Thoughts on enemies without parry-able attacks

Recently, I’ve been doing some parry-only runs, and I’d like to share my thoughts on a few elements I found disappointing.

There are several ranged enemies that have no parry-able moves at all. In a parry-only challenge, this forces the player to simply run past them. When they appear in a pack you have to dance around, trying to eliminate the enemies that can be parried while being shot at the entire time. This often results in a melee enemy launching an attack at the exact same moment projectiles are flying right at you. That leaves you with a choice: go for the parry and eat the projectile, or wait for a better opportunity that sometimes doesn’t come anytime soon.

Ideally every ranged enemy should have at least one or two melee attacks that can be parried. A good example of such is the fire mage in Nameless Pass. While he’s primarily a ranged caster, he has two melee attacks that are parry-able. It would also be a good idea to implement deterministic ways to trigger those attacks - similar to the torn tentacle fatty mob, which always performs a tentacle backswing when the player stands directly behind him.

While regular mobs can at least be skipped, the Caretaker cannot. In his second phase, he only spams magic attacks, which are not parry-able. Being forced to switch to a more traditional playstyle during a parry-only run is disappointing and breaks the identity of the challenge.

The last issue is the Winged Brood boss at the end of the current campaign, specifically the first phase. The fight begins with regular harpies spawning extremely quickly - much faster than I remember from the launch of breach update. This rapidly turns into a 1v8 situation, and almost every action game with dynamic combat - including this one - struggles with that. Each enemy runs independent AI, resulting in nonstop staggered aggression where they attack one after another. This leaves little to no safe parry windows, since the parry only triggers on the first attack that connects. For example, if three enemies initiate their attacks within roughly 100 milliseconds of each other, the parry will only work on the first one that lands, the other two will simply result in getting hit.

In practice, the fight either devolves into an hour long dance where you wait for a single safe parry opportunity, or you stack health and play hyper aggressively, rushing directly in front of enemies to bait attacks as quickly as possible before more harpies arrive and create an overwhelming swarm.

I wondered how a parry only run would be possible when someone said they were going to attempt it (might have been you - did you also do the bomb only run?). I think I warned then that some enemies have no attacks to parry. How did you go about initially collecting gear that would do damage on parry? Did you just run by everything until you had enough fallen embers to enchant a shield and gloves with parry damage?

On caretaker, I wonder if his overhead slams are parriable. You could have used damage on block for his magic attacks, so maybe tweaking the challenge to a no attack run would have been more flexible.

These challenge runs make me wonder if a thorns only / thistle ring run is possible.

Sounds like you could mostly do the challenge though, only having to make exceptions to the rule in a few cases. Since the rules of the challenge aren’t enforced by the game, I’m not sure much should be done to accommodate them, but the feedback is still good.

It probably wasn’t me, and no, I didn’t do a bomb-only run.

As for the initial gear, I did consider farming it during the run. In the end, though, I decided it would just be pointless busywork. It’s not really the essence of the challenge and doesn’t require any particular skill, so I prepared the gear in another realm instead. Collecting everything mid-run would have taken longer than the run itself :laughing:

Here’s the gear I used.

I’m not sure about that. I asked on discord, and a guy named Haise, who’s regarded as an authority on parrying said that grandpa doesn’t have any parry-able attacks.

Of course, there are other ways to approach it. Ideally, though, I’d prefer not to rely on anything besides parrying, since that’s the whole point of the challenge.

Technically, it should be possible. I’ve seen people on discord mention that they managed to make the Echo Knight kill himself. But same as in the case of a parry-only run, farming the initial gear would be a huge pain and not worth it in my opinion, but crafting it in another realm would definitely work.

Generally speaking, Caretaker is the only real blocker, and only in the second phase. Everything else is doable.

And yes, those are more like personal wishes. But I’m sure they’d also be appreciated in regular playthroughs. Being able to parry ranged enemies would be a positive change, especially for builds that heavily invest in parry mechanics.

Addressing the issue of multi-enemy fights, where parry only protects against the first attack that connects would also make the mechanic more reliable, particularly in the current endgame, where enemy pack sizes sometimes feel a bit excessive.

It seems that in a future update we’ll be able to deflect projectiles with a parry.

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Parrying those stupid witches’ fireballs will be so satisfying. Wonder if we’ll able to parry the River Twin’s plague throw and Echo Knight’s plague bolts.