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You trade inferior Parrying for offensive capability. Although I think it's fair to say that they overdone it.
BTW: by putting Carian Retaliation on buckler you actually made it worse - Buckler has a unique natural parry that has the longest parry window of them all.
You can put CarRet on a medium shield and have same parry window as a small shield. You just pay FP for it.
To answer the thread's question, I guess it can be because of lore. This game justifies a lot of its balancing by lore reasons, like how Holy is basically useless against divinities. So, in reality, is it easier to parry a sword with another sword, or with a shield?
With that said, it genuinely does lead to a rather weird game balancing where small shields' utility feels a bit artificial.
As for lore / IRL rules - weapons are almost just as good for parrying. That's what all the protruding bits are for - parrying and catching opponent's blades.
The proper hand-guards, like the ones found on Rapier or Great Epe are basically half-way through to becoming a Buckler themselves. Don't even start me on lore-accurate Zweihander we have in this game.
I'm honestly amazed that out of many features that came back from Dark Souls 2 - the great weapon parrying wasn't one of them. It was kinda worthless, but hilarious.
Tbh, I am not exactly the expert in historical fighting since I only do sport fencing but there parrying with the weapon? Looks easy, kinda is. Bit of a timing and position question but its definately capable. Against light weapons it would absolutely work. Against heavier weapons, dunno, doubt it but something like a cleanrot knight sword (aka a fixed blade, sport weapons have a bit of a bendy blade because we dont want to kill our opponent) should be able to deflect pretty much anything thats its own size or a bit taller. No idea whether a dedicated parrying shield would fare much better, it should because they were used irl aswell. But if we go to the realistic path then I am sorry but I have to say that the entire parry window is complete humbug because if you hold your weapon in front of you without moving (aka the parry start and only active window) you will get hit 100% of times, the swiping motion would be the actual parry but I guess that would make it too easy because it would have a big window (and theoretically should have but I get it, this game is to suffer)
But from a balancing standpoint it makes sense. So I guess its just balancing and I get why because dual cleanrot knight swords are already DPS machines, even without infusions and having that for parrying would be pretty stupid. But at the same time, parrying is also pretty stupid as it is (because if done right you can just troll absolutely everything unless netcode tells you not to). I guess Ill just get better because parrying with a sword feels much more badass than with a sword. Plus nobody expects you to do that XD
they really had an issue with breaking their dark souls shackles with this IP, gameplay could've been much better if they didn't make Dark Souls 3 2.0
I do miss Mikiri Counter though. Genuinely.
guard counters are fun but the actual parrying still feels bad and they could've done a lot more with the gameplay in this new IP instead of just dark souls with very minor additions
They basically did add the sekiro parry in the dlc with one of the flask tears and it only made me sadder that it's not a core mechanic
Something like Mikiri counter could've also been amazing in boss fights. Another souls type game just released(Khazan) and it has something similar, feels so good when you pull it off
Sekiro deflecting didn't made a comeback precisely for that reason - it would make pvp unplayable.
...
Except it already is, no Parrying needed. Whoops.
There's a game called Wo Long that has both pvp and the sekiro parry
don't know how good it is though because I never tried pvp in it but I can't imagine it being much worse than fromsoftware's pvp lmao