My suggestion is that the parry hitbox be increased.
Currently there are times where I will perfectly time a parry on a boss just to have their attack whiff right over my characters head. But their follow up attack is so fast that I am still locked into the parry animation. It’s extremely disheartening when this occurs.
I think having the parry have an expanded hitbox for situations like this could really improve gameplay. I’m not certain where the hitbox is, but if it’s possible to increase the vertical hitbox instead of the overall hitbox it would remain as balanced as it is.
Great game, having a good time with it. Thank you for reading.
i personaly feel since the parry change it feels horribly wrong
iam not talking about bosses but just litterly every single other mob
you have to parry way way way before you think you would need to.
meaning in any other game you parry when the enemy is about to hit you aka his weapon is touching you or would be touching you weapon
and this was the case ~1 year ago
but with this change not only did the parry window increase (according to patch nots iam not sure if its really the case)
wich would be fine but the whole parry window shifted
means i need to parry when the enemy swing is about to start not when he is about to hit me wich makes it feel really really off.
Depends on the enemy. Some of the spear guys have really big wind ups and I find myself having to delay the parry much longer than normal.
I’m not sure I agree that “any other game” would have you parrying right when it hits. The main one that does that I can think of is E33 which had an insanely late parry time imo. As a souls veteran the parry feels fine. You parry based on the attack animation. They rear back for a swing, and then you parry when the swing actually starts coming for you. Easy.
I don’t know how parry used to be, but what I think Napster is saying is that the parry cannot be reactive.
You can’t react at the enemy’s animation to parry, you need to know all the attacks wind-up times and parry half a second before the attack animation starts.
It is technically easier for short wind-up animations because you can pretty much parry at any time and you’ll catch them, for long wind-ups you NEED to know how long the wind-up is or you’ll parry the air.