Emperor Ashtar
Balloooooooooooooon
Originally posted by StyleTime
DOA3.1 was a different game. It had a much bigger emphasis on defense than DOA4. Again, unsafe move are still punishable by throws.
The damage on throw punishment was toned down from Doa 3.1, losing 50% health for 1 blocked mixup generally discourages mixups, which is essential to Doa 4. However, in Doa 4 if someone blocks mixups and attempts to throw punish but, makes the wrong decision they will lose MUCH more damage than the 3 throws they just did to punish you.
The only advantage throw set ups give you, is the fact they alllow you to mount an Offense.
Originally posted by StyleTime
Also, priority was just plain lame. Moves that will beat out a much faster moves is what will break a game. Tengu wasn't banned because he was fast or had an insane defense. He was banned because he had too much priority. Do you honestly believe the DOA series is better off with priority trumping speed?
Priority means blocking and lots of it, If a character has certain moves that just cannot be beat it tends to make people block or space more I.E. When theres a move thats unbeatable when its out on the screen and its fast too you have to be defensive. Priority makes a game more defensive, when you leave priority and go with speed a player can attack with a faster move than yours if they know whats coming without the fear of you doing an unbeatable move I.E. Busting out a random offense is ok because there is nothing to fear anymore.
Which makes the game random, even if there are patterns, you are still guessing which pattern is going to come out next with no option besides spamming counter or taking the damage. The gameplay is way too fast for anything to be thought about or seen on reaction during a real 50/50 situation. In any fighting game, offensive or defensive, there needs to be at least a moment or indication that can be used in a 50/50 situation for the player on defense, to give them a hint as to what is coming next.
In doa 4, there is nothing because the engine makes it too fast, and there is no recovery space because the hitboxes and models have become too big
Originally posted by StyleTime
Yes, whoever has the better offense will win, but that is what the game is. You just have to play [B]differently. It doesn't make the game worse.[/B]
It makes the game shallow, everyone know's it's harder to win with defensive strategy as opposed to offensive. In Doa 4, defense is taboo, which encourages random assualts that cannot be punished. I can throw out random offense as much and not fear punishment, except for throws which put me at a disadvantage because it sets up an Offensive
Originally posted by StyleTime
Once again, the top players [B]offline(coincidently are the same as online) consistantly win against lesser players. I consistantly win against lesser players. I'm sure you win against lesser players. The results aren't random.I realize online has its flaws, but I'm sure as hell not traveling all the way down to the Throne of the Nether World to play. Also, by your logic, the results should be even more random online since most moves become about 50000x safer online.
I know some people diss online play, but these online players are the exact same people winning online tournaments. Offbeat Ninja won WCG, using EIN!!!, and he plays almost exclusively online. There are many others, but I don't feel like listing them right now. [/B]
Online changes the game too drastically, why do you think the tiers online vs offline are so different. In reality the game cannot be played properly online, the engine is too delicate. The reason why doa is the laighing stock of the fighting community is because the players aren't will to travel for offline tournaments, they rather play online and fight so called "High Level" playersbased on a stupid ranking system. Only a few people travel, whenever offline tournaments are held virtually no one comes. There are to many casual players out their, And casuals do not build a competitive scene.