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it just works different from sekiro
dont tab
instead press and hold button for ~1 second
1.) evade
2.) parry/deflect
3.) spacing correctly by running to the correct position when a boss attacks
if you only concentrate on parrying you will have a much harder time
use all 3 depending on the boss
Also the window of time is really narrow because perfect guard has a lot of benefits like building up stagger, wearing down enemy's weapons, not losing health and more with P-Organ perks added with quartz. Some extra perks you can get are not losing stamina when perfect guarding, regaining health from guard gain, not losing weapon durability.
I would say that the intended play style is to prioritize perfect guard and then guard if it's too fast and you still have enough health to tank some hits. Then taking advantage of the guard gain to recover health attacking enemies. Dodges and running away, when you know you can't tank it and need space to recover health or to use throwables or other items.
The parry in this game feels like ♥♥♥♥ because it's designed to be difficult to use, so the consequence is it's frustrating. Like, the closest thing to a Lies of P boss that I can think of in Sekiro is the Fallen Monk. But the Fallen Monk never forces you to have to parry while removing all of the other ways to defend yourself. That is, you can use umbrellas, you can infinitely run and keep them at bay, you can force the Monk to do a delayed approach that you can dodge through, this can be difficult but it's a fight where the design is to show a difference in size/power between you and the opponent.
Every fight in Lies of P, consequently, mostly boils down to being too similar for their own good. The variation is in how long you have to block a string before seeing a point where you can dodge. I think the Lies of P crew really like Tekken, or that's the feeling that comes to mind. Hold the enemy's offense, punish their string.
Sekiro doesn't give you tepid, milquetoast amateur designer options to deal with fights either and it doesn't mind you cheating.
Lies of P is difficult, but I wouldn't expect most folks who don't understand how to articulate the differences in a combat system to be able to distinguish how the two games are different. So what will happen is some idiot is going to chime in and be like "It's just like Sekiro!"
It's just like Sekiro if Sekiro punished you greatly for ever trying to parry throughout the entire duration of the game. Deflection in Sekiro can cause a boss to die if you can press them as early as 1/4 of their lifebar... Lies of P thinks that the good part of this system is just literally getting nothing until you land a charge attack and then you get a "visceral" whereas in Sekiro enemies just die because the point of that system is to actually represent a type of swordplay.
Lies of P combat is really ♥♥♥♥♥♥, and anyone saying "It's just like Sekiro" is delusional. They are superficially similar, like if you posture break someone in Sekiro, you don't slap them on the wrist lmfao. Patterns are a lot more interactive, Lies of P is just boring and difficult to appeal to a type of moron I guess.
Wow, well thanks for the long in-depth response. Yes, I may be abusing the deflect/posture break system a little too much, so I'll fess up to that. Early on, the game does tempt you into using the deflect mechanic by making quite a large reward for doing so, i.e. having the enemy stagger once you strong attack them. As someone who generally tries to master these rewards by using mechanics like that in Souls games, it's like a carrot on a stick lol.
But yeah, seeing as they add a few barriers to get that reward... I can see why myself and others early on in the game won't quite catch on that you're not supposed to be abusing that like it's a primary mechanic (like in Sekiro). Now I understand that it's more of a reward for punishing obvious attacks that enemies dish out, like the spear puppet. I'll try to dodge more and use spacing.
Quoted for truth. Once the game game clicks you'll have a variety of ways to tackle things -
You can play as intended mixing parry, guard, and dodge.
You can mix two of the three or play one way exclusively.
I primarily parried rather than dodge against every enemy in the game up to and include Nameless Puppet, and I swear Sekiro's parry wasn't nearly this hard to land. It feels different for every attack, like some attack seem to have a reasonable, wide parry window, while on other enemies I hit the block on what I'm certain is the very same frame I get hit and it still counts as, not a hit, but a regular block, as if I blocked too early. If I blocked any later, I wouldn't be blocking at all!
If anyone's wondering why I kept parrying and rarely bothered to dodge (outside of Manus), it's just because parrying has ridiculous benefits in this game. Block too early, take Guard health, parry afterwards, and you heal that back. That's. Insane. Nope, the rest of you guys can dodge, I'm putting on a weapon that has massive guard percentage.
I disagree that these are the hardest Souls-like bosses, though. DS3 and DLC-DS2 bosses are harder than these. As much as I was struggling against some of these guys, there wasn't anyone here harder than Nameless King. I think what makes people think these bosses are harder is just because they're tankier, but if you know the boss's patterns well enough, fighting them for a little longer doesn't matter.
Then again, building is weird here, too. I think they were way too stingy with the quartz in the first half of the game, and the weapon crafting isn't exactly intuitive.