Originally posted by Emperor Ashtar
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 [B]Offense
.[/B]
Once again, how does it make the game worse? It's just offense oriented. Adapt. As a Hitomi player, I had to adapt to past, defensive installations using a character who has been about 80% offense in every game she's been in. If you're more into the defensive gameplay then I've got no problem with that.
Originally posted by Emperor Ashtar
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 [B]fear of you doing an unbeatable move I.E. Busting out a random offense is ok because there is nothing to fear anymore. [/B]
Busting out a random offense isn't ok if you're playing anyone worth absolutely anything. It's not like you can't interrupt combos with faster moves like jabs, crushes, or offensive holds. Again, this caters to the whole offense over defense ideal of this game.
If we look at the other side of what you're saying, you can also just bust your retardly prioritized move out whenever because there is no fear of a move beating it despite the opponent's move being faster.
Originally posted by Emperor Ashtar
Which makes the game random, even if there are patterns, you are still [B]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 [/B]
You can also crush, slow escape, block, interrupt with a faster move , etc. There IS a hint. Each character has their "good" moves. Any "good" player will use these good moves. A good opponent will know his enemy's good moves and can react accordingly to the most likely outcomes. Is it 100% foolproof? No. Is it an absolute guessing game like you're saying it is? No.
Originally posted by Emperor Ashtar
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 [B]Offensive [/B]
It doesn't make the game shallow at all. It encourages you to throw out a better offense, to interrupt for counter hits, to crush, to do whatever you can to get back on the offensive.
Originally posted by Emperor Ashtar
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.
I know the game is changed a little bit. Kasumi is a monster online for example. Also, DOA is getting a bit more respect BECAUSE of DOA4. It was at plenty of big offline events this year. Alas, I wasn't comparing DOA4 to all other fighters, I was comparing it to other DOA installations.
That was a typo in my last post. I apologize. I meant the top online players are the exact same players winning the offline tournaments. Master, Ryujin, Justownin,Rikuto, Offbeat Ninja, Mamba, Vigaku the list goes on. You have to get practice somewhere you know? When I say "top online players", I don't mean just anyone who is like SS or something. I mean the ones winning actual tournaments. There are a few players who play only online and like to brag like they are the greatest, but for the most part the top players are the same offline and online.