What would you like to see in DOA6?

GarryJaune

Well-Known Member
For now,I just want at least 2 pub demos before the final release,just like NIOH.
TGS build is a mess,TN should fix that through public testing
 

GarryJaune

Well-Known Member
You're literally the only one that has played it here that has said that. I have a hard time believing you that its a mess over the more recognized players.
All is not gold that glitters,dude,DOA6 LOOKs great,I never deny that.The point is TN sacrificed too much for simplification.They said this is for newbie friendly,but I doubt if it works,cause I don't believe light-players gonna play a FTG that deeply.If KT wanna sell more copies to LUs,releasing more boobs or hot cross characters would be effective.Would system simplification work? I don't think so.
DOA's fighting system is the best part of it,especially mind games,in DOA6 well KT just abandon a lot so I call it is a mess.


PS:I'm a critical guy ,maybe I posted too much negative thoughts in recent days,sorry about that.:)
 

Onryoki

Well-Known Member
Standard Donor
All is not gold that glitters,dude,DOA6 LOOKs great,I never deny that.The point is TN sacrificed too much for simplification.They said this is for newbie friendly,but I doubt if it works,cause I don't believe light-players gonna play a FTG that deeply.If KT wanna sell more copies to LUs,releasing more boobs or hot cross characters would be effective.Would system simplification work? I don't think so.
DOA's fighting system is the best part of it,especially mind games,in DOA6 well KT just abandon a lot so I call it is a mess.


PS:I'm a critical guy ,maybe I posted too much negative thoughts in recent days,sorry about that.:)
I barely understood anything you just said, the mind games of DOA aren’t gone simply because DOA is more beginner friendly. DOA still has its triangle system and is still about mind games. Just because DOA6 isn’t about abusing the stun system and stagger escaping doesn’t mean they abandoned the mind games of DOA. DOA5 is more of a guessing game than 6, they just closed the huge gap between experienced players and new players, which is fine by me.
 

DestructionBomb

Well-Known Member
Standard Donor
To be fair DOA was not exactly a hard game. No point in drawing in new players if they don't sit down and actually play the game when it comes to any sorts of mechanics. It's a walking contradiction here.

Most of those same particular players (or as they say, new players) never even touched the tutorial modes in the game. Let's not scapegoat here.
 
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GarryJaune

Well-Known Member
I barely understood anything you just said, the mind games of DOA aren’t gone simply because DOA is more beginner friendly. DOA still has its triangle system and is still about mind games. Just because DOA6 isn’t about abusing the stun system and stagger escaping doesn’t mean they abandoned the mind games of DOA. DOA5 is more of a guessing game than 6, they just closed the huge gap between experienced players and new players, which is fine by me.
Well,yes they actually does,you forget auto combo? as well as invincible 2/8S,force-tech cancellation etc.And "triangle system" is actually a superficial understanding,it's not related to mind games at all.I don't wanna go too far about it but I hope you could understand me this time lol.


it seems that DOA6 wants to reduce the skill gap for beginners, to attract new players.
Yup,that is exactly what they‘re doing,by sacrificing tons of old mechanics
And people seems be cool with it,but I'm not lol
 

d3v

Well-Known Member
Well,yes they actually does,you forget auto combo? as well as invincible 2/8S,force-tech cancellation etc.And "triangle system" is actually a superficial understanding,it's not related to mind games at all.I don't wanna go too far about it but I hope you could understand me this time lol.



Yup,that is exactly what they‘re doing,by sacrificing tons of old mechanics
And people seems be cool with it,but I'm not lol
"Auto combos" is an invalid complaint in a game where we can get combos off PPP and KKK.

In any case, you're the only person who has had negative comments about the TGS build. Comments which don't seem to carry much weight in the face of Matt and Cow's own impressions. This is in addition to your own negative comments about DOA3which is the most competitively respected iteration of the series and the game that 6 plays closer too (compared to 4 and 5) thanks to stuff like the removal of Critical Threshold Launch, etc.

DOA6, based on the TGS build, seems to be the game that's taking players longstanding comments about the series' neutral game getting buffed into consideration. Losing the emphasis on the stun game (same launch heights, no stagger escape, guaranteed damage from Fatal Rush, and Break Blow Cancels) is part of that. You can't emphasize the neutral if someone who gets the first hit (aka wins in the neutral) has to work hard for damage, and the loser given chances to escape.
 
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Onryoki

Well-Known Member
Standard Donor
Well,yes they actually does,you forget auto combo? as well as invincible 2/8S,force-tech cancellation etc.And "triangle system" is actually a superficial understanding,it's not related to mind games at all.I don't wanna go too far about it but I hope you could understand me this time lol.



Yup,that is exactly what they‘re doing,by sacrificing tons of old mechanics
And people seems be cool with it,but I'm not lol
Ummm...

the “auto combo” is unsafe, can only be performed if the first hit of the string hits, it’s also quite slow, new players/noobs barely benefit from the “auto combo”. 2 and 8S are not invincible, it’s probably unsafe too.

You honestly do not need force techs, some characters in 5 are really bad at force teching. DOA is still mostly mind games with the new features. It’s more complex than 5, in 5 you get a lot of free damage because of the critical burst system.
 

Raansu

Well-Known Member
"Auto combos" is an invalid complaint in a game where we can get combos off PPP and KKK.

In any case, you're the only person who has had negative comments about the TGS build. Comments which don't seem to carry much weight in the face of Matt and Cow's own impressions. This is in addition to your own negative comments about DOA3“My generation viewed Harleys as American fast, loud, muscle. We liked that stuff,” Gordon said. “[My students] view it as the tired old folks who screwed up America.” 1, which is the most competitively respected iteration of the series and the game that 6 plays closer too (compared to 4 and 5) thanks to stuff like the removal of Critical Threshold Launch, etc.

DOA6, based on the TGS build, seems to be the game that's taking players longstanding comments about the series' neutral game getting buffed into consideration. Losing the emphasis on the stun game (same launch heights, no stagger escape, guaranteed damage from Fatal Rush, and Break Blow Cancels) is part of that. You can't emphasize the neutral if someone who gets the first hit (aka wins in the neutral) has to work hard for damage, and the loser given chances to escape.

I'm lost on the context of this edit in the post lol.
 

GarryJaune

Well-Known Member
"Auto combos" is an invalid complaint in a game where we can get combos off PPP and KKK.

In any case, you're the only person who has had negative comments about the TGS build. Comments which don't seem to carry much weight in the face of Matt and Cow's own impressions. This is in addition to your own negative comments about DOA3which is the most competitively respected iteration of the series and the game that 6 plays closer too (compared to 4 and 5) thanks to stuff like the removal of Critical Threshold Launch, etc.

DOA6, based on the TGS build, seems to be the game that's taking players longstanding comments about the series' neutral game getting buffed into consideration. Losing the emphasis on the stun game (same launch heights, no stagger escape, guaranteed damage from Fatal Rush, and Break Blow Cancels) is part of that. You can't emphasize the neutral if someone who gets the first hit (aka wins in the neutral) has to work hard for damage, and the loser given chances to escape.
I said many times,I hate mindless simplification,not neutral games
So you think that every single character has a PPP or KKK string frequencyly used in juggle is cool? OK....maybe DiveKick is your best choice lol

PS:again,every 3 way hold DOA was an unqualified FTG ,TN knew that and fixed that after DOA2U.That is why I can't understand you guys touting DOA3.even TN know that why would you don't
 

d3v

Well-Known Member
I said many times,I hate mindless simplification,not neutral games
So you think that every single character has a PPP or KKK string frequencyly used in juggle is cool? OK....maybe DiveKick is your best choice lol

PS:again,every 3 way hold DOA was an unqualified FTG ,TN knew that and fixed that after DOA2U.That is why I can't understand you guys touting DOA3.even TN know that why would you don't
Because despite 3 way holds, 3 punished you harder for losing in the neutral. Stun-launch combos meant you mostly had 1 chance to guess your way out and the attacker didn't have to play the stun game.

It's pretty cut and dried, the more you have to play the stun game, the less important neutral becomes as it means players still have more ways to escape if they fail the neutral.

Additionally, in terms of creativity. Break Blows, Break Blow Cancels, and Fatal Rush actually open up the combo system more, givint more options for guaranteed damage compared to 5, where yoy have to play the stun game to get access to its mechanics.
 
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d3v

Well-Known Member
:rolleyes:A deeper mind game cause a less neutral game,what a conclusion.Very impressive.
Because that "mind game" is happening in stun, in combos, outside of the neutral.

Neutral is when both players are standing and have access to all their moves and options, and they're fighting to get in and start pressure, or even get a combo. Neutral isn't when one of the players is in stun and the combo is already happening. The more you reduce the consequences of losing in the neutral - aka giving the player in stun more ways to get out (i.e. by emphasizing the stun game more) - the more you reduce emphasis on the neutral. The neutral matters less when a player who loses in it has multiple chances to hold or escape out of stun. The fact that you can't seem to understand this makes me think you don't really understand fighting games as much as you think you do.
 

Raansu

Well-Known Member
Because despite 3 way holds, 3 punished you harder for losing in the neutral. Stun-launch combos meant you mostly had 1 chance to guess your way out and the attacker didn't have to play the stun game.

It's pretty cut and dried, the more you have to play the stun game, the less important neutral becomes as it means players still have more ways to escape if they fail the neutral.

Additionally, in terms of creativity. Break Blows, Break Blow Cancels, and Fatal Rush actually open up the combo system more, givint more options for guaranteed damage compared to 5, where yoy have to play the stun game to get access to its mechanics.

Not to mention that a hi-counter throw can take nearly 70% of your health. Holding was super risky in DoA3.
 

NewWestFan

Well-Known Member
Premium Donor
Is this dude really complaining about Fatal Rush in a game where 5-7 input strings exist? Literally go fight Eliot without training yourself for when/how to hold out of his strings. Like. Lmao anyway.

Wasnt this topic supposed to be about what we'd like to see in DOA6? Not an arguement about how the mechanics are improving over 5? xD
 

Onryoki

Well-Known Member
Standard Donor
To get back to the topic, I would like to see collaboration costumes return to DOA6. The Samurai Warriors collaboration costume pack was absolutely amazing, it fit the characters and I would like to see this particular DLC pack return. Besides that I really hope costume design challenges return for Halloween because it feels more like a tradition within the DOA community now.

Last but not least, I want Momiji and Rachel to return, if gen fu makes it before them I will riot.
 
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