about combos being "quick-time events" when, a paragraph down there's mention of going back to Tenkaichi, a game where there are actual quick-time events for executing powerful attacks.

At least it doesn't HIDE that they are quick time events. Plus they at least have the advantage of looking really cool there.
 

SilverKhaos

Active Member
What you say:



What I hear:

I never watched DoA4, but if I had, I would've seen people super afraid to attack because counters were the best thing to do in just about any situation, did more damage than anything else in just about any situation, and had a negligible impact on gameplay if I fucked up since I was always in the match if I could just land a magic counter.

Kay, here's what I don't get.

You want absolute offense, but detest absolute defense. All you want is a one way street in your favor. What about a balance?

On the one hand, the fact that people THOUGHT about their attacks instead of just mindlessly attacking meant that the game was more skill based than it is now. Now, mostly all I see is people rushing in trying to do their combos. And I'm sorry, just knowing how to do long combos isn't much skill.

On the other hand, they could try going back to the DOA4 style counters, but with DOA5 counter damage.

Also, it wasn't "negligible impact on gameplay", because if you fucked up, you ate a shit ton of damage from being countered, hence forcing you to think things through instead of just mindless rushdown (like we have now.) It goes both ways.
 

SilverKhaos

Active Member
lrn 2 play scrub

Seriously though, DOA wants to be a classic 3d fighter and is permanently moving away from what you want from the game. It will never come back to what it was in DOA4 and I guarantee that most people here want it to continue heading in the direction of a more skill based game rather than rock, paper, scissors with pretty girls.

Ehm...I wouldn't say its heading in the direction of "more skill based". Its a step forward, and a step back. It does good with sidesteps, shorter windows for counters, and less damage for counters, for example. It steps back though, with all the increased guaranteed damage opportunities, so it encourages more just combo memorization than actual skill. It also steps back with nerfing what counters can, well, counter, as well.

I also don't think it needed to BOTH reduce counter damage, AND reduce how useful the counters are to begin with.
 

HiguraShiki

Active Member
So basically, you want to game to have no combos, random attacks, ridiculous damage on holds, and the ability to guess out of everything by holding.
 

d3v

Well-Known Member
Combos and damage are both a reward for those who actually spend time to study the game and a punishment for those who fail to do so. It's both positive and negative reinforcement at the same time. Allowing people to easily counter out of anything just teaches players that it's "okay to get hit" when we all know that it isn't.
 

Chaos

Well-Known Member
Combos and damage are both a reward for those who actually spend time to study the game and a punishment for those who fail to do so. It's both positive and negative reinforcement at the same time. Allowing people to easily counter out of anything just teaches players that it's "okay to get hit" when we all know that it isn't.
Thats my issue with DOA4.
 

Keved

Well-Known Member
Pretty girls with big chests & big butts is definitely perfect for my type lmao! XD

tumblr_m2j5r3ytVU1qhqis5o1_500.gif
 
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