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here's an even better idea, how about we add a RANDOM arbitrary delay between the start of the attack animation and when the hit lands so muscle memory is useless
Mobs have their own pattern, delayed or not. audio or visual cues.
2 or 3 fights is enough to learn their moves. no insane muscle memory needed.
It's not random tho.
What part was wrong*
The part about adding a random delay between the start and the end of animation, is wrong. Once a given animation started, it'll always hit at the exact same time. So he's just doing the classic "I suck therefore the game cheated" gamer move.
The game also goes out of its way to give you a dodge so you can safely learn patterns and switch to parries once you're confident you got their rhythm downloaded, the design is impeccable.
Different enemies having different attacks and attack animations? Wow, that's never been done before in games...
Attacks are not delayed, they start and hit at the exact intended time they are supposed to. Needing to learn enemy movesets has been a thing since forever.
I'm terrible at parrying, but I am close to finishing the game (not counting more difficult side content).. so it can't be that bad.
If you are talking about gestrals in the arena etc.. yes, some of them have feints, which happens every time when they do that combo (they have more than one combo). If you fall for it, that's your own fault. Next time you'll know.
literally just dodge until you can accurately gauge your parries. If parrying was easy you would NEVER take any damage and it'd be the most boring combat ever (and I personally find combat in jrpg's tedious as hell, this game is an exception).