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It is bottom of the barrel trash that just has you playing as your fav characters of the series, with a light string of different attacks that look cool. Nothing more, nothing less. If you lower your standards, or are a giga-fan of the series, like me, you will find some enjoyment. Otherwise for 99% of ppl it will be gutter trash, I say this is as someone that owns this rubbish, it also runs like ♥♥♥♥.
Discourse was poisoned
I don't think I enjoyed any DOA game as much as I enjoy this one. The best thing about DOA was always the tiddies
Skill ceiling and depth are two different things BUT are still connected...
Think of it this way:
Depth: how many things you or your opponent can do at anytime.
(Num of possible scenarios)
Skill ceiling: how many combos and counters you mastered
(How many scenarios you memorized)
Let's assume it takes you 3 minutes (TIME) to master a move
and your character has 6 (DEPTH)
Therefore the skill ceiling for that character would be
D X T = S
6 x 3 = 18
One character is about 20 minutes-is
⚠️Ofc this applies to all the mechanics of the game too⚠️
So let's take GGS to compare to ROS
The characters have way more options at any one time
And it takes way more time to master them since they are directional inputs
Therefore it's more deep and has a higher skill ceiling!
I love this game and have no desire to refund it but it's a disappointment for the lack of depth polish features and characters (bought for 40$ wouldn't recommend for 60$ tbh)
Feel free to correct me if any of you think otherwise!
Everything you can do is gated behind either meter and even then your options are very limited. And guess what, there's online-only combos too.
P.S. combo scaling is ♥♥♥♥♥♥ in this game and you don't do normal damage until you awaken.
Just admit you've never played the game lol. DOA has plenty of depth.
Skill floor - Hard to play
-Learning mechanics/characters kit
Skill ceiling - Hard to master
- How hard it is to use mechanics/character optimally
Depth isn't about really about how many mechanics or combo routes there are. Rocket league for an example is a simple game with a few mechanics to learn, but it's one of the hardest games to get good at and can use a few mechanics to pull off a bunch of different plays.
Yea technically you're right but that's why I used the word scenario alot.
(Forgive me I don't play rocket league)
but let's assume your car can do 4 types of movement or whatever that means
4 x time = S
But in rocket league's case it takes ALOT time so it actually has a high ceiling
fundamentally it's not deep but due to the amount of ticks it got deep
some would probably argue we should calculate it like this instead
Num of all tricks x time = S