Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Delayed attacks are cheap design choice
infamous elden ring type ♥♥♥♥ where the attack animation takes longer than 3 business days to connect, and the hit doesn't connect when you expect it to based on seeing the windup animation

and dont get me wrong, this is not hard, it's just a knowledge check - once you see the attack patterns you can parry easily

but that doesn't make delayed attacks a good design philosophy
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Showing 1-12 of 12 comments
Havok May 15 @ 1:56am 
Oh no, you mean the game is trying to actively keep you engaged so it isn't the same 1 second attack animation followed by parry? I mean, why not just add an auto-parry setting so the game plays itsself?
Originally posted by Havok:
Oh no, you mean the game is trying to actively keep you engaged so it isn't the same 1 second attack animation followed by parry? I mean, why not just add an auto-parry setting so the game plays itsself?

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
Last edited by Tariff Mike Hawk; May 15 @ 2:05am
PHARA May 15 @ 2:13am 
what are you talking about ??

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.
Last edited by PHARA; May 15 @ 2:14am
They do not have any random delays or else, they are all repeated. Learn them or build your characters in such a way so you do not need to rely on this mechanics. Make health monsters that have many healing skills and can sustain all received damage, via tints, skills and pictos.
Last edited by Tverdokhleb Lidiya Gavrilovna; May 15 @ 2:19am
Originally posted by Tariff Mike Hawk:
Originally posted by Havok:
Oh no, you mean the game is trying to actively keep you engaged so it isn't the same 1 second attack animation followed by parry? I mean, why not just add an auto-parry setting so the game plays itsself?

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

It's not random tho.
Originally posted by Shadowlet:
Originally posted by Tariff Mike Hawk:

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

It's not random tho.
The attack designs are random not literally random. You cant go into any fight with new enemy and parry because every single one has a randomly designed animation and attack time. Like have you played the game? What part of OP's post was incomprehensible?
Last edited by Doom Sayer; May 15 @ 2:56am
Veylox May 15 @ 2:56am 
Why would a knowledge check be bad game design ? It's been here forever, it worked forever, and it's gonna stay forever
Veylox May 15 @ 2:59am 
Originally posted by Doom Sayer:
Originally posted by Shadowlet:

It's not random tho.
The attack designs are random not literally random. You cant go into any fight with new enemy and parry because every single one has a randomly designed animation and attack time. Like have you played the game? What part of OP's post was incomprehensible?

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.
Last edited by Veylox; May 15 @ 2:59am
Originally posted by Doom Sayer:
Originally posted by Shadowlet:

It's not random tho.
The attack designs are random not literally random. You cant go into any fight with new enemy and parry because every single one has a randomly designed animation and attack time. Like have you played the game? What part of OP's post was incomprehensible?

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.
Last edited by Blackwolfe; May 15 @ 3:15am
I havent encounterd a single "delayed" attack in this game. Its as every said, they hit the exact time they are intended to.
I think he means sometimes the windup to an attack takes longer for some attacks than others. Which has been a thing for ages. Heavy attack? long windup? light attacks? fast af.
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).
drz30 May 15 @ 3:34am 
So are jump-scares in horror movies but they still sell.
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