Can't queue parry

@Silas-Inservio-Pax Can you please confirm if it is a bug and not intended that we cannot queue parry while performing other actions that are cancelable by anything but parry? Attack backswing animations can be canceled with block, roll or movement but not parry. And if you spam it during these animations it’s like the input is completely ignored untill the animation is fully completed or cancelled by something other than parry. It looks very weird if you issue one attack command with a weapon that has a slow backswing animation, usually 2H, and just spam parry. And it feels sluggish and bad to have to press movement or block after attacks to be able to parry.

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Okay, I’ve found a similar topic [unrequitedAspect] Without pushing the joystick, pressing attack cannot pre-input "parry."

Made a video showcasing three different weapons with their first normal attack only. Without animation cancel and with it. 2h axe has the longest attack animation because it probably has the widest AoE and even can hit the target standing behind my characted twice – with a swing itself and with a drop of the weapon. The backswing (more like recovery animation in this case, the character is just kinda standing still after the swing) isn’t much pronounced, the difference between no animation cancel – just an attack input into parry key spam – and animation cancel into parry is quite visible in the timing. While two other weapons have a distinct backswing animation and without it the attack ends abruptly.

the link on YT

I’m inclined to think that this is either an intended behavior or just an oversight. Still can be quite annoying, especially for newer players.

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Could you try switching Parry to Bumpers instead of using it on Triggers?
and see if it affects it?
Parry mechanics was never intended for triggers, Why i say this is because theres a difference in how they function when compared to bumpers. and you might have to look that up in detail yourself if theres any truth in what i say..
But all i can say is that Bumpers are designed for Instant Actions.
if i used rune menus for Bumpers and my finger slides just a little the menu would disappear and that does never happen on a Trigger (LT/RT) Block also works best on Triggers.
One trigger also feature 2 actions while One Bumper only has 1 action
You can reconfigure your trigger to only have 1 action ofc (but its usually not something you do In-Game)

if this solves it i dont know and you might be on to something :+1:

Just wonder are you using a Wired controller or Wireless?

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It’s a wireless 8bitdo ultimate 2c and I can’t rebind controller keys in the game because one key always stays unbound (toggle run by default) and I don’t wanna create a custom preset in steam.

I’m also pretty sure it’s the same on kbm and it’s just the mechanics of this game. Either intended but badly designed imo or an oversight.

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I believe i can say this atleast theres a limit to the animation canceling you are trying to achieve, they have made animation canceling harder which i think is for the better.

Earlier you could queue dodge roll and attacks to the point where you no longer were pressing any buttons and you would roll off and die. Those queues are shorter now.

I also have Toggle run unbound by default as i dont need it, if i did i could just press that button on my keyboard :+1:

Im not telling you to create a custom preset on steam, im just saying that you can, not that you “have to”.

But i only want you to try if theres any difference in using the parry on your bumper than on your trigger then you can switch back in-game.

I dont want you to rebind through steam, only rebind through in-game settings.

Comparing kbm and gamepad is a bad idea, kbm always have the advantage when it comes to how many buttons you can configure, gamepad have the advantage in input.

Anyways i just want you to try the bumper vs trigger if it makes it any better on your gamepad that is all i am asking.

(sorry had to change device)

I atleast agree with what you have said here.
and @Silas-Inservio-Pax do you know if its intended?

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What looks weird to you @Persimmon ? I’ve done some limited testing with Boarskin Reaper and Festering Cleft.

Not being able to interupt animations with parry is intended.

It might be that the changes from Together have made the animation on certian weapons a little muddled?

Silas

It’s just weirdly slow, that’s just how it looks to me. You rarely see these last parts of attack animations, every other input can cancel that – move, roll, block, even casting a rune, I believe – but not parry.

I can understand why it is the way it is that we can’t queue parry, I’ve seen here somewhere an old topic complaining about queueing parry when staggered which felt bad because you’d perform them after without a way to cancel. One way to fix it was to just give us a window before the actual parry happens to somehow cancel it (or an attack, or rune cast for that matter) with roll or runes that have something like ‘evade an enemy attack in a pirouette and retaliate’. Or with any other action. The other way is to just cut off any parry commands if the character is not idle. I’m fine with the latter too but devs could allow us to input parry in the last parts of animations that are cancelable? So that it’s on par with block and roll without the cancelling ‘buffer’ command. I’m pretty sure there’s a (newer) player that is frustrated with it much more than I am and just thinks that it’s melee (especially 2H) weapons that are too slow and not the parry input that is not calibrated/balanced the same way block and roll are. I think changing it would help both parry vs block/roll balance and melee playstyle. There’s a lot of gripe community has towards these two things and I probably wouldn’t notice this mechanic as fast if not for the discussions around it.

Or leave it as is, parry will just be harder to use than block or roll. New players (if they ever want it) will need to figure out by themselves that they have to learn to input movement/block command after normal attacks and/or before parry. But it’s already harder to play melee, dealing damage with normal attacks and choosing parry as your main defensive option over playing ranged, relying on rune spell casting and roll or block for light/cloth armor and heavy/plate armor builds respectively.

This ventures into feedback, if you think there is an actual technical fault let me know :wink: , then I will move topic back into the bug section.

Silas

Yeah, the whole purpose of the post was to know whether it’s a big or not.

New developments!