After Falstead Darak shield slams, he often follows it up with an overhead swing.
Between the 2 attacks I can fit 2 rune attacks and a dodge, but not 2 rune attacks and a parry.
Is parry supposed to take longer to execute than a dodge?
Iām not an expert but in my single play through I heavily tried to avoid Parry because it feels incredibly unfair and unpredictable. Many times when I tried to Parry nothing happened (while having Stamina) and there seems to be a sort of wind-up animation before the actual Parry takes place so not only do you need to know the speed at which the enemy attackās hit box becomes active, but also time in your own activation delay which is crazy unintuitive. I find it sad that some bosses and normal enemies heavily favor Parry over Dodge because of their move-sets. It feels really sour beating them with Parries. I didnāt feel any form of achievement, only a sigh of relief.
Parry gameplay overall is such a passive way to play unless implemented really well.
Did you try it on the experimental branch? Its got larger parry windows.
As for inconsistency, there were some issues indeed, I made reports on issues in Darakās second phase that I was hoping to test yesterday, but there are some issues even now.
Iāve played only the experimental branch so no reference to main.
Iām not sure if there are inconsistencies between parry and dodge but more a deliberate design choice that parry as an action isnāt immediate but neither are 99.99% of enemy attacks for sake of ādepthāā¦
I really despise parry all together because of this typical, āeverything is delayed versus visualsā, āsouls-likeā ādeepā gameplay which is solely engineered to mess with your reaction skill more than providing true meaning to combat.