I was having to do the exact same thing with my combos. Even in the video I posted. I was ending my combos short because my opponent would just do the escape and punish ME for juggling him.
I definitely do not advocate for changes though. I come from the oldschool games where nothing ever changed. You just had to adapt or die. So while I agree with everything that SF said (except for the chip damage kills part), I do not advocate for anything to change. Other than what is already going to change, like the movement. But that’s not saying I would mind if it did change.
Man i get it, i do. The era of "deal with it, suck, or play something else" lead to some really amazing things, and now we've got people who flip their shit day one because smashing their face on the controller doesn't win games, and companies that sometimes bend to that will in the worst ways possible.
But 2 points:
1. We now live in an era where EVO isn't JUST something a bunch of nerds waste money on. EVO moves copies of games, and watching a game faceplant at evo because it's inherently broken in one of the WORST possible ways is just such a stupid reason for it to fail. It looks like NRS is super close to making something special, but having the game die because of one easy to change mechanic (hell just ground them longer on fallout or at least give us a way to punish it on read) would be a massive shame.
2. It's a beta. A beta back then was generally a full launch with the hope that you'd get an ST version later. They have feedback NOW that this is looking bad (and frankly enough evidence from other games making the same mistake). The whole point of a beta is so you don't have the game implode on launch. They've got the feedback, it's already looking pretty damn bad, either give players an idea how to work around it (oh yeah try this, it's not something you'd think of but it'll...) or consider fixing it.
As for the "punish on hit thing" itself
I already made a topic on this, but to add to what I said the first time and touch on the perfect block-
1. For honor- this is a game where defensive options had disgustingly good payouts compared to offensive ones (still does have this issue but its gotten better). Now it's far from the only huge flaw with how they've balanced that game, but it's a major one. Sitting there being afraid to push a button because you know your opponent can, for FREE, blow you up is a terrible feeling as you rarely push your advantage.
2. 3s- This also reminds me of 3s as well where you've got a defensive mechanic with a tremendous payoff that can be done in such a way as to completely eliminate risk/cost(parry). Once you know how to do it you can't do it at the wrong time or at least not in a way that costs you anything. It's not like an EX move in neutral or on defense where you need to commit and the meter is gone and you're left in recovery if they read it. By its very nature it can only trigger off the exact situation you'd want to use it for, so go for the input and if that doesn't occur...whoops oh well. I've still got my meter and i'm not falling to the ground post EX DP about to be blown the fuck up.
3. SFIV- Remember how fun it was to watch FADC DP's into ultra for the win with 0 risk? Sure seems like strong defensive options which lead to inordinate damage and "take meter" as a downside have been tried. If memory serves it was hated like hell until they finally nerfed the system.
4.. TvC- I doubt many people remember this game too well, but something that will ALWAYS stick with me was a match where they had a guyver player vs tekkaman (can't remember the rest of the teams, doesn't matter). The tekkaman player had gotten ahead, but I was hopeful the guyver player could make the comeback.
After some really great reads he got in and got a hit, thus starting the hopeful victory. And then the Tekkaman player spent some meter, broke the combo, combo'd from the break into super, and killed him.
It's insanely antihype to watch the comeback moment suddenly turn into "oh right he just gets a free win anyways". Even casuals can tell how stupid it feels to watch the super low hp player worm their way in on the screen filling zoner, finally get that "this could be it" hit, and then watch as a generic mechanic punishes them for it.
Edit-
Forgot the chip damage stuff. Short version, chip kills are good. They make comebacks more hype (because the game had to change because chip was a thing) and because matches don't all just start ending with light pokes. SF V tried getting rid of chip kills and i think it's part of what kills the hype.
In a normal match 90% of the time a player would normally have been killed by chip, they still lose. It just takes longer because the opponent starts playing HYPER safe because all you need is to land a light. So you poke with your lights and eventually tag him anyways and now we've all wasted time and broken the flow of the match (some big hype series of reads that instead of ending in the chip kill like it should drags out into a light slap fest).
Every other time the comeback happens it feels "wrong" because you NEVER see all the crazy shit you'd see when chip kills were possible. Those insane moments where you knew the match was over, but instead play like something you've never seen before because to dodge the fireball they would otherwise block they blew an entire super, then canceled to avoid the punish blowing even more meter, and then STILL came back.
Instead they just..block like they normally would. It doesn't change the gameplay at all anymore, and that's a shame. Maybe some moves shouldn't chip kill, but most things should.