Balancing the game with patches affects the game in meaningful ways. Those decisions are made in the interest of making the game more fair, not more fun. What's fair and what's fun are two very different things.
Do you agree that holds do in fact inherently balance the game? Should the non-grappler characters have equal frame time for throws as the grappler characters? When is a game balanced 'enough'? I think it's balanced enough on release day unless there's something very wrong with it that significantly affects enjoying the game for the majority of players.
- You completely ignored my question.
- Most casual players don't even know the game has changed or been balanced. It's really only noticeable at much higher skill levels. Again I go back to my example. If Team Ninja gave Mila a safe, mid tracking option, you wouldn't know the difference. Most casual players don't even bother going into training mode and finding out what tracks or doesn't track.
- No, holds do not balance the game at all. You could possibly make a weak argument toward that if all holds were equal, but they're not. Holds are essentially the DOA equivalent of a comeback mechanic and don't balance the game. It's just like every character having a super in SF doesn't balance that game.
- A fighting game is almost never balanced on release day. In fact, most people would be shocked if a fighting game released in a relatively balanced state.
DOA tries to offer an alternative for balance by making a vast majority of the gameplay revolve around guessing. However, even with that, balance really only matters at a high level of play. Anyone not playing at that level won't feel the impact of most balance changes and won't know if a game is balanced or not.
What are opinions of pro doa players on DOA6?
Are there non casual reviews on youtube?
Some of the pro players really like it, others don't like the new sidestep or Break Blow/Holds because it removes a small amount of the guessing and they like the game to be 99% guess work instead of 90% guess work (yomi, reading the opponent, whatever you want to call it).
The new side step mechanic is fucking ass
The sidestep is fine. I'd actually like to see it buffed, but you'd have to make some system changes to add a real sidestep to DOA, so I understand why we have what we have.
The problem is that Team Ninja did not go through each character's move list to see how an evasive sidestep would effect their gameplay. That has caused a big imbalance with some characters losing a lot because of the new sidestep.
I would've much rather they pushed Nyotengu and Phase 4 to post-launch DLC and left some time to really make the characters feel like they're in DOA6 and not DOA5.5. On average, each character only has about 2-3 new attacks with some minor adjustments to properties (completely unrelated to the new step). If they had added maybe 10 new moves and adjusted tracking on older moves, I think the game would work much better with the sidestep (and overall).
I hate it because it does too much and has so few punish opportunities. Nearly impossible to punish online. Just should not be on characters like Nico and Ayane
Are you on wifi? I agree that this is some of the worst netcode I've seen in a fighting game, but I can punish SS attacks 90% of the time. I'm not getting max punishment, but I can get my i7 throw every time. If you can't punish it, then just use a tracking move or throw if you anticipate a SS is coming.
As far as too much damage... the damage was nerfed from the TGS build to release. It now does less damage than most neutral throws (normal hit) and counters. That's not taking into account counter or hi-counter damage either.
As I said above, the game is not balanced around SS at all. But even under these conditions, I don't agree with your statements.
My god the delay based netcode is so fuck awful
I don't think the issue is delay. SC and Tekken use delay-based netcode and they're 10x better than DOA6 netcode. I think it's a combination of bad netcode, the crazy input buffer that's been in DOA for awhile, and the low recovery on a lot of attacks in DOA.
Most people don't rematch, so arcade mode is a lot more reliable
What rank are you? I find that most of the people I play rematch, even when I stomp them. It's not everyone, but a vast majority for sure. For the most part, it seems as though if I randomly get matched against anyone below a B, there's a higher chance they won't rematch. But otherwise it's almost always a rematch.
As a Nyotengu main, I hope they don't nerf her hehe
But her wind attack does do serious damage and have serious range though
She was buffed from DOA5LR to DOA6. Not sure why she was buffed when most other characters were hardly touched, but they need to bring her back down. She's especially annoying online when you can't react to anything.