Not full control. Still just a 25% thing when you influence 1 out of 4 stats.
maybe its really just my bad luck, but i feel like on parry is showing up more frequent than other passives. Maybe at least investigate if its working as intended. I have to accept it either way.
But if this would be some sort if wishing well, i would wish for a less frequent on parry and a slightly more transparent roll chance for other stats.
I actually had a lot of parry rolls on 2H weapons as well.
Would really like a way to influence the affix rolls in some way. Key word influence, so not total control. A mixture between randomization and customization would be epic.
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I disagree. The parrying window and animation do not match. It is a lot of guess work. many others have posted in agreement with this. If the devs match animations better with the contact area the perhaps parrying will be more manageable as a whole.
No, it doesn’t mean it should be removed from the loot pool of rolls. However, the enchants I have seen through a ton of enchants weighs heavily in on parry enchants. They could have other enchants have an equal opportunity to roll which does not focus on these enchants for people who do not find the parry mechanic reliable (I for one do not at this time - it definitely needs more tweaking animation wise).
Parry enchants show up a ton. I have had multiple items have 3 parry enchant rolls on them. It seems to have a heavy weight for this in enchants.
My question when anyone tries to shit on parrying is do you do it reflexively or have you actually memorized for each animation when the time between the weapon hitting you & you hitting LT is because you certainly very much so can get consistent at parrying. I think it’s in the perfect spot right now because parries in this game are exceptionally powerful more so than any other like it because not only do you get an opening, possible backstab, you also get 100minimum focus for a rune attack.
I have played many games with parry mechanics. The system needs better animation and connection timing. There are a ton of people who have noted this. Seiko for example, has good animation and parry mechanics implemented. I find it odd when people love to white knight parrying that does not clearly have animation line up.
I heavily disagree. A parry give a 1s stagger. Shorter than a poise stagger. and you do not get any crit for attacking right after the parry like in pretty much every soulslike out there.
Sure, you can buff your parry with passives, but in a build that is not parry focused you would rather have any other passive enchantment. I do not want to give up stamina/hp/focus on hit for a “on parry” equivalent (or 2 or 3).
It’s significantly longer than 1s, and it refills 100 focus (+any bonuses on top). You can melt everything with it, bosses including.
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well, i still disagree. it just does not feel worth it for me. i rather go for poise breaks.
maybe that is because i am used to satisfying parries in dark souls/bloodborn or super rewarding silk bind parries in monster hunter rise.
I usually go for parries in every game that offers them, except here. I feel they are just not as rewarding as they should be.
and aside from that and back to the original point: No matter if we like parries or not, “on parry” enchantments seem to roll more often than others. I never had 3 “on kill” rolls but i have had several items with 3 “on parry”. It feels too much.
It is ok on 1-hand weapons, shields etc. but i have so many gloves, 2-handers and dual daggers i sold because they became absolutely useless for my builds. And i can’ even compensate it with gems, because they also just give more “on parry” passives.
I think in principle, the “on parry” enchantmens are a good basis for later evolution of this game.
However, rn they are often not worth it imho.
But that can change. And when parrying changes, other enchantments come and go, or at some point there is more control about enchanting, this topic will get less and less relevant.
Maybe give it some time and try to ignore it for so long.
i can live with bookmarking this and returning to it, should it still feel “unproportional” later on.
I agree. I think the enchants are very heavily focus on parry. It as if all the best things are tied to parry. It forces people down that route, even though the parry is not smooth and needs improvements in terms of animation and time connections. I would love to see more of other enchants come back to power such as focus/heath/stamina on hit (which were ridiculously nerfed into the ground recently - because of - you guessed it - streamers’ opinions - which happens too damn much now adays in all games).
Stamina and health on hit work pretty well i feel.
but i just wish i would get 3 “on hit” enchants on a weapon like i can get 3 “on parry”. It feels like something is broken with the on parry roll frequency. But i think for now, we have to wait and see what happens.
I feel this is not really the problem. For me the problem is the frequency with which “on parry” is rolled compared to other enchantment perks.
I got an extra chest now, where i collect Items i enchant as of now, so i can see if it just feels that way. But what i can say is, that so far it feels like multiple “on parry” perks are common while multiples of “on kill” or “on hit” are less frequent. And that feels like something is off to me.
But as i said before, maybe its just me having exceptionally bad luck 
Did a test with enchanting 30 claymores.
Electric damage 4
Plague damage 5
Cold damage 5
Heat damage 3
Health on damage 3
Focus on damage 3
Item weight Decrease 7
Stamina increase after parry 2
Focus gain increased 6
Deal damage on parry 2
Attack stamina cost decrease 5
Focus gain on parry 3
Indestructible 4
Stamina refill on damage dealt 4
Copper on kill 6
Damage dealt increase 3
Health on kill 4
Focus on kill 3
Item durability increase 3
Focus regen 1
Electric damage on parry 1
Cold damage on parry 1
Damage increased on full HP 2
Stamina refill on parry 3
Copper on damage dealt 2
Focus increase after parry 1
Health on parry 1
Damage increased on full focus 1
88 affixes total
16% of affixes gained is parry related (14/88)
8 different affixes related to parry (there are more, the N is probably to small to find those)
It is hard to do proper statistics on this, without a total number of possible perks. But it seems like my assumption is at least not completely false. 16% for parry perks seems to be a lot within that long list, but the math isn’t mathing as is.
Edit: i roughly count 10 perk categories including the “on parry”. So 10%-ish would be appropriate. But as i said, the math is not mathing this way. There are more things to be considered, plus we do not have a full list of possible perks.
Additionally there is no data on which perks were rolled in multiples. For example 2 on parry on the same item.
That is likely correct.
But thanks for the effort, nevertheless.
30 is often seen as the minimum N for statistics, doesn’t mean it is good/reliable
The Law of Large Numbers implies that we can find better data if we have a larger N. I just don’t wanna test more than 30 since that requires quite a lot of time. Probably best to have an N of around 1000 and then repeat that, if you want to do it properly; I cba though 
I share your sentiment that 16% is quite large considering how niche parry is.
You do touch upon something that I find quite interesting. Let’s say we have affix pools: Health, Parry, Stamina, Electric etc. And, we could influence the probability of drawing from these pools during enchanting.
Let’s assume a uniform distribution with 10 pools. Each pool has a 10% chance to be drawn from. I would like to skew that in some way into our favor. Maybe even have an option where we could chose from 3 options within the pool. Maintaining the randomization but with some customization.
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yeah, there is a lot more to this. Another thing i immediately noticed was having 8 parry related perks, while we only have 4 “on damage” for example.
I am aware this is not the full picture, but i see my suspicion confirmed, at least partially.
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