I saw the backstab animation of the game in the promotional video. It looks very smooth and gorgeous. But I didnât see players using execution attacks when the enemyâs balance was disrupted. That makes me feel puzzled. I want to know if itâs based on technical issues or other reasons?
Yeah, so hereâs the rub:
We had ripostes in the game after parries.
But ultimately we saw that our Focus System is already accomplishing what riposte does and forcing the player into always the same riposte attack - we thought - isnât ideal.
So what we did is this:
If you parry an attack, you gain a good chunk of Focus. Focus is what you use to perform your rune specials. You can have 2-4 rune specials.
So upon parry, you can now choose how you want to punish your opponent, which move makes the most sense. And if you kill an enemy with a rune special, you will cause a fatality.
This way, the player isnât locked into always seeing the same parry â riposte loop, yet youâre still highly rewarded for a successful parry, but now you can choose what your âprizeâ for that is.
Thank you for your answer. This sounds like a good reason. I have another question, are there many spells/archery techniques available for us to use? There are many players in the community who are very interested in the spell system in the game. Although the trailer did not showcase too many types of spells
Deeply refreshing to see the team thinks & cares about avoiding repetitive gameplay like that. I always found Ripostes to feel very robotic and gamey (on top of visual fatigue from seeing the same animation over and over).
Though, the current implementation seems to cash-out a bit poorly for more focus-inclined builds (archer, mage). Wonder if there might be some middle ground (e.g., Parrying granting a temporary, use-it-or-lose-it type of âgrayâ focus).
Just to double-check, is a Fatality referring to the (for a lack of a better term) âgore explosionâ that can happen with enemy limbs going flying, or is it something else?
Maybe Santa is real after all.
I saw a post from a dev explaining why they removed riposte after a parry
https://forum.norestforthewicked.com/t/will-the-game-add-fatal-attachments-ripostes/321/2?u=gucci
Iâll be completely honest, once we build a muscle memory, weâre gonna be spamming the same ability over and over, I understand not wanting to see the same riposte animation every time but the solution you guys came up with isnât fixing a real problem, Iâve never seen anyone complain about that specific issue in Elden Ring or Dark souls.
Please reconsider this change.
Cheers
Please give me a riposte a lot of souls player are interested in the game and a lot of souls player like the rewarding feeling of stabbing or (insert animation name) the enemy after a successful parry not being able to remove the satisfaction from it a big chunk
I love the thinking here. 2 points of feedback:
- Please add a tutorial side banner that explains this upon your first successful parry. It wasnât obvious to myself, as well as many others if Iâm reading the forum & discord correctly
- Special attacks donât work many times, not sure why but plenty of times I have focus and click RB+x and absolutely nothing happens (and my controller has no known issues)
I think fixing both these will indeed make this the innovation in parrying that we didnât know we wanted
If youâre fast enough, you can sprint behind a staggered enemy and pull off a backstab (on enemies you normally can backstab).
However, I feel utilizing other forms of punishing attacks like charge attacks and rune attacks is more rewarding than just running off of parry/riposte, like @thomasmahler mentioned. In a way, your charge attack could be your riposte.
This game needs Riposte. It was a mistake removing it. We get it pushed in already by these Method up Larps. When we do get a stranger, itâs so unsatisfying to just do a generic charge attack. If you want this game you be Overwhelmingly outside instead of very, add Riposte,âŠ
That is all,
I would like to suggest to add a riposte âsystemâ currently parry feels a bit lackluster and i never feel like i can really benefit from parrying.
Yes i know there are a good chunk of added benefits like focus gain, health gain etcâŠ
But half of the fun is landing a successful parry and being able to land a bloody and brutal looking front stab animation. I understand the concern of âbut that animation gets boringâ and yes that maybe the case but looking at the dark souls games players are not forced into a animation but can decide to now capitalize on the opening or just hit them normally with light or heavy attacks or even there âskillsâ. Not being able to front stab kinda undermines the whole posture system since there is little to gain from breaking posture on a enemy aside from a few seconds of breathing room. Riposte adds a lot of initial players satisfaction in learning the mechanic of parry and or filling that posture meeter
If you are scared that it would be to overpowered i suggest lowering back/front stab damage across the bord and have different weapons types deal more or less damage like have a dagger and spear be better at a riposte than lest say a club. It would add build variation for example a build completely focused around getting the most out of a broken posture baar while also focused around filling said baar
Ps: in 90% of the case you can just waddle around the enemy after a successful parry and just backstab them anyway basically removing the âbut it could be to strongâ argument however if your fighting a group of enemies parry because virtually useless since you cant capitalize on the a successful parry (im not taking into account the ârandomâ parry bonus effect gear can give you)
Agreed. However, a riposte should be âweakâ compared to a charged attack or a skill. I think there should be a riposte but its main benefit would be to give you i-frames so you can manage multiple enemies better while dealing decent damage off of your parry.
Thats why i said lower the damage across the bord it shouldnât be the definitive solution again pointing to souls games where often executing a weapon art or (in newer from titles) a charged heavy can benefit you more than the actual riposte but then there are build/weapons that benefit from using the window you created why i suggest having certain weapons class be better at it than others to bring diversity into it (just because souls games do doesnât mean you HAVE to change the formula if it works it works and therr is a reason most âsouls likeâ games adapted the riposte mechanic)
One of the leads said they used to have a riposte, but got rid of it because it funneled players into the exact same attack pattern every time. Instead, they tuned it to that you get a lot of focus and thus get to choose how to punish the enemy.
I think a good middle ground could be either an enchantment or a default in which your first basic attack after parrying does a certain % higher damage. This allows you to keep the choice as the player, but also reward you in a similar way to a riposte.
Of course, you can always use the stun duration after a parry to move behind them and back stab, which does the same thing
You can get buffs on your gear that does damage when you parry. Seems good enough to me.
I touched on that in my suggestion as well and also explained how that doesnât solve the problem of parry feeling lackluster and you not being able to capitalize on the âhigh riskâ a parry usually comes with or the fact that the posture breaking gives you no real benefit
Just because its âgood enoughâ doesnât mean it canât be better if everything in a game is just good enough we all would still play cod or other mediocre AAA games
It absolutely wouldnât
Just look at the souls games parry is a great option to dispatch a lot of enemies in there however its still sparingly used (not talking about those twitch fist only skill lvl of player here there is always the expectation) by most players because it offers the high risk high reward system but what we have now is just a âhigh risk no real rewardâ making it feel quite unsatisfying to pull of a parry there are enough way also mentioned above to balance it so players dont see it as the only solution to combat encounters
I mean to an extent I just think that the gameâs design and priorities are vastly different to souls. Some things are designed to be easier (no respawning enemies on death, no experience loss on default) and some things are harder (durability loss, finite healing resources)
Parrying seems to be a similar differentiation in balance.
The actual parrying window is noticeably easier in my opinion than souls, and I donât think souls games reward parrying with focus for magic abilities either.
Im really happy with the direction they went and I think if anything they could just tune some things here and there like the length of enemy stunned state, reduce their recovery to give you a bit more time to maneuver how you wish.
Another suggestion i can offer is either making the window slightly smaller OR what imo would work great and dont disrupt the flow
We need multiple parrys to let the enemy enter the âstaggeredâ state that way it doesnât become a auto win button for good players you can still use the very small window of the initial parry to execute skills charge attacks but patient gameplay is also rewarded
Im also leaning in the player satisfaction direction in the sense it currently (at least for me and few of my friends other dont have a issue with it as well) doesnât feel satisfying to pull of a parry since i can ise skills or change attacks without having to parry something as well it may not be a issue holding the game back by any means but you cant deny it feels great pulling of a parry and getting and visceral animation stabbing or clubbing the enemy into the ground xD
devs responded to it that already.
the reason itâs like this is because the rune skill IS the riposte, instead of the same animation over and over again you get to choose what rune skill you wanna finish him off with and itâs specificly designed that if you kill him with the rune attacks that it will cause a fatality.
that way the finishers are more varied