Rise of the Ronin

Rise of the Ronin

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Littlefatcat 19 MAR a las 12:09
To help with parry timing
I noticed some people struggling with parrying, myself included. I was messing around with game settings and found that combat was more enjoyable if you set lock on marker to "only show critical hits/assassinations." It makes it easier to see the white flash before their red attack hits. The white circle made it hard for me to see it. Another thing that could help with on screen distractions (but might make boss fights harder) is turning off enemy gauges. I wish there was a setting to keep it on for boss fights only. I hope this helps
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Mostrando 16-30 de 113 comentarios
Mike 20 MAR a las 11:45 
Publicado originalmente por Guldo:
only way to get good at parrys sadly is one weapon and one stance and thats the unfortunite reality.

This is not the reality. I swap between stances and parry in different stances all of the time.

I personally believe the parrying timing is not as drastically different as people are led to believe, as I can easily swap between my 3 stances and the parry timing never feels different at all.

There is a sweet spot for all parries that if you get down the timing between the stances/weapons would not effect you.
Guldo 20 MAR a las 11:49 
Publicado originalmente por Mike:
Publicado originalmente por Guldo:
only way to get good at parrys sadly is one weapon and one stance and thats the unfortunite reality.

This is not the reality. I swap between stances and parry in different stances all of the time.

I personally believe the parrying timing is not as drastically different as people are led to believe, as I can easily swap between my 3 stances and the parry timing never feels different at all.

There is a sweet spot for all parries that if you get down the timing between the stances/weapons would not effect you.
lol theres parrys that literaly make you rush forward and you can end up running past the enemy and miss it.

stop defending this awful parry system.
Aria Athena 20 MAR a las 11:52 
There is also a slight delay between pressing the button and parrying, which is apparently very common. That puts me off way more than any difference in timing different stances may have.

Publicado originalmente por Guldo:
lol theres parrys that literaly make you rush forward and you can end up running past the enemy and miss it.

stop defending this awful parry system.

Some parry animations make certain attacks miss you even when you are literally in the enemy's face.
Última edición por Aria Athena; 20 MAR a las 11:53
Guldo 20 MAR a las 11:56 
Publicado originalmente por Aria Athena:
There is also a slight delay between pressing the button and parrying, which is apparently very common. That puts me off way more than any difference in timing different stances may have.

Publicado originalmente por Guldo:
lol theres parrys that literaly make you rush forward and you can end up running past the enemy and miss it.

stop defending this awful parry system.

Some parry animations make certain attacks miss you even when you are literally in the enemy's face.
a person can memorize a certain style and weapon and then get thrown off when changing styles and weapons.

this is bad design no matter how you slice it.
Mike 20 MAR a las 12:05 
Publicado originalmente por Guldo:
Publicado originalmente por Aria Athena:
There is also a slight delay between pressing the button and parrying, which is apparently very common. That puts me off way more than any difference in timing different stances may have.



Some parry animations make certain attacks miss you even when you are literally in the enemy's face.
a person can memorize a certain style and weapon and then get thrown off when changing styles and weapons.

this is bad design no matter how you slice it.

Why do people call things "bad design" when in reality they are just not very good at timing their parries? STOP MASHING COUNTERSPARK like its Sekiro and you might actually learn how to properly utilize the mechanics lol.
Snailor Lazzy 20 MAR a las 15:18 
Publicado originalmente por Mike:
Publicado originalmente por Guldo:
a person can memorize a certain style and weapon and then get thrown off when changing styles and weapons.

this is bad design no matter how you slice it.

Why do people call things "bad design" when in reality they are just not very good at timing their parries? STOP MASHING COUNTERSPARK like its Sekiro and you might actually learn how to properly utilize the mechanics lol.
Dude you gotta stop saying that the Sekiro parry is just mashing. The game literally punishes you for mashing by reducing the parry frames each time you press the button consecutively. People who mash to parry think that they're landing the parries when they are, in actuality, just blocking normally most of the time.
Mike 20 MAR a las 15:29 
Publicado originalmente por Snailor Lazzy:
Publicado originalmente por Mike:

Why do people call things "bad design" when in reality they are just not very good at timing their parries? STOP MASHING COUNTERSPARK like its Sekiro and you might actually learn how to properly utilize the mechanics lol.
Dude you gotta stop saying that the Sekiro parry is just mashing. The game literally punishes you for mashing by reducing the parry frames each time you press the button consecutively. People who mash to parry think that they're landing the parries when they are, in actuality, just blocking normally most of the time.

BLOCK AND PARRY are the same button in that game was my point, so 2 core defensive mechanics are mashed into one action, meaning less thinking for the player, and pretty much just pattern recognition is needed to beat that game.

There is not a huge recovery for missed parries like they are in this game and that is where the clear differences lie. In Sekiro there is little risk to missing a parry, in Ronin you are literally stuck whiffing an attack, so at the core the systems are different and that was the point I was making.

In Sekiro the game designed around using ONE button for your entire defense, in this game you have to block and properly time parries.
Kashra Fall 20 MAR a las 15:36 
Publicado originalmente por Snailor Lazzy:
Publicado originalmente por Mike:

Why do people call things "bad design" when in reality they are just not very good at timing their parries? STOP MASHING COUNTERSPARK like its Sekiro and you might actually learn how to properly utilize the mechanics lol.
Dude you gotta stop saying that the Sekiro parry is just mashing. The game literally punishes you for mashing by reducing the parry frames each time you press the button consecutively. People who mash to parry think that they're landing the parries when they are, in actuality, just blocking normally most of the time.

Boy oh boy how wrong you are. You can go look up a video right now of ninja just spamming block to parry and beat Isshin and it looks as horrible as it sounds. See how the stagger goes up in the video? That is because it was a parry, blocks don't cause stagger increase. Butterfly blocking in Sekiro looked stupid, but rewarded the player. Unless they used the demon bell, there was no drawback to it. You can't do such things in Ronin, aside from with 1 fighting style and to do it, you have to be blocking when you push the counterpsark button.
Aria Athena 20 MAR a las 15:40 
Publicado originalmente por Kashra Fall:
Publicado originalmente por Snailor Lazzy:
Dude you gotta stop saying that the Sekiro parry is just mashing. The game literally punishes you for mashing by reducing the parry frames each time you press the button consecutively. People who mash to parry think that they're landing the parries when they are, in actuality, just blocking normally most of the time.

Boy oh boy how wrong you are. You can go look up a video right now of ninja just spamming block to parry and beat Isshin and it looks as horrible as it sounds. See how the stagger goes up in the video? That is because it was a parry, blocks don't cause stagger increase. Butterfly blocking in Sekiro looked stupid, but rewarded the player. Unless they used the demon bell, there was no drawback to it. You can't do such things in Ronin, aside from with 1 fighting style and to do it, you have to be blocking when you push the counterpsark button.

Sekiro's combat unfortunately shines after you beat the game once, where you get the option to not have Kuro's charm. First run is kind of a forced easy mode. The demon bell increases enemy damage.
Snailor Lazzy 20 MAR a las 15:43 
Publicado originalmente por Mike:
Publicado originalmente por Snailor Lazzy:
Dude you gotta stop saying that the Sekiro parry is just mashing. The game literally punishes you for mashing by reducing the parry frames each time you press the button consecutively. People who mash to parry think that they're landing the parries when they are, in actuality, just blocking normally most of the time.

BLOCK AND PARRY are the same button in that game was my point, so 2 core defensive mechanics are mashed into one action, meaning less thinking for the player, and pretty much just pattern recognition is needed to beat that game.

There is not a huge recovery for missed parries like they are in this game and that is where the clear differences lie. In Sekiro there is little risk to missing a parry, in Ronin you are literally stuck whiffing an attack, so at the core the systems are different and that was the point I was making.

In Sekiro the game designed around using ONE button for your entire defense, in this game you have to block and properly time parries.
I get the point you're making about the parry and block being the same button, but I disagree in that a single button is your whole defense in Sekiro. Aside from the moves you simply cannot parry and have to jump over, mikiri counter or lightning counter, not every move that you can parry is optimal to do so on. Some attacks will hit hard enough to push you backwards, even when you do parry them, and the game is full of enemy attacks that have other optimal responses. Some are better to side-step and punish with a dodge attack, as this does extra posture damage, and some aerial attacks are better countered with a swift shuriken while the enemy is airborne.

True mastery of Sekiro is knowing how to be optimal when handling all of an enemy's attacks, instead of just relying on the parry. RotR is not really much different: it has a more reliable option in blocking and simply avoiding attacks, but the more optimal response is to be able to parry them.
Snailor Lazzy 20 MAR a las 15:50 
Publicado originalmente por Kashra Fall:
Publicado originalmente por Snailor Lazzy:
Dude you gotta stop saying that the Sekiro parry is just mashing. The game literally punishes you for mashing by reducing the parry frames each time you press the button consecutively. People who mash to parry think that they're landing the parries when they are, in actuality, just blocking normally most of the time.

Boy oh boy how wrong you are. You can go look up a video right now of ninja just spamming block to parry and beat Isshin and it looks as horrible as it sounds. See how the stagger goes up in the video? That is because it was a parry, blocks don't cause stagger increase. Butterfly blocking in Sekiro looked stupid, but rewarded the player. Unless they used the demon bell, there was no drawback to it. You can't do such things in Ronin, aside from with 1 fighting style and to do it, you have to be blocking when you push the counterpsark button.
First of all, I'll be caught dead before I watch Ninja do literally anything. Secondly, I am not wrong but the parry window has been adjusted since release. It always shrank with repeated use but the base parry window used to be 30FPS, which is incredibly large. Nowadays the parry window is only 12 frames, or 0.2 seconds, and while the stacking penalty is cleared every half a second, it is quite easy to shrink the parry window down to 0 frames if you spam it. Basically, the parry can only be used at its maximum duration every half a second. That's still not as punishing as it is in RotR, but not nearly as lenient as allowing you to just spam anymore.
NoOne 20 MAR a las 16:09 
Publicado originalmente por Guldo:
only way to get good at parrys sadly is one weapon and one stance and thats the unfortunite reality.
Kind of agree with this at least for me. Just using bog standard katana, and just changing stance to get the advantage if possible. It is my first KT game though after a decade of souls. Probably need to manipulate my brain out of that muscle type lol
Última edición por NoOne; 20 MAR a las 16:10
Kashra Fall 20 MAR a las 16:11 
Publicado originalmente por Snailor Lazzy:
Publicado originalmente por Kashra Fall:

Boy oh boy how wrong you are. You can go look up a video right now of ninja just spamming block to parry and beat Isshin and it looks as horrible as it sounds. See how the stagger goes up in the video? That is because it was a parry, blocks don't cause stagger increase. Butterfly blocking in Sekiro looked stupid, but rewarded the player. Unless they used the demon bell, there was no drawback to it. You can't do such things in Ronin, aside from with 1 fighting style and to do it, you have to be blocking when you push the counterpsark button.
First of all, I'll be caught dead before I watch Ninja do literally anything. Secondly, I am not wrong but the parry window has been adjusted since release. It always shrank with repeated use but the base parry window used to be 30FPS, which is incredibly large. Nowadays the parry window is only 12 frames, or 0.2 seconds, and while the stacking penalty is cleared every half a second, it is quite easy to shrink the parry window down to 0 frames if you spam it. Basically, the parry can only be used at its maximum duration every half a second. That's still not as punishing as it is in RotR, but not nearly as lenient as allowing you to just spam anymore.

I used ninja as an example because the guy is a shooter player, not an action game player. So I wanted someone who had no practice in parry timing. I don't watch him either, just chose the first wackball streamer that popped into my head lol. I watched a bit of the video and sure enough, he was butterfly blocking like a madman and easing that stagger bar down.
Mike 20 MAR a las 16:15 
Publicado originalmente por NoOne:
Publicado originalmente por Guldo:
only way to get good at parrys sadly is one weapon and one stance and thats the unfortunite reality.
Kind of agree with this at least for me. Just using bog standard katana, and just changing stance to get the advantage if possible. It is my first KT game though after a decade of souls. Probably need to manipulate my brain out of that muscle type lol

Oh yeah if this is your first TN game, you definitely need to get use to a new style of game and develop new muscle memory as these games usually play nothing like your average souls game.
NoOne 20 MAR a las 16:20 
Publicado originalmente por Mike:
Publicado originalmente por NoOne:
Kind of agree with this at least for me. Just using bog standard katana, and just changing stance to get the advantage if possible. It is my first KT game though after a decade of souls. Probably need to manipulate my brain out of that muscle type lol

Oh yeah if this is your first TN game, you definitely need to get use to a new style of game and develop new muscle memory as these games usually play nothing like your average souls game.
I'm doin' ok, got to level 12 and only died 3 times in 12 odd hours. Absolutely loving it as my PC is good and no perf issues :D
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