Again, that’s on you - if you find it too much work.
So either stop being lazy - specifically in this game, that basically streamlined parry across everything - or deal with lack of rewards (which are nice, but nothing special at this point).
You are asking for even more dumbing down of this game.
It was an honest question. Express your opinion without trying to play the victim please, this forum is nothing more than a place for people to share their views and provide feedback.
Trying to understand another persons point of view is quite literally the basics of communication.
I ask because of comments like…
My impression of your comments is that you want the game to play itself since as you put it, bothering to learn even a little about the game is “too much work” since you lack the confidence to try in the first place.
When did failure in a video game become so devastating for players? You quite literally come back and have the advantage of everything you’ve learned up to that point available to you.
You’re argument is very similar to the yellow paint discussion so yes I feel like the game would be playing itself at that point. I don’t believe something has to be automatic before it degrades the experience into “playing itself”.
Your entire argument revolves around the notion that in other games you can parry easily and feel as if Wicked is too punishing and you’ve failed so many times you lack the confidence to try, or maybe never had it to being with because it’s too much work?
Is this correct? Because from my perspective. A player who has bothered to learn the games mechanics as is, it feels like you are indeed asking for “free parries” when you describe your position this way.
And to be clear I’m not strictly against audio ques. They’re present in the game already when enemies use a few of their runes and even EK has it for his non telegraphed teleport attack. They can be useful to convey what the players can not see or to express something coming is different than what you’ve seen this far. A tell if you would.
But there is a significant difference between a tell and devolving the games combat into a turn based JRPG. It’s fine for those games to exist but I’d never wish on that for Wickeds combat.
if i wanted to play a soulslike, well i d play a soulslike. nrftw is somewhere in between,
the game is really good and is difficult enough as is.
my compromise is make the dumbing down of having this “effect” be an opt in option in the options menu. good players like you can enjoy a more immersive game and lazy players like me can parry more reliably.
nah. i call it bullshit. dont act as tho theres no other way to interpret what you asked. and to that extent i feel no reason to continue engaging with you.
theres one dude on the subreddit, he plays hardcore. i would say that an impressive feat, he recently showed us how he defeated the campaign boss.
no parries.
you can defend the game for how it is all you like. but if the devs want people to utilize parry more, it simply needs to be easily read and allow players to consistently parry without needing to memorize 1001 different attacks and timings.
theres already 10001 different games with parry systems. i m not going to dedicate my time learning what attacks are parriable, what attacks are not. when should i parry etc. its a waste of time. you may argue “well thats the benefit of mastering the game”. sure, then other players will eventually ignore parry entirely.
dont forget. the devs have a grand plan for the game. there are more areas to come. more enemies. more bosses.
if you have all the time in the world to learn and practice all that. good for you but bear in mind you’re the minority.
nrftw is already niche as it is. please by all means gatekeep the game even harder.
and which part of my suggestion having obvious special effects takes away effort from players? players still need to keep an eye out for the effect and parry accordingly. its not free but it does make it easier.
Parry is one of tools for the job. Whether you use it or not is up to you. But it simply doesn’t need to suit your laziness, blindness or w/e other excuse you gonna try next.
And again you are making mountains out of molehills, considering quite generous timing is and excellent animations this game has.
Then don’t, that’s really your and no one else’s problem.
Mountains out of molehills again.
It dumbs down an already easy mechanic even further. And that makes the game worse for people that enjoyed that mechanic.
if 40% people dont parry then thats fine. its just one of the defense mechanics, it doesnt need to be actively used
They literally already made parries have a stupidly easy timing, the mechanic with extreme reward is now disproportionally easier to pull off. i dont get the complaint here to be honest
parry has issues but being simply “too hard/demanding memorization” in a vacuum is not one of them, its neither of those things right now
Regardless of difficulty, there needs to be some communication in part of the game as to what attacks can and cannot be parried at least.
Facetanking for 20-30 attacks trying to parry and consulting with others to have a consensus that something can in fact not be parried is not how most people want their combat to function.
this is a very hard topic, but not for the reasons one might expect like: being “unsolvable” etc. but in fact for the majority of people giving feedback are doing so based on their own individual motivations (too easy, too hard, too boring, whatever), but them devs are not making a game for ‘individuals’, they are making a game for a group of individuals and that group will be largely defined by their “target audience” setting… and is very unlikely they’ll ever divulge such information…
Yup, I approach it more in view of how Clair Obscur (and I’m not saying they invented it, just that it’s a recent example) does parrying.
You either should be able to parry everything, or the game needs to have communication to the player for which attacks can’t be parried, through either sound, visual, or dialogue cues.
It really shouldn’t be the case of “Huh, I wonder if it’s just my timing, or that the fact can’t just be parried”.
Same applies to deflection for ranged attacks, you should be able to deflect projectiles back at an enemy with a successful parry.
It’s also a matter of expectations. Most people expect parry to work by anticipating right before collision, but in this game you want to be in the active frames of the parry animation when the hits land, which is not immediate. So it’s also a matter of telling players whether your parry system will be proactive or reactive.
I think more people will experiment with parry as their builds get better because then you’re not facetanking so much damage and the risk to reward isn’t lopsided in favor of just dodge roll spam like it is now.
A lot of people abandon parry early because it is true that at the beginning of the game and for the better part until they reach lv30 with optimized affixes, facetanking damage is rather costly and food in the early game is a precious commodity.
Whereas by now once you unlock Marin Village and the Apple Orchard by the hunter lodge you can just do a daily cycle and stockpile bass+a ton of herbs and ingredients for high quality food and have a surplus of food, so failing and eating damage no longer feels like it will limit you in tackling a boss later, etc.
thats your opinion. as i mentioned. godfall does it very well and i parry almost anything parriable in the game and enjoy parrying in the game much more than nrftw. and i would say godfalls action is much more intense than nrftw.
LMAO…
I haven’t played it, but it does indeed look like arse…
therefore I wouldn’t touch, even using runes on a wand… XD
(I thought the comment truly funny)
fair point… not really fair to judge in that way…
comment still funny tho…
(also, I did like D3 LOL, but I guess you are right, good things can come out of bad games)
diablo 3 didnt invent dodging attacks bro
youd be better off attributing it to everyone and their grandma ripping off souls, like you see plentifuly in this game
That’s not what he said. He said Diablo 3 brought in dodges to the diablo-like ARPG genre, which it did. It did so before PoE, and when people talk about ARPGs, they usually think Japanese style ARPG’s, or the looter diablo-like ARPGs. Different subcategories of the ARPG genre.