Now parry triggers on button-release instead of button-press
In every souls-combat game I’ve ever played the parry triggers on button-press, it’s what I am used to and how I’ve been playing NRFTW all along.
This really makes parry feel bad. Used to rely on parry a lot, now it feels completely off.
I get you are trying to fit all the functionality into the shoulder buttons, but this is not it.
You really need to work towards another default mapping, having such a reaction critical action on button-release is not good, especially when everybody have hours and hours of training with parry on button-press.
Yea, played a bit and i think parrying is a bit… easy now? you can press the button very early and due to how long the frames are you can still get a parry off even if you’re extremely early, kind of prefer the more precise one we had before, even on button tap it takes a moment for the parry to actually execute.
Yeah it feels like they made the parry-window a bit bigger, so now you can press+release a good amount of time before impact and still get a parry, but it doesn’t make it easy IMO.
I find it very difficult to adjust to button-release.
Literally any reaction sensitive action is on button down
Walk = Button down
Attack = Button down
Heal = Button down
Parry = Button up
You are so used to timing the incoming attack with a button press. Now you have to press BEFORE the incoming attack and now match the button release with the impact. It’s such a bad implementation, feels wrong in any way.
Please redo this, parry is completely unplayable IMO
I’ve always hated parrying in souls games. What you describe actually sounds MUCH nicer to me but I didn’t try it out … so maybe this isn’t good feedback.
Still, I have always hated how they’re committed to the attack animation anyways but YOU have to be nearly frame perfect with when you deploy your shield to parry them…
So it becomes this thing of well “not only didn’t I parry them but I also didn’t even benefit from my shield.” Historically that’s lead me to just avoid those builds entirely.
Personal opinion. I’m completely enjoying the breathing room. It feels challenging, enjoyable, and rewarding at the same time. Before it felt like the parrying window was non existent like it didn’t work. This game is too gorgeous looking to get frustrated that you can’t kill anything inside of the world itself. So far I think the parrying works, I’ve only beat the opening mini boss at the start and it felt pretty balanced. I understand the souls aspect and I’m all for it, but not every single player wants to feel like you need to be the best parrier to ever exist in order to beat any interaction that you have, especially fodder-like enemies.
Yeah. I like having parry + block be the same button - I think that was the right move.
But I wish it worked more like Sekiro or Lies of P, where getting the timing right was how you got a parry, but it still happened on button press, not release.
I’m not sure how balanced that would be in NRFTW, though. Hitting a parry opens a much, much more devastating window than a single parry in Sekiro or Lies of P. I wouldn’t be opposed to them changing it so hitting a parry breaks a certain amount of poise instead of insta-stunning though, personally.
So what you like is the extended parry-window, not the fact that parry is not on button press anymore.
Nobody ever would prefer any action on button-release
It’s ONLY on button-release because they ran out of buttons…
It’s a really sad excuse to utterly destroy parry in this game
I have played since very first version in EA, been using parry all the time, I make videos where I parry bosses and don’t take any damage, all my builds revolves around parry in some way even my mage builds.
But now parry is utterly unplayable.
What if you heal on button-release?
Or block on button release?
Or walk on button release?
Is parry on mouse/keyboard also on button release? Why not? Oh there is buttons enough on the keyboard, they didn’t have to shoehorn it in right?
Please devs, find another solution, you spend a lot of time to make parry a playstyle but now you throw it under the bus for everyone playing with a controller
I should of mentioned I’m playing with controller so maybe I’m not noticing what you are. But yes, on controller it feels really responsive on button press.
The reason it’s on Button Up is obviously because they need to free up a main button for the upcoming Job system. Suggestions which don’t allow a free button on a gamepad aren’t likely to be considered.
I’ve been playing with the new input for a while and it DOES feel awful, it’s hard to tell if the game is sometimes dropping the input or if I’m simply holding too long unconsciously. The short window you have to trigger it also means I can’t begin holding in advance so I can time the release, so I’m missing parries that I know would have worked on the previous build. I have all kinds of ideas about alternatives but I’ll control myself and limit a post to just 2 suggestions which might actually be plausible:
Change the input to Right Trigger while holding Left shoulder. That’s the off-hand Rune modifier (Block) plus the body Rune modifier. This combination is currently not used for anything so players would be able to hold Left shoulder in advance and then press Right Trigger to get an immediate Button-Down input on parry. This has the advantage of feeling much better for players using Block with a shield because you can now parry straight out of block without dropping and pressing and then releasing the button.
Slightly more radical option: Remove Parry entirely as a dedicated input and redesign it around a perfect block mechanic. I want to suggest changes to parry because I think the current incarnation is way, way, WAY too rewarding as a default defensive option. If all it did were interrupt boss attack chains and bounce their attacks causing them to stagger it would already be the strongest defensive tool, but it ALSO gives 100 Focus by default without building into on-parry effects at all, which is gigantic in this game. I would much rather see a parry mechanic which is less rewarding at the start of the game and then allow people to build into more rewards as a Job or build option.
Anyway the other suggestion is to make Left Trigger block with ALL weapons, just repurpose the weapon parry animations as a stand still weapon block, weapons don’t need to be able to walk while blocking. Have the weapon blocking be bad (small shield tier) for the most part, maybe give a few 2H weapons a uniquely improved block, and then introduce a timed block mechanic in place of parry which functions similarly to the timed block in other games as a pseudo-parry that prevents you taking damage and has a minor reward. You can then open up some new gameplay variables around timed blocking where say, bouncing attacks on perfect block depends on the tool being used and bounces on big boss attacks like Darak require either a shield or a specific build. This gives you an immediately responsive input which feels less punishing because it’s tied to a block, and allows people who want to target parrying as a playstyle the option to build into that without starting everyone out with a super parry that is better than any other option all of the time.
Well, Souls games, for better or worse. Dodge rolls are generally on button release, not press. Same as with NRFTW, with the default controls.
For whatever reason it feels worse with parry, though. Not sure I can pinpoint exactly why. But at least some of it for me is that when you hold the button down too long and you aren’t using a shield, it just does nothing. I feel like it would still feel strange even if weapons were able to block without a shield equipped, though.
With the update today, we can now rebind buttons, and parry can be re-bound to L2, so everything is good again! Thanks Moon! (And it triggers on button press!)
But I wonder, it seems there is nothing bound to L2/LT default now?
Why not put parry back to L2 default?
Honestly, with this implementation of parry I think it should block 35-45% of incoming damage if the parry is missed. Dodge is still optimal over a missed parry, timed parries even more so, but with the preemptive nature of this parry at least missing or practicing parry timings isn’t catastrophic like it currently is because of how much damage regular mobs do, not to mention more lethal bosses like Lost Huntress or Cyvion.