>>717543627
I'm a biased CotWfag, so take this post with a grain.
The higher damage and current state of the game's balance is problems that I can understand, but even with post like
>>717544457 I don't get why some people have an issue with a Rev gauge and I REALLY don't see how anybody could compare it to anything close to the SF6's drive gauge. And I don't mean in how it functions, it's two meters that are giving characters full resources (outside of super moves) to play with but if you're not careful and use it too much without letting it recharge/cool down then you're going to hit a state where you can't perform as many actions. In that way, they are the same, but otherwise I see them as completely different systems that have a world of difference in how they effect the game.
In CotW, you do have other tools you can use with the Rev Gauge with Blows and Guard, but 99% of the time you're going to be using it for Rev Arts and Rev Accel which does enhance your offense, but not to any degree that I think is spammable, formulaic or cheap. You still have to play neutral properly and hit confirm on proper shit to get in and then you can start revving up the gauge. It's not like you can just do your BNBs mindlessly because depending on how the match goes you might not have enough meter to burn to comfortably do it once you do get in which calls for changing things up on the fly. That working in conjunction with SPG which effects the moves you can do with the Rev gauge along with how much moves cost makes it a strong but not overbearing mechanic that just adds more thinking to what you're doing.
DG in SF6 meanwhile fucking obliterates the game because EVERYTHING revolves around it. I don't need to talk about how drive rush fucking murdered neutral because that's already been talked about to death, my beef is in how it can't even stay in it's lane and caused ripple effects that lead to shit like the current throw loop situation and how burning out is a death sentence.