Parry and Roll too overpowered

So much of this game so far makes many mechanics completely worthless. Why use armor when rolling makes you invincible, why use a shield that just adds weight when you can parry with a sword and negate 100% damage?

I’m playing on the most challenging mode, and I just run up to bosses and stand still and play a very boring rhythm game.

I put almost no points into anything but str and just swing a greatsword.

Armor just adds weight and parry so lenient why would I even bother to use a shield and block. This also makes using armor annoying because it just slows you down for no benefit. And I don’t want to put points into equip load because I can just continue spamming damage by putting it into a stat that scales that.

I don’t even want to play this game with friends because at least the enemies try and hit me, once they are hitting someone else it’s going to be trivial.

I wanted to avoid suggesting ways around this because I think enemy attacks play a roll here (many bosses do nearly full screen 360 spinning attacks you basically have to parry or roll through)

I wish str increase equip load so i could where armor without sacrificing damage. I think roll should have fewer iframes but have points in dex increase the invulnerability window. Parry should probably act as more a defensive window rather than an offensive one. Maybe make it easier but not stun on success immediately, tie it to poise and maybe make that poise damage a factor shields have.

Hell make invincibility on roll, parry stun duration and poise stats you can roll on gear. Having gloves that made your parry window larger would be sweet.

I agree devs should remove armor parry and roll from the game

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I see you’re being facetious but I will take this response seriously. I do have some suggestions but I wanted to leave it open ended because I think the developers can make better decisions, I just wanted to provide my experience.

I am I wrong at least in the early game? The roll goes completely through attacks, seems to have no cooldown, goes a very long distance with fast weight.

the parry window seems to be 500ms, and attacks are extremely telegraphed (many enemies raise their arms for multiple seconds before swinging)

It’s not really a problem of challenge either, but these elements of roll and parry don’t require any stats, levels or gear. From the moment you start playing you have a short range teleport and an instant cast 100% damage negating spell which stuns. Doesn’t even take focus and in fact GIVES focus

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Genuine question, have you ever played a souls game?

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Yes. Dark Souls 1-3, Elden Ring, Armored Core, Hollowknight + Silk Song, Sekiro, Blasphemous. Some of these are a stretch but what is your purpose in asking?

Roll too overpowered? What??

It works exactly like any other game of the same or similar kind. What are you high with?

I don’t get it.

You are telling people that, you did git gud so much that you can just stand around, roll, parry and win. And yet you are upset that armor is annyoying because it slows you down, because you are reluctant to put points into equip load.

So just don’t use armor I guess…?

Do you want to wear armor?
Put points into equip load instead of str. Or just wear them as you are. Although I guess that comes with consequences, like being slowed down or having weaker strikes, which means that fights will be either longer or harder, so you will need to git more gud?

Again I don’t get it. You miss the challenge and yet when it presents itself, you complain about it.

The purpose was mainly just that this is the case with just about every souls game on the market. You play them long enough, you develop the rhythm and muscle memory that trivializes much of the game.

Big EDIT: Just reread your original post.

I don’t disagree that equip-load is under tuned. I massively disagree with the rest. Roll and parry windows being static and tied to equip load thresholds makes the most sense as it naturally balances agility vs more protection. There’s a reason that…basically all? of the souls-likes use this system at this point.

In terms of parry being defensive, I think that’s how Nioh does it right? Or Sekiro one of the two. And yeah, it generally feels better, but their entire poise system in this game sucks at the moment, so I’m not in favor of that unless the entire poise and stagger system is reworked along with it.

I’m not in favor at all of roll or parry window stats on gear. You’re basically creating a system where either – roll and parry are incredibly unreliable without them OR wildly over tuned with them. Getting that balancing right would be an absolute nightmare.

Strength adding to equip load? Absolutely not lmao. This entire post reads to me like you want to power game as a strength main. You want to use a greatsword with optimal damage, but also want to wear heavy armor at the same time while still being able to roll.

The point of heavier armor is it mitigates damage. It’s supposed to give you a playstyle where you tank some damage to win trades. It’s more beginner friendly and is just an entirely different playstyle. Now, whether armor does enough right now is a different question and isn’t something I’ve tested thoroughly. But strength being a main damage stat that also increases equip load is an insanely bad idea.

If anything, I’d combine stamina and equip-load into an endurance stat. But that’s just me.

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It does not work similarly. Invulnerability on roll in dark souls is much smaller and comes with dramatic recovery on attacks so you can’t immediately attack after one. Causing you to need to roll many times. Additionally, this recovery gives value to spacing which doesn’t incur this recovery and lets you attack more frequently.

Elden ring also ties the invulnerability to rolling to a stat you can accrue. Making it less overpowered.

My point is that yes, I want to partake in the various other aspects of the game. But because weight is so detrimental to your movement and roll + parry are so strong, there’s no reason to.

Why would I put armor on to mitigate damage when I can completely nullify it with roll and parry? I literally just want to wear armor cause it looks cool.

The bosses I’ve fought as a result are also underwhelming, because the encounters are the same. Just stand there and parry. I don’t even need to eat food or partake in that all. As long as I have enough money to repair I can just run at the boss and just stand there.

This is an extreme over simplification at best and is flat out incorrect at worse. Some bosses can be parried fully, but maybe have attacks that cannot be parried, have attacks that require you to run, or that are beat more efficiently by walking. Many attacks also must be rolled in a specific direction (rolling with the motion of the attack gets you hit).

None of this is true here. You can spam roll basically turning yourself fully invincible. You can always just roll towards enemies because you might as well get closer if any direction will do. There are no decisions to make, no trade offs. Just an extremely minor stamina cost.

If you also look into other “souls-likes” many get this issue wrong as well. Silk Song does it right because the dash is not invincible, meaning it actually matters the direction you do it, and the parry costs a SUBSTANTIAL silk cost along with the opportunity cost of not being able to use a different silk skill.

I am providing feedback mind you because roll and parry are making other strategies moot. I again didn’t want to provide suggestions because I don’t care how these issues are solved.

Parry is 7 frames 10 with a shield

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I mean, you ignored the other half of the point, which wasn’t that you can parry everything, it was that muscle memory and rhythm trivialize most fights.

The references you make to spacing and “walking” or “running” under or out of attacks just, literally don’t work in a top down camera angle. Those are frame perfect avoidance that you can only do if you can actually see the attack arc and it’s mapped properly.

You kind of just talked around every point I made, and didn’t address what I was actually saying. But I’ll address your replies.

  • You can’t just spam roll indefinitely.
  • You can get caught between roll windows
  • Yes bosses are designed very poorly and need unique mechanics and attacks that can’t be parried
  • Elden Ring does not have a stat tied to invincibility windows. That has pretty much exclusively existed in DS2. And I should add, that literally EVERYONE that played that game hated it. It was a required stat, because surprise surprise, souls-likes are designed around rolling.
  • Maybe they could entirely reinvent the wheel for parry. I don’t think there’s a way they can do it differently in the genre format they are presenting, but if they can, cool.
  • The parry and dodge windows are NOT bigger than games in the genre. Roll windows (I don’t think we have raw numbers, but on vibes) tend to be considered smaller than this games contemporaries. The parry window is smaller than the highest parry window in Elden Ring and DS3 if the numbers posted above me are correct

You’re kind of spinning your wheels in the idea that “Well avoiding damage is the best way to play” … Yes. That’s the entire genre in a nutshell.

Most of your problems to me, are actually due to the fact that – enemy design is bad. Enemy movesets are bad. Bosses are bad. The game is generally very easy.

But it’s not because of the frame windows of dodge or parry.

I’ll do you one better and not respond to anything you mentioned.

this is a feedback forum. I’m giving feedback based on my subjective interpretation of my experience. What underlying component of the game is the root cause, what solution ultimately needs to be implemented is not my responsibility to conjure.

A lot of the underlying issues you mentioned also corroborate my experience. I only mentioned parry and roll, and my experience with them as context. I only suggested what I did to further contextualize my experience. I don’t care how they solve, I don’t care what the actual issues are. I bought the game, played it for 20h and wanted to provide feedback. Nothing more nothing less.

I certainly didn’t want to get into a discussion about the underlying systems of a completely different game I haven’t played in 10 years. But I have only myself to blame for that

What frame rate does the engine run at then? What is the duration of 7 frames in actually play as I play the game at like 120fps and there’s no way parry is 100ms or less. I’ve landed parry on things I was sure I should have missed

If the animation is 7 frames then it would be 14 frames if you have 120 fps. It’s 0.117 ms not 500

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Then wear it.

Then roll and parry with or without armor.

A tradeoff you gotta make if you want to wear armor.

Correct - if you can avoid being hit, one way or another, you will eventually call it too easy, too lenient, etc…

As the others said: that’s not a dodge/parry issue.

Still though, you want purely cosmetic armor pieces so your strat keeps working while doing a fashion show, essentially. Because even if boss mechanics change, you will stick with your comfortable build.

And Thomas is adamant about there being no transmog. Which I am all for. You either are or are not entirely what your class is.

If you didn’t care - you wouldn’t post it here. It generally seems like this is a skill thing. I am 300+ hours in and can hardly parry for the life of me. I do think the telegraphing should change in Unspoken - not just a change in numbers. I also think enemy behavior should be more unpredictable than standard.

Sorry to butt in but my math says something like 116ms if its 14 frames at 120 fps.

120 / 1000 = 0.12
14/0.12 = 116.6666666

It’s still worth noting, regardless of frame to MS calculations. The parry window is no larger than contemporaries.