Foreword
So there has been a lot of discussion about parrying recently:
Therefore, I decided to make a new topic that expends upon the current parry system. I have been working with some QCA Calibration recently and thought I borrow some logic there and apply it here.
With QCA Calibration there is the idea of Membership, translated to parrying this means:
Parry: YES or NO.
However, there are Degrees of Membership within QCA: Full, Mostly, Largely, Predominantly and Non. We could use this with parrying and create different types of parries:
- Perfect Parry
- Good Parry
- Incomplete Parry
- Failed Parry
Perfect, Good and Incomplete would all be successful parries, but have different effects and vary in effectiveness.
Current Parry System
*The frames are there just to indicate how it works, they are not the exact frames obviously. So, don’t start a discussion about how it actually is X amount of frames…
Suggested Parry System
*the frames are based upon the previous 20/20/20 frame distribution and are, again, an example. Feel free to discuss the general idea.
Definition & Categorization of Successful Parry Types:
Failed Parry
You missed the parry timing, git gud mate
- Take full damage
- Does NOT fill the stagger meter of the enemy.
- Does NOT interrupt the enemies attack chain
- Does NOT create a punishment window
- Does NOT make a follow up riposte
Incomplete Parry
You are getting there, keep it up!
- Take reduced damage
- Fills the stagger meter of the enemy
- Does NOT interrupt the enemies attack chain
- Does NOT create a punishment window
- Does NOT make a follow up riposte
Good Parry
Good job, however, you can still improve your timing!
- Take no damage
- Fills the stagger meter of the enemy
- Interrupts the enemy attack chain
- Creates a small punishment window
- Does NOT make a follow up riposte
Perfect Parry
Fantastic job getting the timing perfect!
- Take no damage
- Fills the stagger meter of the enemy
- Interrupts the enemy attack chain
- Creates a medium punishment window
- Make an automatic riposte
The Benefits:
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By making the parry window broader, but with reduced effectiveness, parries become more forgiving.
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Parries are more accessible to newer player and they are more incentivized to use and learn parries.
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Parries have a higher skill ceiling which allows for more skill expression.
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Parries have various categories, this means we can have more detailed and customizable affixes. Some affixes might expend upon the parry windows or trigger effects on ripostes; like runes.
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This makes parrying and combat more dynamic.
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Players who are often deterred from making a duelist character due to being bad at parry timings. Might now be persuaded to try a parry build as it is more accessible.
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@Astont36 , suggested extending the parry system to the player as well. This would be really cool for PvP as it can create tense and reactive duels that reward perfect timing. (Feinting would be really cool to then bait a parry)
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Different sound and visual effects for the various parries to make it feel more rewarding.
Edit: reworded some things to prevent confusion.
Edit 2: added a new benefit based upon the discussion.