Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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Gfxi Jan 21, 2024 @ 1:12pm
Is 'Parry' still a thing?
In vermintide 2 you could block an attack just before it hit to parry and have it take half the stamina. is this mechanic carried over? as i cant tell with the new stamina UI bars.
Originally posted by varicose 'vascular' vinny:
Yeah it still works, your block makes a dull chime noise and the cost is lower. There's also a parry special built into the catachan's sword that lowers block cost even more if you use it almost right as the attack connects with you. You can counter an overhead, but if you mistime it the block cost of the move sends you right into stamina break.
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The author of this thread has indicated that this post answers the original topic.
Yeah it still works, your block makes a dull chime noise and the cost is lower. There's also a parry special built into the catachan's sword that lowers block cost even more if you use it almost right as the attack connects with you. You can counter an overhead, but if you mistime it the block cost of the move sends you right into stamina break.
Gfxi Jan 21, 2024 @ 1:32pm 
Nice, thanks. Good Information.
Replicant Six Jan 22, 2024 @ 5:05pm 
With the one exception being you cannot parry Ragers attacks you just have to block them (They don't do a lot of block damage) or dodge back far enough to avoid their wild swings.
DLCI Jan 22, 2024 @ 9:34pm 
Originally posted by Replicant Six:
With the one exception being you cannot parry Ragers attacks you just have to block them (They don't do a lot of block damage) or dodge back far enough to avoid their wild swings.
just like berserkers in VT2, rager combo attacks have an innate block cost reduction

meaning, rager combos cost less stamina to block (relative to damage dealt) compared to all other attacks

this is the devs way of allowing/encouraging you to keep blocking until they finish the combo instead of trying to hit them back
Madjar Jan 22, 2024 @ 10:26pm 
Originally posted by DLCI:
Originally posted by Replicant Six:
With the one exception being you cannot parry Ragers attacks you just have to block them (They don't do a lot of block damage) or dodge back far enough to avoid their wild swings.
just like berserkers in VT2, rager combo attacks have an innate block cost reduction

meaning, rager combos cost less stamina to block (relative to damage dealt) compared to all other attacks

this is the devs way of allowing/encouraging you to keep blocking until they finish the combo instead of trying to hit them back
You know, I don't think I've ever seen a rager stop his combo unless I dodge out of it
luZk Jan 22, 2024 @ 10:40pm 
The catachan flurry is almost free in stamina cost.
DLCI Jan 22, 2024 @ 11:52pm 
Originally posted by Tox Flamer:
Originally posted by DLCI:
just like berserkers in VT2, rager combo attacks have an innate block cost reduction

meaning, rager combos cost less stamina to block (relative to damage dealt) compared to all other attacks

this is the devs way of allowing/encouraging you to keep blocking until they finish the combo instead of trying to hit them back
You know, I don't think I've ever seen a rager stop his combo unless I dodge out of it

there are only a few ways to interrupt a rager combo; it typically requires an extremely high impact hit such as a grenade explosion, activated-effect hit of a thunderhammer, crusher or powermaul, or an ogryn charge.

the other way is to use a special attack that specifically ignores stagger reduction.

one example of this type of attack would be the ogryn punch special attack on cleavers and the latrine shovel, another would be the activated-effect hits of most chain-weapons.
Madjar Jan 23, 2024 @ 12:01am 
Originally posted by DLCI:
Originally posted by Tox Flamer:
You know, I don't think I've ever seen a rager stop his combo unless I dodge out of it

there are only a few ways to interrupt a rager combo; it typically requires an extremely high impact hit such as a grenade explosion, activated-effect hit of a thunderhammer, crusher or powermaul, or an ogryn charge.

the other way is to use a special attack that specifically ignores stagger reduction.

one example of this type of attack would be the ogryn punch special attack on cleavers and the latrine shovel, another would be the activated-effect hits of most chain-weapons.
I imagine the old shovel's (human) special could stagger them then, that can stop a mutie charge
Last edited by Madjar; Jan 23, 2024 @ 12:02am
Originally posted by Tox Flamer:
Originally posted by DLCI:
just like berserkers in VT2, rager combo attacks have an innate block cost reduction

meaning, rager combos cost less stamina to block (relative to damage dealt) compared to all other attacks

this is the devs way of allowing/encouraging you to keep blocking until they finish the combo instead of trying to hit them back
You know, I don't think I've ever seen a rager stop his combo unless I dodge out of it

it about 4 Flurry attacks then a Heavy attack you get about a 2 secound Opppunity before they resume their Flurry, unless it interrupted Ie attacked,Staggered, then it rests to 4 Flurry attacks.
Madjar Jan 23, 2024 @ 1:29am 
Originally posted by XIX Victorious Aut Mortis:
Originally posted by Tox Flamer:
You know, I don't think I've ever seen a rager stop his combo unless I dodge out of it

it about 4 Flurry attacks then a Heavy attack you get about a 2 secound Opppunity before they resume their Flurry, unless it interrupted Ie attacked,Staggered, then it rests to 4 Flurry attacks.
If I go into melee with them without the one shot, I find they chain their two axe swipe over and over
Aedwynn Jan 23, 2024 @ 5:13am 
Originally posted by DLCI:
Originally posted by Tox Flamer:
You know, I don't think I've ever seen a rager stop his combo unless I dodge out of it

there are only a few ways to interrupt a rager combo; it typically requires an extremely high impact hit such as a grenade explosion, activated-effect hit of a thunderhammer, crusher or powermaul, or an ogryn charge.

the other way is to use a special attack that specifically ignores stagger reduction.

one example of this type of attack would be the ogryn punch special attack on cleavers and the latrine shovel, another would be the activated-effect hits of most chain-weapons.
block-attack stops them on chainswords just fine
DLCI Jan 23, 2024 @ 8:29am 
just to confirm this, in case there was any doubt. the parry 'perfect-block' mechanic is definitely in the sourcecode

local weapon_action_component = unit_data_extension:read_component("weapon_action")
local _, action_setting = Action.current_action(weapon_action_component, weapon_template)
local block_component = unit_data_extension:read_component("block")
local is_perfect_block = block_component.is_perfect_blocking

if action_setting and action_setting.parry_block and is_perfect_block then
local no_block_cost = is_perfect_block and buff_extension:has_keyword(buff_keywords.no_parry_block_cost)
block_cost = no_block_cost and 0 or math.clamp(block_cost, 0, 2)
end

if action_setting and action_setting.block_goes_brrr then
block_cost = 0
end

i have no idea what in-the-emperor's-name 'block_goes_brrr' means, though
Auftragsmoerder Jan 23, 2024 @ 8:55am 
That this stuff is hidden so well you can miss it after over a year playing actively is nearly as insulting as their work morale.
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Date Posted: Jan 21, 2024 @ 1:12pm
Posts: 13