The Sidestep and Break Hold Issue | Making DOA better #9 Logical Game Design for Team Ninja & Tecmo

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What I'd consider doing if I owned DOA. Personal patch notes.
Why is this change necessary?
1) Just about everyone you ask will complain about these two techniques added to DOA6, and it's for good reason: They're annoying.
Good games shouldn't annoy players in this way.

2) Some people are glad that Stagger Escaping is gone. So perhaps it should only be useable against sit-down stuns. Veteran players will be able to escape stuns faster than noobs who don't train.

3) The point of sit-down stuns is that they will give you greater height for your launcher, which is why we should be able to stagger escape out of them. It's a skill-check. If your opponent is good/knowledgeable, you will not get your bonus sit-down stun juggle damage, just normal juggle damage.

4) No one will want to abuse the sidestep attack anymore if it does so little damage.

5) This nerf doesn't make the Break Hold useless. If a tournament player really needs it in a tight spot they will use it. Am I wrong? It's worth the 4-bar cost.

6) I feel DOA4 is the most fun Dead or Alive experience on consoles. Because of this, DOA7/6Ultimate should build off of what DOA4 established. But fix its flaws. Make the DOA4 system a balanced, more competitive game. DOA5 was too harsh.

7) I do not believe DOA should be rock-paper-scissors guessing all the time. Unholdable stuns and guaranteed combos are good. However, more effort should be required from players before they are rewarded with luxuries.

Idea Criticisms:
"If they are doing Break Holds you can grab them"
Break Holds are too effective, covering every height. They ruin momentum and can be used again in no time.

"instead of nerfing fatal stuns, just remove them entirely"
I don't like fatal stuns as they are now, but other people like guaranteed damage. I want everyone happy.

"keep doa4 as the base? I'd rather see DOA7 come up with something radically different"
DOA7 doesn't have to be like DOA4. Using DOA4 as a safe guard is smart so that the next entry doesn't miss the mark like DOA5 and 6 did.

"Another problem is you saying stagger escapes require skill. The thing is, even in doa5, it's so obscure how that mechanic works and when it does work it seems wildly inconsistent."
Stagger Escaping should then be made to be consistent and DOA7 should provide a tutorial for it.
Noobs do not hold the guard button and then twirl the stick extremely fast, only Veterans. It's an advanced method for defense.

Video texts:
The sidestep attack is too
intrusive

Decrease the damage from
30 to 10

The Break Hold can be used
too often. This is a FIGHTING game

Because it is a defensive
tool, it does not need to
be as useful as the Break Blow

Break Holding should use all 4
bars of meter instead of only 2

Fatal Stuns will now have to be
nerfed as well. No one wants
to see this over and over

Replace fatal stuns with the
DOA5 sit-down stuns

However, we should be able to
STAGGER ESCAPE out of
all sit-down stuns

Stagger escaping is skill.
Guaranteed damage from
EASY moves is NOT skill

Lastly, the fatal rush will still
net you a lot of meter and
put sidestepping opponents
in an unholdable fatal stun
---
Inspiration for this idea: Commonsense

Read my pinned comment.
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-The Ugly Problems with DOA6: https://youtu.be/ERLaNX8sugg
-GMV Playlist: https://www.youtube.com/playlist?list=PLJ4KscFO109ym0r0BN8mmGtM-C3YlouLF
-Featured Video of Mine: https://youtu.be/pXY0DFQwD34 (Me vs MASTER)
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NyaFighter8101 FighterSupreme nyotengu DOAFighter3 dead or alive 6 doa6 koei hayate ryu hayabusa last round attack




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