Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Blocking can be reliable, but Parries are not.
And yes, Lies places too much of a focus on Perfect Blocks. Perfect blocks damage the opponent's weapons and push them towards their next Stagger, they're the only effective counter to Fury Attacks (outside of an Amulet from a late game boss) I'm not letting "just run away" count 'cause it's not remotely consistent, especially when it's Fury attacks in a combo. Perfect Blocks also get a ton of upgrades varying from doing what they already do better, recovering Guard Regain and Fable, and even restoring weapon Durability. Frankly the game puts so much weight on Perfect Blocks that it feel wrong not to rely on them.
A game that relies so heavily on this functionality needs to provide options to better utilize it. There is this skill system things like stagger can be upgraded. Why is there no option right in the first stage to increase the timing window for perfect blocks? For those that already are good at using it there could be an alternative to maybe deal more damage to an opponents weapon (you just block twice in stead of three times to destroy the weapon for example). Then there would be an actual choice to be made.
People like myself could use larger timing windows while having to block more often while others can rely on their own skills in timing and defeat bosses more quickly. There is a balance aspect there without actually nerfing bosses.
I've seen complaints in the forums regarding devs having nerfed bosses but it seems that they aren't looking at the tools the players have at their disposal (which are more likely to create frustation) to fight the bosses in the first place and maybe make adjustments there. Fix dodge, improve block related skills or provide options to improve movement of the character in general.
I think your issue is that this game doesn't allow you to just abuse i-frames.
Second of all I did not say I couldn't finish the game. I could finish it if I wanted to. I said the game just isn't fun to play which means there is not really any motivation for me to continue.
People got used to it, but I personally never liked it, because it leads to mechanical and unrealistic habits and expectations - for example "rolling into" an attack, which would be nonsense in a realistic fight - first of all, a roll is a terrible defensive move (which works in a game, because it's well telegraphed and easily perceivable, and it usually rewards the player with advantageous position), and second, i-frames sort of allow you to ignore the type of attack - you could dodge right into the weapon trajectory and you are still perfectly safe.
When a dodge system in a game is based on an i-frame system then there is no "abusing" it. You're going to use the mechanic in the way it was implemented to avoid damage on your character.
If someone complains about dodge with I-frames being unrealistic then let me know how realistic it is to stand in front of an enemy with the weapon held above your head while every strike that enemy will do will always hits the weapon instead of your character. Makes no sense from a realism point of view as any enemy in real life would simply try to strike from the side or below when you're holding a weapon above your head.
LoP does not have a realistic combat system. And btw. it doesn't need to be realistic. Combat systems in games centered around combat simply should be fun.
Dodging away is viable. But the best mindset for this game is to play block/parry for simple attacks and dodge for thing you have hard time facing.
New players dodge away from attacks in order to not get hit. Veteran players dodge right in to the enemy attack, deliberately letting themselves get hit, because thats the easiest way to dodge an attack with i-frames. After all, if your body and the enemy attack are moving in the opposite direction then it will minimize the amount of time they could potentially interact and thus make it easier to avoid damage in the limited time frame you are immortal.
Also you end up on the opposite side of the enemy swing meaning that the enemy must turn around before they can attack again. Thus giving the players a couple of free attack.
But again, this is only something that a veteran players would know about. For newbies the system works as intended in that it gives the player some extra safety margins.
Sure, the I-frames are inherently unrealistic, but so is being able to just block a charging monster with a rapier or a small shield. or swinging a sword cleanly through someone's gut without cetting stuck or even meaningfully cleaving through to make 10% of their HP disappear (and HP itself is an inherently unrealistic concept, people don't have a set amount of harm that they can recieve and be entirely fine, then get a paper-cut and drop dead 'cause that was the last 1HP.)
It's all abstractions 'cause any attempt to replicate anything remotely realistic would take a completely stupid amount of work, and make for a bad game.
I-frames are just another abstraction, they're replicating actual evasive techniques like ducking under a blow, and evading towards an attack isn't actually unrealistic at all; someone throws a right-hook at you, and you duck underneath in the direction it's coming from and you'll get out of the way more effectively since it leaves less room for them to follow your motion and hit you anyway, and getting behind them is an explicit benefit of that kind of method. Panicking and avoiding backwards is a rookie error in IRL too, since your opponent will just follow you and keep swinging.
It's almost funny that your main complaint is accurate to life.
The mechanics of dodging in Dark Souls/Elden Ring are usually fun. The same can be said to some degree with blocking and parrying if you use it the right way. It creates a certain flow to the combat in fromsoft games. The combat is also the part I praised the most in Elden Ring even if the boss design in that game is extremely flawed.
LoP doesn't have a good flow to its combat. It's very static if you can't find the right timing for a perfect block. Often you just stand or move slowly while holding block attacks until there is a small opening to initiate an attack yourself just to immediately go back into block when the enemy starts another attack combo.
It lacks fun and engaging aspects. Also from what I've seen it seemed to have been designed with a certain (very small) audience in mind that has good reflexes for perfect blocks. That small audience may even enjoy the way the mechanics are designed and from what I've seen they have also complained considerably about enemies having been nerfed.
Nerfing enemies doesn't fix problems with the combat mechanics for people outside that niche audience though. It might make it easier to defeat a boss with the existing mechanics but it doesn't make the combat itself more fun to deal with. There seems to be an inherent problem on the developer side to understand what issues are actually affecting LoP and how they could address it.
Do you consider it a fun way to play?
For me personally it’s perfection. The system is much easier and forgiving than in Sekiro or Bloodborne.
I personaly block a lot while using a light weapon. Sure, I get huge block damage but with its relatively easy to get it back with a fast rapier or umbrella.
I also just upgraded my shield arm and can block red attacks now :)