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
However, keep in mind that this game focuses heavily on blocking and parrying and in most cases you should be focusing on that and not dodging, especially during boss fights.
I also think it's unfair to compare it to Bloodborne. Yes, they're similar games but we're talking about studios with vastly different experiences in creating games like these.
I would imagine that the devs don't want players to rely on a single crutch to get them through the entire game; they want you to use all the offensive and defensive options at your disposal, in the appropriate situation for each.
You can tell by the amount of tracking a lot of attacks have that block/parry is supposed to be your primary defense coupled with all of the benefits you actually get from perfect blocks.
It’s interesting that you’d put it like that because I’ve never seen dodging perfectly through timing and moveset memorization as a “get out of jail free card” but more of a “you got gud” part of souls games. The great thing about Bloodborne, Dark Souls, or even Elden Ring is that blocking, dodging, and parrying are more or less ALL viable playstyles.
Right now it feels like the devs DO want you to rely on the single “crutch” (your words, not mine) of parrying. I like to parry, but I also want to feel like I can get close, dodge attacks, and punish enemies for missing me.
IMO, This is on par with a game being heavily inspired by Destiny and having clunky gunplay.
I refunded, but I would LOVE to see more dodge improvements and the game to succeed. If they fixed this, I would re-purchase in a heartbeat. We need games like this, but it was a miss for me. It’s a shame because there is SO much good here.
That’s fair. I will say Sekiro is my least favorite From game for that exact reason.
Lies of P is confused on what's its trying to be IMO. Has the clunky-ness of Dark souls 1 probably worse, Moves like Bloodborne and guards like Sekiro.
Honestly not even mad that dodging is ♥♥♥♥♥♥♥ in the game, I just get caught more often when I'm stun locked in an animation. I love heavy weapons and me helpless in some situation just grinds my gears.
Lies of P is like a cross of Bloodborne and Sekiro when it comes to the dodge mechanic. The demo reminded me of BB a lot, except you didn't get quite as many i-frames (and even less than a typical medium weight souls roll). Which then made me think of Sekiro. Which makes sense considering a lot of this game borrows just as much from Sekiro as it does BB (everyone mostly mentions BB only).
In Sekiro, you not only have to time your dodge perfectly, you have to move in a direction that will avoid their active attack hitbox in time before you run out of i-frames. And you need to know this positioning and where the attack is coming from just as much as you need to know the timing...and even then it could be nearly impossible.
My guess is the devs split the difference on BB and Sekiro, and created the dodge we have in Lies of P as opposed to recreating another game exactly. So there will be times when you can easily dodge a move, and others where you need to run or you need to parry.
BB has stricter timing than Souls games when it comes to dodging, but the game is built around that one thing. You don't even need to parry in BB to beat every boss (I pretty much never parry). But you do in Lies of P...just like you do in Sekiro.
So everyone is comparing to BB, but this game is definitely more in common with Sekiro before you even start talking about the skill tree, the mechanical arm and of course the posture/stagger system for both the player character and enemies.
Blink twice if you need help!
The fact you can spam the parry move like Sekiro encourages me to go for it. Whereas if I miss the dodge timing, it takes a bit longer to recover to try again if I dodged too early.
This feels like it was made with that in mind. Parry first and often, dodge to get out of danger or to position yourself. You can still be aggressive, you just have to be Sekiro type aggressive.