[Poll] How often do you parry?

So more players parry overall. Ok.

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.

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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…

this is true, but also exagerated, you can parry majority of things, most stuff that cant be parried is intuitive like a shield bash

though you have a lot of cases things that “intuitively speaking” are unparriable in such games that can still be parried

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.

The game for sure doesn’t need to provide anything like that.

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.

using godfall as an example honestly doesnt make it sound remotely more convincing, that game is pure ass

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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)

what can i say? many people didnt like diablo 3 but d3 introduced active dodge to diablolikes.

but yeah go and just say godfall is ass because that the best argument that you can muster. clap clap

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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.

yeap. its really ironic, because back during the day i HATED d3 because it’s interface screamed “we’re making this game so it can be played on console”. it was so obvious.

then when the console version came, it also came with the best feature that now is more or less a staple in modern d-likes.

no hate to console players. dodge/dash mechanic allowed devs to make the bosses be more deadly where players are expected to get out of the way.

i unironically actually enjoyed godfall. it has a lot of potential actually but i will admit it has a lot of shortcomings.

its the best at what it does tho. it’s the closest to “d-like, melee action game”. which also comes with RNG drops, and crafting/upgrading system.

soulslike typically doesnt have rng gear. but you’re highly encouraged to play in a very deliberate manner in the game. learning boss moves, parries etc.

the skill level required to play the game is above average. a regular POE player definitely would just fail at the game.

in fact, i would say its highly under rated. its still fun for what it is. i’ve got like what, over 100 hours on it? but i would admit, that after 100 hours i’ve more or less done whatever i set out to do. but that isnt necessarily a bad thing. i achieved much more in the 100 hours i played in godfall rather than 100 hours in POE. i’ve grown to learn how to enjoy a solid 20 hour experience over 100hours of mindless grinding.

i would even go to say that the combat in godfall is much more adrenaline inducing than nrftw. tho i like NRFTW for what it is. it’s a different experience.

i actually would recommend godfall to anyone who hasnt tried it.

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well… no one is criticizing your preferences… okay, I AM NOT, and others shouldn’t either… LOL
but preferences are very subjective, as well as “under rated”…
mechanics implementations is not subjective tho, thus we should not let certain biases influence that… so you are right…
I will still not touch it… at all… ever… I trust what you are saying, I just don’t care for what I don’t, if this makes any sense…
but more importantly, is of little help to use a generally not well received game as an example, cuz no matter how accurate or sincere you are, most people are very unlikely to relate, much less be convinced by it…
let make this abundantly clear tho: I am not judging you for liking that game, or any other for that matter…

the merit of giving dodges to ARPGs does not come from diablo, if anything it goes to the game franchise that everyone ripped off so everywhere is infested with i-frame rolls. Diablo 3 having a dodge really has nothing to do with wicked or poe having significant rollslop as part of their core defense, for instance

all sorts of isometric action / hacky slashy games had iframe dodges since ages too, without much of a “x game did it first”

I don’t mind if Parry is hard, timing is very tight or it’s very risky. I do mind when it can be all that and not obviously indicated when or where I can parry. Just make it like many other games. Heck you can even have it optional but please add a good visual in game indicator for parry windows. Similar to backstab and very visually distinct and easy to notice. If the intention is for parry to be hard to execute it’s fine. Making the whole process obtuse is really not. This game could really use clarity in so many areas already. You can have a game with high skill ceiling without core mechanics being too obtuse to understand.

I tried to focus on parry and died 20 times trying to learn it before reaching first boss. I am still torn whether I should pursue parry focused character - as a challenge. I tried to mostly focus on killing enemies with rune spells. I die more often than I would otherwise and it takes much longer to kill normal enemies. Some enemies are impossible to parry - sirens, worms. Sirens have 3 different attacks, all of them are smooth moves which end with very swift hit. Worms must be bugged. I tried to parry one worm 20+ times without success. Not saying this is optimal approach to fight enemies. I just wanted to push myself out of comfort zone. My main issue is that I have no clue what I am doing wrong with parry - am I parrying too soon or too late; am I standing too close or too far? I have to remember exact moment for each enemy attack. Some enemies will knock you down with shield bash instead and it is hard to tell some attacks apart. I also don’t know what difference 1h/2h/shield makes for parry, there is no in-game stat like poise damage, focus gain…