ENDER LILIES: Quietus of the Knights

ENDER LILIES: Quietus of the Knights

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Naewyng Jun 26, 2021 @ 3:07pm
Parrying with the dodge button...
...is quite literally the most blatantly idiotic design choice I've come across in a game in a LONG time...
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Showing 1-15 of 39 comments
Bankai9212 Jun 26, 2021 @ 3:27pm 
Just stand still, not perfect but it works.
Grimm Bulbel Jun 26, 2021 @ 3:31pm 
It actually saved me by accident more than I can count than when i actually tried to use it XD
Naewyng Jun 26, 2021 @ 3:53pm 
Originally posted by Bankai9212:
Just stand still, not perfect but it works.
Yeah, but getting used to it doesn't mean it's a good implementation.

I could get used to playing the game with my tongue, doesn't mean it wouldn't be an incredibly stupid way to play it xD
Bankai9212 Jun 26, 2021 @ 3:59pm 
So you’ll compare playing with your tongue to stop moving and press dodge got it.
Corinarh Jun 26, 2021 @ 4:54pm 
ultimate with up and attack is even worse i press it by mistake all the time
ハチ Jun 26, 2021 @ 5:39pm 
The Parry Ring wasn't in EA, and I remember people complaining about the dodge maneuver making Lily move to unintentional position. So I think the devs just gave the option to parry while standing still.

That'll explain it being perfectly optional(it's a relic with 0 cost) and being the only item added to the map that was already in EA.

Well, that's my guess.
PrimeBrew Jun 26, 2021 @ 5:59pm 
Never played Smash Brothers huh?
Last edited by PrimeBrew; Jun 26, 2021 @ 6:10pm
Naewyng Jun 26, 2021 @ 9:46pm 
Originally posted by Corinarh:
ultimate with up and attack is even worse i press it by mistake all the time
Yeah, that one's pretty moronic too xD
But this one IMO takes the cake, I swear like 30% of my deaths are due to this.
lordatog Jun 26, 2021 @ 11:46pm 
Seems fine to me since they effectively do the same thing. Both parry and dodge give you about the same number of invincibility frames, it's just a question of whether you want to move or remain stationary.
Last edited by lordatog; Jun 26, 2021 @ 11:46pm
Naewyng Jun 26, 2021 @ 11:53pm 
Originally posted by lordatog:
Seems fine to me since they effectively do the same thing. Both parry and dodge give you about the same number of invincibility frames, it's just a question of whether you want to move or remain stationary.
Here's a few examples of how this screws me over repeatedly:
Stay very close to the opponent. Then if you try to dodge in it's direction to , you'll get hit by contact damage from the enemy, so in every other metroidvania game that has a dodge, you'd just press the dodge button without having to move.
Another situation where this gets you fked is when doing aerial parries. With a dedicated parry button you could hold your direction while parrying, not have to stop your movement and then parry.
And lastly, it locks you in an animation, which is what dodging does as well, but when you dodge, you effectively adjust your positioning, which is great! But when you parry instead of dodging, your positioning doesn't change, and if you're up against multiple projectiles and/or enemies, you parry one of them, and get hit by the other 2-3 slower projectiles/attacks.
Averis Jun 27, 2021 @ 2:13am 
Originally posted by Naewyng:
...is quite literally the most blatantly idiotic design choice I've come across in a game in a LONG time...

Welcome to the bad game design club. Enjoy your stay. You havn't seen half of the red flags in this game yet.
Last edited by Averis; Jun 27, 2021 @ 2:20am
I mean, game was made with consoles in mind as well right? That means less buttons and unfortunately it means there needs to be some overlapping inputs which is why stuff like up to super is also a thing

NGL the devs could have given us the option to map the controller so we could have up to jump and a button to super or parry. But you'd still have one function that needs to overlap with something because there is an interact button that takes up a slot but and personally I found it preferable to up+jump to interact.
Naewyng Jun 27, 2021 @ 3:30am 
Originally posted by ステームビン:
I mean, game was made with consoles in mind as well right? That means less buttons and unfortunately it means there needs to be some overlapping inputs which is why stuff like up to super is also a thing

NGL the devs could have given us the option to map the controller so we could have up to jump and a button to super or parry. But you'd still have one function that needs to overlap with something because there is an interact button that takes up a slot but and personally I found it preferable to up+jump to interact.
Yeah, consoles REALLY need to push for widespread adoption of newer gamepad designs that include more buttons. Grip buttons, like the xbox elite and the steam controller, should have been included in this gen's consoles to be honest.

The way it is right now, they've basically been selling the exact same gamepad for more than 15 years xD
Last edited by Naewyng; Jun 27, 2021 @ 3:31am
Bankai9212 Jun 27, 2021 @ 4:33am 
Originally posted by Averis:
Originally posted by Naewyng:
...is quite literally the most blatantly idiotic design choice I've come across in a game in a LONG time...

Welcome to the bad game design club. Enjoy your stay. You havn't seen half of the red flags in this game yet.

Which are what? I have some issues with the game but it’s great overall.
Naewyng Jun 27, 2021 @ 5:02am 
Originally posted by Bankai9212:
Originally posted by Averis:

Welcome to the bad game design club. Enjoy your stay. You havn't seen half of the red flags in this game yet.

Which are what? I have some issues with the game but it’s great overall.
I can name quite a few of them xD
The map is horrendous.
Holding a direction before completely getting off of the bench (or reading something) doesn't move you in that direction, you have to press the direction only after it's done.
Contact damage (that ♥♥♥♥ is bad in 99% of games in this genre). I mean enemies have attack animations, there's literally no reason (other than stuff that makes sense, like slimes, or spiky enemies) to take damage when touching an enemy. At least it's not as bad as in bloodstained where contact damage hits you for more than the enemy's actual attack lol.
The player hitbox before you get the actual dodge (when you faceplant) is really wonky, sometimes you get hit when the projectile should have went over you.

That's all I can think of at the moment.

And I do think it's a great game, I really enjoy it! But it's also good to ack it's flaws ;)
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Date Posted: Jun 26, 2021 @ 3:07pm
Posts: 39