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1. The animation is to long and you can't cancel it with another parrying making it impossible to parry mutable attacks in a row. This includes the 2 to 3 hit combo from one of the boss's.
2. The enemies don't react at all when you parry them leaving no opening for you to attack or anything, also if said parried attack were to leave a hazer or something on the ground that still happens leaving you standing in it.
This just makes the parrying in this game punishing and unrewarding.
I've been able to parry projectiles, though its difficult with how slow some of them move. It's better just to avoid projectiles altogether.
The timing feels off and its far too punishing for far too little reward.
So i just end up dodging almost all the time even when i know the timing of some enemies it is just not worth the risk of being hit.
And then when i'm dodging every single attack i just end up wishing i was playing windblown instead which has nice tight combat built around a dodge mechanic.
Dunno. I really hope they can turn this around but combat needs to feel way more fun.
In this game it feels underwhelming and clunky
Standardize the attack indicators to show when a parry can occur, currently they're all over the place.
Allow the user to hold for a block that significantly reduces damage, and just have a parry occur if block is pressed within the timing window.