[Poll] How often do you parry?

  • I parry very frequently
  • I parry sometimes
  • I very rarely or never use the parry mechanic
0 voters
1 Like

never, because i find it very unsatisfying

5 Likes

Early to Mid game?.. all the time.
Once I got my end game build finished, pretty much never.

The mechanic ranges from awesome timing to extremely unrewarding, to the point it often feels like RNG.

It’s especially annoying when you combo that with how some of the enemy attacks seem to share a “wind up” animation or how often the camera moves behind a tree/set of rocks to obscure your view.

2 Likes

Almost always, and almost everything is parryable (notably more post-Breach). And very rewarding going from parry to rune attack of my choice.

3 Likes

Never becouse the game Is Easy and i one shot everthing

Blocking (with defense numbers and poise) is much safer, easier, and rewarding than parrying all throughout the game. It staggers enemies and leaves them open for attacks for longer. Parries in general need a rework. It’s just not worth the effort of learning the timings and getting punished for whiffing by a millisecond. PoE2 introduced hold-to-parry mechanics and while in that game it doesn’t work too well since they send too many mobs at once, in this game it could work much better.

2 Likes

Parrying is OP rewarding in this game, giving you ample time to do any rune attack of your choice. And it staggers enemies for quite a long time.

1 Like

The ease to risk to reward ratio compared to a strong shield is not comparable.

1 Like

Me, too. I find parrying much easier than blocking for some reason. Even when I have a shield equipped, I never use it. It’s way too convenient to have my focus bar fill entirely with one parry, vs meleeing for 10 seconds :sweat_smile:

same… plus the animation is kinda slow…
dodge, attack, rinse, repeat…for the win? XD

depends on build, when i play mages with heavy rune use i parry, but with my sword and board or rogue characters i usually only go melee. and for that we currently have no rewarding parry option

1 Like

proly the reason right there… LOL
(I’m partial to agile gameplay)

I didnt know blocking instantly staggered any boss and allowed you to constantly cast extremely powerful runes despite having no other source to build up your focus. Because if they dont do that, then they are not more rewarding than parries

Blocking is only genuinely great once you have lots of affixes focused on dealing x% damage when blocking attacks, but from the baseline, parrying is a monster.

2 Likes

Very rarely. The timing is too tight, and enemy animations come too fast. In high level areas a bad parry gets you killed. In low level areas it’s not worth using because simply attacking is more effective. I only ever use it when combat gets too repetitive and I want to change things up.

1 Like

Please tell me you are kidding.

If you fight every enemy in the game 200+ times you will be able to parry them with your eyes closed because you know every combo and attack pattern. I think the idea of the parry system is to make it just a little more intuitive. With enemies you master, sure, you can get like 95% success parry rate. With new enemies though, it should be like 50%, instead of 15% or 20% of attempts.

Also what kind of performance do you get? I have a theory that a lower framerate makes it easier to pull off parries since each frame of the game is presented for a longer amount of time. With 300+ FPS you really need to be frame-perfect with your timing.

1 Like

Parry is independent from display fps here.

You could say that it’s a negligible difference, but saying that they dont affect each other isn’t true.

10 fps would give 100ms latency, 20 fps 50ms, 30 fps 33.33ms, 60 fps 16.66ms, 100 fps 10ms latency. Framerate affects latency which affects when you push the button for a timing event like a parry. Not to mention all the other factors like system latency and device latency like your main input device, i.e. controller. If it’s a crappy old bluetooth controller you may be up at like 50ms latency, whereas a good wireless with a dongle may be 10ms latency.

All of these factors change when you push the parry button during gameplay.

Now you are talking about input to photon latency. In such case the less frametime (more fps) the better for latency - and better for reacting properly (assuming everything else is properly tuned - especially not overloading gpu and cpu to avoid different bloats here and there).

Earlier you rather talked about physics engine being tied to display fps (itow: game being fundamentally broken on design level) - and it’s been a while since I saw game broken like that.

Right theoretically the lowest latency would give you the closest to the intended timing, I’m just not sure it actually works out that way in practice.

With the framerate though, I just meant that with a lower framerate, the parry window would exist for a slightly longer amount of time than a higher framerate. Although I guess it wouldn’t matter since the action of parrying stays the same relative to the rest of the game anyways